• Title/Summary/Keyword: 가상의

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The Development of Mobile-based User Inferface Framework for Virtual Environments (가상환경에서의 인터랙션을 위한 모바일 시스템용 인터페이스 프레임워크 개발)

  • Kim, Seok-Hwan;Cho, Yong-Joo
    • The KIPS Transactions:PartB
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    • v.14B no.5
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    • pp.343-350
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    • 2007
  • Virtual environment is an interactive multimedia space that allows users to experience realistic sensory feedbacks and interactions as they do in real world. There have been some work on the development of two-dimensional user interface for supporting interactions in a virtual environment. However, most of them were designed for specific virtual environments and hence could not be easily deployed to other virtual worlds. To address this problem, some frameworks were developed for building two-dimensional user interfaces for virtual environment, but they had limitations in usability or flexibility. In this paper, we present the HIVE framework, which is designed to help ease the development of two-dimensional user interface for the virtual environment while satisfying the requirements of both usability and flexibility. The HIVE framework utilizes XML and scripting capability, dynamic module loading, XML and script language for usability. It provides module reading, configuration, and event processing mechanism for flexibility. This paper first explains the HIVE framework and describes the applications developed for some virtual environments followed by discussing the future research directions.

Investigation of the Force Transmission Affect by Visual Information and Previous Experience in Virtual Environment (가상환경에서 시각정보와 사전 경험이 힘전달에 미치는 영향에 대한 연구)

  • Lee, JaeHoon;Hwang, HoSung;Yun, WonSik
    • Journal of the Korea Society for Simulation
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    • v.22 no.1
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    • pp.53-61
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    • 2013
  • The purpose of this paper is to examine how the humans learn and perceive the weight of objects corresponding to visual information in virtual environment. We conducted two kinds of load-on-tasks with two virtual objects that have same weight but different visual cues; have same visual cues but changed weight by trails. We found that the subject could not generate appropriate force for the smaller and changed weight objects in the beginning of the trials. the discrepancy between the expected weight and actual force consequences sue to visually invoked size and previous experience made subjects perceive the small object were heavier. one the other hand, after the tasks were repeated, the subject responded the weights were the same or very similar when the mismatch between the expected weight and the actual weight became vanished. this means that the sensorimotor feedback influences the anticipatory control scheme and weight perception aggressively in virtual environment.

A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games (가상현실 게임에 나타난 시각적 촉각성과 공간의 환영성)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.229-236
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    • 2018
  • The background fort this study is related to the concept of modern time and space which has been extended from physical space to virtual space in the present times witnessing the advent of the Fourth Industrial Revolution. Based on visual tactility and illusion in virtual reality, we intended to present the possibility of the interactions as realistic as the interactions occurring in reality. Regarding the scope of this study, we analyzed the relationship between illusion in game space and immersion in interactions based on the games used frequently among current virtual reality contents. The results of the study showed that the interactions in virtual reality occurred within the space converging the time and space and that the illusion of digital images had realistic position of reality without original. Research which investigates the interaction in virtual space and media projection method for real space and virtual space will provide useful basis for promoting technological development based on novel methods differentiated from existing image grammar and for identifying the content utilization methods.

Advertisement Analysis System with Eye Tracking VR HMD(Virtual Reality Head Mounted Display (시선추적형 가상현실기기를 통한 광고분석 시스템)

  • Park, Jaeseung;Seok, Yunchan
    • Smart Media Journal
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    • v.5 no.3
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    • pp.62-66
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    • 2016
  • The recent increase in virtual reality (VR) technology around the world has been VR work in cooperation with technology from other sectors to form new trends. In the case of advertising, it is difficult to trace if VR users viewed a certain piece of advertisement because the current technology does not allow them to interact with the screen. Eye tracking technology can act as a solution to the problem of tracing advertisement views as it allows for data extraction in relation to which advertisements were viewed and for how long. The research paper suggests a method of how to track the eyes of users in VR advertising. The suggested method includes communication between a server and VR HMD (virtual reality head mounted display) as well as a screen of output from the server.

The 2D Drawing-Based Authoring Tool for Scientific Inquiry Learning Virtual Environments (과학적 탐구학습 가상환경을 위한 2차원 Drawing 기반 저작도구)

  • Im, Jae-Won;Park, Kyoung-Shin;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.7
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    • pp.1303-1311
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    • 2009
  • This paper describes a new visual VR authoring tool called DEVISE (Drawing Environment for VR-based Inquiry-learning Science Education) which is designed to support scientific inquiry learning. DEVISE allows users with no programming expertise to easily build the science inquiry learning VR contents by using 2D drawing interface to place 3D objects and specify properties of the virtual worlds or objects. This paper first describes the related works of VR authoring tools and inquiry learning virtual environments. It also explains SASILE, an integrated virtual environment system for supporting science inquiry learning, and its problems. Then, it describes DEVISE system components and its workflow, and it discusses the observation results of user evaluations of developing science inquiry-learning VR contents.

Estimation of the international water footprint according to the trade of agricultural and livestock products (농.축산물 교역에 따른 물발자국 산정)

  • Lee, Sang-Hyun;Choi, Jin-Yong;Yoo, Seung-Hwan
    • Proceedings of the Korea Water Resources Association Conference
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    • 2012.05a
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    • pp.802-802
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    • 2012
  • 물발자국은 개인이나 지역, 집단 등이 소비하는 재화와 서비스를 생산하는데 필요한 물의 총량을 나타낸다. 물발자국은 실제 눈에 보이지 않지만 생산품에 내포되는 수자원으로서 농 축산물의 국가간 교역시 가상수의 흐름이 내포되어 있고, 이에 따라 국가별, 품목별로 농 축산물 수출입에 따른 물발자국이 산정될 수 있다. 농 축산물의 물발자국은 농업용수와 관계가 있기 때문에 수출입 정책과 농업용수 수자원 확보를 동시에 고려하기 위하여 주요 농 축산물에 대한 국가간 가상수의 흐름을 분석하고, 이에 따른 국내의 물발자국의 영향을 살펴볼 필요가 있다. 이에 본 연구에서는 농 축산물 교역을 통하여 이동되는 가상수의 흐름과 양을 산정하고 국내의 내적, 외적 물발자국의 변화를 분석하고자 하였다. 먼저 과거 5년 이상의 국가간 농 축산물의 교역량을 조사하고, 주요 농 축산물에 대한 가상수량을 적용하여 국가별, 품목별 Green, Blue, Grey 물발자국을 각각 산정하고 비교하였다. 특히 Blue water는 인위적으로 공급되는 용수이므로 수자원 절약의 측면에서 중요한 의미를 지니고 있다. 다음으로 주요 농 축산물의 국가간 물발자국 산정결과를 통하여 우리나라의 내적, 외적 물발자국을 산정하였다. 내적 물발자국은 자국내에서 생산되는 농 축산물의 가상수를 의미하고, 외적 물발자국은 수입되는 농 축산물에 대한 가상수를 의미한다. 내적, 외적 물 발자국의 비교를 통하여 품목별로 우리나라의 수자원 의존도 등을 평가할 수 있다. 본 연구결과는 단순히 농 축산물의 교역이 물품의 흐름이 뿐만 아니라 물품에 포함되는 가상수의 흐름을 동시에 고려한 것으로서 향후 농 축산물 수출입 정책과 수자원 정책을 동시에 고려하는 농축산업 관련 정책 수립시 중요한 기초자료로서 활용될 수 있을 것으로 판단된다.

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Cyber-Physical System for Energy Management (에너지 관리를 위한 가상-물리 시스템)

  • Oh, Se-Range;Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.2
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    • pp.279-286
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    • 2021
  • Recently, the effort of enterprises are visualized to correspond for 4th industrial revolution and climate change. Reaching the operation of industrial facilities are one of these efforts and is actively progressing under identical condition between real and virtual world through introduction of cyber-physical system (CPS). However, the problem on no unified definition for CPS still exists. Thus, in this paper, we review the previous concept of CPS. We propose new concept of CPS with four sections such as real world section, communication section, virtual world section and management section. We also propose definite concept by classifying the layer of each section. In order to confirm the possibility of application for proposed concept of CPS, we applied simple motor. We compare the result for torque between real motor and virtual motor. Finally we confirm that the applicability of proposed concept of CPS is very high.

The Response of Domestic Virtual Influencer'S Instagram Audience (국내 버츄얼 인플루언서의 인스타그램 수용자 반응)

  • Han, Ki-Hyang
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.471-483
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    • 2021
  • The purpose of this study is to find out audience' response of virtual influencer at the starting line of virtual influencer marketing. Therefore, posts, comments, number of likes, and video reviews were collected from Instagram of virtual influencers active in Korea. Python 3.7 and Textom were used for data collection and analysis. Sentimental analysis showed that the rate of positivity was higher than the rate of negativity and neutrality. The appearance of virtual influencer was found to be a major factor in both positive and negative. Consumers' interest in virtual influencer could be inferred from the neutral sensibility. This study is meaningful in that it presented data to help establish strategies for virtual influencer marketing by examining consumer reactions to virtual influencer and identifying factors of positive and negative emotions toward virtual influencer.

Design and Implementation of eBPF-based Virtual TAP for Inter-VM Traffic Monitoring (가상 네트워크 트래픽 모니터링을 위한 eBPF 기반 Virtual TAP 설계 및 구현)

  • Hong, Jibum;Jeong, Seyeon;Yoo, Jae-Hyung;Hong, James Won-Ki
    • KNOM Review
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    • v.21 no.2
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    • pp.26-34
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    • 2018
  • With the proliferation of cloud computing and services, the internet traffic and the demand for better quality of service are increasing. For this reason, server virtualization and network virtualization technology, which uses the resources of internal servers in the data center more efficiently, is receiving increased attention. However, the existing hardware Test Access Port (TAP) equipment is unfit for deployment in the virtual datapaths configured for server virtualization. Virtual TAP (vTAP), which is a software version of the hardware TAP, overcomes this problem by duplicating packets in a virtual switch. However, implementation of vTAP in a virtual switch has a performance problem because it shares the computing resources of the host machines with virtual switch and other VMs. We propose a vTAP implementation technique based on the extended Berkeley Packet Filter (eBPF), which is a high-speed packet processing technology, and compare its performance with that of the existing vTAP.

From the Geography of Physical Space to the Geography of Virtual Space: Current and Future Research of the Information and Communication Geography and Virtual Geography (물리공간의 지리학에서 가상공간의 지리학으로: 정보통신지리학과 가상지리학의 연구동향과 가능성)

  • Kim, Young-Long
    • Journal of the Economic Geographical Society of Korea
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    • v.22 no.1
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    • pp.70-83
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    • 2019
  • This paper reviews how geographers have embraced the information and communication technology and expanded their perspectives from real space to virtual space. Information and communication geography research on the wired internet infrastructure began in the late 1990s, but the tradition has not been succeeded for the wireless internet technology. While the relationship-expansion, reproduction, and constraint-between real and virtual spaces have been studied by virtual geography scholars, we need more empirical research to reveal to what extent the two spaces impact to each other. To empirically investigate the physicality of the virtual, it will be useful to combine information and communication geography and virtual geography. However, it should be noted that empirical studies in the subfields can be criticized as being data- or technological deterministic.