• Title/Summary/Keyword: 가상의

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A Study on Virtual Assembly Simulation Using Virtual Reality Technology (가상현실 기술을 이용한 가상 조립 시뮬레이션에 대한 연구)

  • Kim, Yong-Wan;Park, Jin-Ah
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1715-1727
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    • 2010
  • Although a hand haptic interaction which provides direct and natural sensation is the most natural way of interacting with VR environment, the hand haptic interaction has still limitations with respect to the complexity of articulated hand and related hardware capabilities. Particularly, virtual assembly simulation which refers to the verification process of digital mockup in product development lifecycle is one of the most challenging topics in virtual reality applications. However, hand haptic interaction is considered as a big obstacle, because difficulty initial grasping and non-dextrous manipulation remain as unsolved problems. In this paper, we propose that common hand haptic interactions involves two separate stages with different aspects. We present the hand haptic interaction method enables us to stably grasp a virtual object at initial grasping and delicately manipulate an object at task operating by one's intention. Therefore, proposed method provides the robustness using grasping quality and dextrous manipulation using physically simulation. We conducted experiments to evaluate the effectiveness of our proposed method under different display environments -monoscopic and stereoscopic. From 2-way ANOVA test, we show that the proposed method satisfies two aspects of hand haptic interaction. Finally, we demonstrated an actual application of various assembly simulation for relatively complex models.

Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.85-96
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    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

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Flying Cake: An Augmented Game on Mobile Device (Flying Cake: 모바일 단말기를 이용한 실감형 게임)

  • Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.79-94
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    • 2007
  • In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.

Calculating virtual water for international water transactions: deriving water footprints in South Korea (국제 물거래 대비 가상수 거래량 산정 : 국내 물발자국 적용값 도출)

  • Park, Sungje;Lee, Minhyeon;Park, Kyeyoung;An, Yosep
    • Journal of Korea Water Resources Association
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    • v.53 no.spc1
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    • pp.765-772
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    • 2020
  • The amount of water resources identified by water balance analysis are usually used to formulate water resources plans. However, this does not consider the trade in goods between countries. It is possible to use virtual water to come up with a supply and demand plan by looking at the export and import of products. This is because it looks comprehensively at the direct water use (water resources within the region) and indirect water use (water resources of other regions from imported products). Yet South Korea does not actively use the concept of virtual water in the national water resources plan. There is difficulty with calculating and identifying the appropriate virtual water amount as many of the research papers present only few of the cases or omit the calculation process. This paper introduces detailed water footprint values for calculating the virtual water trade for South Korea. The international movement, water footprint, and virtual water trade of agricultural and livestock products are presented and compared to existing research. The water footprint and virtual water research in this paper can be utilized as baseline data for future researchers.

FingerPrint building method using Splite-tree based on Indoor Environment (실내 환경에서 WLAN 기반의 Splite-tree를 이용한 가상의 핑거 프린트 구축 기법)

  • Shin, Soong-Sun;Kim, Gyoung-Bae;Bae, Hae-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.6
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    • pp.173-182
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    • 2012
  • A recent advance in smart phones is increasing utilization of location information. Existing positioning system was using GPS location for positioning. However, the GPS cannot be used indoors, if GPS location has an incorrectly problem. In order to solve indoor positioning problems of indoor location-based positioning techniques have been investigated. There are a variety of techniques based on indoor positioning techniques like as RFID, UWB, WLAN, etc. But WLAN location positioning techniques take advantage the bond in real life. WLAN indoor positioning techniques have a two kind of method that is centroid and fingerprint method. Among them, the fingerprint technique is commonly used because of the high accuracy. In order to use fingerprinting techniques make a WLAN signal map building that is need to lot of resource. In this paper, we try to solve this problem in an Indoor environment for WLAN-based fingerprint of a virtual building technique, which is proposed. Proposed technique is classified Cell environment in existed Indoor environment, all of fingerprint points are shown virtual grid map in each Cell. Its method can make fingerprint grid map very quickly using estimate virtual signal value. Also built signal value can take different value depending of the real estimate value. To solve this problem using a calibration technique for the Splite-tree is proposed. Through calibration technique that improves the accuracy for short period of time. It also is improved overall accuracy using predicted value of around position in cell.

A Study on Distance Estimation in Virtual Space According to Change of Resolution of Static and Dynamic Image (가상현실공간에서 정적 및 동적 이미지의 해상도 변화에 따른 거리추정에 관한 연구)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.109-119
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    • 2011
  • The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. For example, distance estimation is especially important when the virtual environments are applied to the presentational tool for evaluation the space design or planning in the field of architecture. If there are some perception error between the built space in real and represented space in virtual, the accurate design evaluation or modification of design is hard to be carried out during the design development stage. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments compared with moving slow and short distance in real space. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the distance of walking in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we have verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also found the methods of the making the lower resolution image could affect on the visual perception of subjects.

A Review of the Legal Nature that Users of the Virtual Currency Exchange Obtain and the Compensation Responsibility for the Damages Caused By Internet Problems or Network Errors (가상통화거래소 이용자가 가지는 법적 성격과 전산장애로 인한 손해배상 책임 연구)

  • Choi, JangWon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.287-294
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    • 2018
  • This thesis covers legal aspects of the crypto-currency exchange and the legal rights of crypto-currencies holders. Unlike financial markets in which central authorities or intermediaries determine the validity of transactions and manage records, crypto-currency markets utilize a decentralization system based on block chain technology. Such distinct characteristics distinguish crypto-currency from currency, notes, or financial instruments. Therefore, we need to check closely the legal principles that are applicable to crypto-currency. Crypto-currency users possess rights indirectly through the crypto-currency exchange. However, we should look at whether crypto-currency can be an object of ownership. This research found that legal protection for crypto-currency exchanges are limited. Domestic laws have many shortcomings to protect users' rights. This study found that users who incurred damages due to internet computation errors at exchanges require a protective system like stock markets. Therefore, studies on the legal controls and system regulations are required to protect users' rights. Also, crypto-currency information exchanges keep inside and protections for users' private information need to be further examined.

A Study on the Application Flow of Virtual Reality in the Apartment Model House (아파트 모델하우스에서 시대별 가상현실 활용 흐름에 관한 연구)

  • Hwang, Byeong Yeon;Lee, Tae Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.585-590
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    • 2019
  • The purpose of this study is to summarize the changes in virtual reality utilization in model houses through the time-by-year example of model houses and to study the use and future development of virtual reality technologies in model houses. As a result of compiling and analyzing characteristics of virtual reality utilization flow in model houses of apartments, it is as follows. First, the market for apartment model houses using virtual reality was gradually expanded for the purpose of brand promotion by private construction companies. Second, technologies that utilize virtual reality in apartment sales are changing from virtual space construction to virtual content implementation. Third, it is changing from the existing method of face-to-face and method of accessing actual promotional media to the form of publicizing apartments using virtual reality. Through this research, it is estimated that it will be used as an information medium and a form of experience using physical environment and virtual reality in a physical model house for consumers looking for model houses. This study presents the future direction of the model house, and develops it as a post-sale maintenance / management system through ICT technology (3D scanning, 3D modeling, virtual content) Further research on the technology is expected to be needed.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

Improvement of ISMS Certification Components for Virtual Asset Services: Focusing on CCSS Certification Comparison (안전한 가상자산 서비스를 위한 ISMS 인증항목 개선에 관한 연구: CCSS 인증제도 비교를 중심으로)

  • Kim, Eun Ji;Koo, Ja Hwan;Kim, Ung Mo
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.8
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    • pp.249-258
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    • 2022
  • Since the advent of Bitcoin, various virtual assets have been actively traded through virtual asset services of virtual asset exchanges. Recently, security accidents have frequently occurred in virtual asset exchanges, so the government is obligated to obtain information security management system (ISMS) certification to strengthen information protection of virtual asset exchanges, and 56 additional specialized items have been established. In this paper, we compared the domain importance of ISMS and CryptoCurrency Security Standard (CCSS) which is a set of requirements for all information systems that make use of cryptocurrencies, and analyzed the results after mapping them to gain insight into the characteristics of each certification system. Improvements for 4 items of High Level were derived by classifying the priorities for improvement items into 3 stages: High, Medium, and Low. These results can provide priority for virtual asset and information system security, support method and systematic decision-making on improvement of certified items, and contribute to vitalization of virtual asset transactions by enhancing the reliability and safety of virtual asset services.