• Title/Summary/Keyword: 가상현실장비

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An Intelligent Electronic Performance Support System for Semiconductor Testing Equipment (반도체 검사 장비를 위한 지능형 전자 성능 지원 시스템)

  • 이상용
    • Korean Journal of Cognitive Science
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    • v.9 no.1
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    • pp.31-39
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    • 1998
  • This paper describes an electronic performance support system called HELPS(Handler Electronic Learning Performence Support) for semiconductor testing e equipment. The purpose of this system is to improve productivity of operators by providing just-in-time, on-the-job, mutimedia-based system information for operational support, training, and knowledge-based trouble shooting and repair. HELPS is composed of a operation module and a trouble shooting module. The operation module uses multimedia and hypermedia to provide the detailed and easily accessible information about equipment to users. Multimedia incorporate multiple. media forms including still and video images. animations 'texts' graphics. and audio. Hypermedia a are provided through a hierarchical information structure which offers not only specific information which is needed to perform a task to experienced operators. but detailed system guidance and information to novice operators. The trouble shooting module is composed of an integrated mutimedia-supported expert system which assists operators in trouble shooting and equipment repair. After diagnosis through the use of the expert system. multimedia advice is presented to the user in either still images with text or motion sequences with sound HELPS is evaluated in term of training time and trouble shooting and repair time. It improved productivity by saving more than 30% of the total time used without the system. This s system has the potential to improve productivity when it is used with ICAIOntellignet Computer Aided Instruction) and virtual reality.

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Application of a Fictitious Axial Force Factor to Determine Elastic and Inelastic Effective Lengths for Column Members of Steel Frames (강프레임 기둥 부재의 탄성 및 비탄성 유효좌굴길이 산정을 위한 가상축력계수의 적용)

  • Choi, Dong Ho;Yoo, Hoon;Lee, Yoon Seok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.30 no.2A
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    • pp.81-92
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    • 2010
  • In design of steel frames, it is generally believed that elastic system buckling analysis cannot predict real behaviors of structures, while inelastic system buckling analysis can give informative buckling behaviors of individual members considering inelastic material behavior. However, the use of Euler buckling equation with these system buckling analyses have the inherent problem that the methods evaluate unexpectedly large effective lengths of members having relatively small axial forces. This paper proposes a new method of obtaining elastic and inelastic effective lengths of all members in steel frames. Considering a fictitious axial force factor for each story of frames, the proposed method determines the effective lengths using the inelastic stiffness reduction factor and the iterative eigenvalue analysis. In order to verify the validity of the proposed method, the effective lengths of example frames by the proposed method were compared to those of previously established methods. As a result, the proposed method gives reasonable effective lengths of all members in steel frames. The effect of inelastic material behavior on the effective lengths of members was also discussed.

Case study on the effects of VR educational media on oral imaging practice (치위생학과 구강영상학실습 수업에서의 VR활용에 관한 사례 연구)

  • Choi, Yong-Keum;Lim, Kun-Ok
    • Journal of Korean society of Dental Hygiene
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    • v.22 no.5
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    • pp.323-332
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    • 2022
  • Objectives: This study aims to confirm the educational necessity and utilization of VR media. And it was conducted to prepare basic data necessary for the use of VR in various dental hygiene education in the future and the development of innovative practical training courses. Methods: Before and after using VR in oral radiology practice classes, learning interest (4 items), learning commitment (9 items), learning motivation (5 items), educational media preference (4 items), and satisfaction (10 items) were investigated and analyzed. Friedman two way ANOVA by ran a nonparametric analysis corresponding to repeated measures ANOVA was performed. The statistical significance level was 0.05. Results: It was found that there were statistically significant differences in learning interest, learning immersion, and learning motivation according to the type of oral radiology practice education medium (p<0.05). Conclusions: VR is expected that the use of learning media using VR will lead to students' interest, immersion, and learning motivation in class, and that positive learning effects on VR education media can be sufficiently obtained.

Design and Implementation of a Sign Language Gesture Recognizer using Data Glove and Motion Tracking System (장갑 장치와 제스처 추적을 이용한 수화 제스처 인식기의 실계 및 구현)

  • Kim, Jung-Hyun;Roh, Yong-Wan;Kim, Dong-Gyu;Hong, Kwang-Seok
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2005.11a
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    • pp.233-237
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    • 2005
  • 수화의 인식 및 표현 기술에 대한 관련 연구는 수화 인식을 통한 건청인과의 의사 전달, 가상현실에서의 손동작 인식 등을 대상으로 여러 방면으로의 접근 및 연구 결과를 도출하고 있다. 그러나 이들 연구의 대부분 데스크탑 PC기반의 수신호(Hand signal) 제어 및 수화 - 손 동작 인식에 목적을 두었고 수화 신호의 획득을 위하여 영상장비를 이용하였으며 이를 바탕으로 단어 위주의 수화 인식 및 표현에 중점을 둔 수화 인식 시스템의 구현을 통해 비장애인과의 자유로운 의사소통을 추구하고 있다. 따라서 본 논문에서는 햅틱 장치로부터 사용자의 의미있는 수화 제스처를 획득하기 위한 접근 방식을 차세대 착용형 PC 플랫폼 기반의 유비쿼터스 환경으로 확대, 적용시켜 제스처 데이터 입력 모듈로부터 새로운 정보의 획득에 있어 한계성을 극복하고 사용자의 편의를 도모할 수 있는 효율적인 데이터 획득 방안을 제시한다. 또한 퍼지 알고리즘 및 RDBMS 모듈을 이용하여 언제, 어디에서나 사용자의 의미 있는 문장형 수화 제스처를 실시간으로 인식하고 표현하는 수화 제스처 인식기를 구현하였다. 본 논문에서는 수화 제스처 입력 모듈(5th Data Glove System과 $Fastrak{\circledR}$)과 차세대 착용형 PC 플랫폼(embedded I.MX21 board)간의 이격거리를 반경 10M의 타원 형태로 구성하고 규정된 위치로 수화 제스처 데이터 입력모듈을 이동시키면서 5인의 피실험자에 대하여 연속적으로 20회의 반복 실험을 수행하였으며 사용자의 동적 제스처 인식 실험결과 92.2% 평균 인식률을 도출하였다.

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Laser Pointer Interaction System Based on Image Processing (영상처리 기반의 레이저 포인터 인터랙션 시스템)

  • Kim, Nam-Woo;Lee, Seung-Jae;Lee, Joon-Jae;Lee, Byung-Gook
    • Journal of Korea Multimedia Society
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    • v.11 no.3
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    • pp.373-385
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    • 2008
  • The evolution of input device for computer has pretty much slowed down after the introduction of mouse as feinting input device. Even though stylus and touch screen were invented later on which provide some alternatives, all these methods were designed to have close range interaction with computer. There are not many options available for user to interact with computer from afar, which is especially needed during presentation. Therefore, in this paper, we try to fill the gap by proposing a laser pointer interaction system to allow user to give pointing input command to the computer from some distance away using only laser pointer, which is cheap and readily available. With the combination of image processing based software, we could provide mouse-like pointing interaction with computer. The proposed system works well not only in currently plane screen, but also in flexible screen by incorporating the feature of non-linear coordinate mapping algorithm in our system so that our system can support non-linear environment, such as curved and flexible wall.

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Concept Design of Download Over-the-Air functions for IoF-Cloud based distributed IoT device (IoF-Cloud 기반 분산된 IoT 장비들을 위한 Download Over-the-Air 기능의 개념 설계)

  • Cha, ByungRae;Choi, MyeongSoo;Park, Sun;Kim, HyeongGyun;Kim, YongIl;Kim, JongWon
    • Smart Media Journal
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    • v.5 no.4
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    • pp.9-17
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    • 2016
  • Over the next 20 years it will begin the exodus from the Internet and smart phones to the Internet of Things. The heart of IoT gives new utility and value with connectivity among things around people to the human. In future, Industrial environment will be intimately connect all among machines and machines or factories and factories in all processing, and by digitizing of all goods and production life-cycle, which is a combination of virtual world and real world, the digital factory will become reality eventually. The proposed IoT or IIoT based Download OTA (Over-the-Air) provides a flexible mechanism for downloading Media objects of any type and size from a network. Moreover, proposed IoT based DLOTA provides a part of security by lightweight encryption, OTP, and CapBAC technique.

Development and Applications of a Wireless Bioelectric Signal Measurement System on the Electrodes (전극 상의 일체형 무선 생체전기신호 측정 시스템 개발 및 응용)

  • Joo, Se-Gyeong;Kim, Hee-Chan
    • Journal of Sensor Science and Technology
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    • v.12 no.2
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    • pp.88-94
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    • 2003
  • Electromyogram (EMG) is the bioelectric signal induced by motor nerves. Analyzing EMG with the movement produced by muscle contraction, we can provide input commands to a computer as a man-machine interface as well as can evaluate the patient's motional abnormality. In this paper, we developed an integrated miniaturized device which acquires and transmits the surface EMG of an interested muscle. Developed system measures $60{\times}40{\times}25mm$, weighs 100g. Using an amplifier circuitry on the electrodes and the radio frequency transmission, the developed system dispenses with the use of cables among the electrodes, amplifier, and the post processing system (personal computer). The wiring used in conventional systems can be obstacle for natural motion and source of motion artifacts. In results, the developed system improves not only the signal-to-noise ration in dynamic EMG measurement, but also the user convenience. We propose a new human-computer interface as well as a dynamic EMG measurement system as a possible application of the developed system.

A study on lighting angle for improvement of 360 degree video quality in metaverse (메타버스에서 360° 영상 품질향상을 위한 조명기 투사각연구)

  • Kim, Joon Ho;An, Kyong Sok;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.499-505
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    • 2022
  • Recently, the metaverse has been receiving a lot of attention. Metaverse means a virtual space, and various events can be held in this space. In particular, 360-degree video, a format optimized for the metaverse space, is attracting attention. A 360-degree video image is created by stitching images taken with multiple cameras or lenses in all 360-degree directions. When shooting a 360-degree video, a variety of shooting equipment, including a shooting staff to take a picture of a subject in front of the camera, is displayed on the video. Therefore, when shooting a 360-degree video, you have to hide everything except the subject around the camera. There are several problems with this shooting method. Among them, lighting is the biggest problem. This is because it is very difficult to install a fixture that focuses on the subject from behind the camera as in conventional image shooting. This study is an experimental study to find the optimal angle for 360-degree images by adjusting the angle of indoor lighting. We propose a method to record 360-degree video without installing additional lighting. Based on the results of this study, it is expected that experiments will be conducted through more various shooting angles in the future, and furthermore, it is expected that it will be helpful when using 360-degree images in the metaverse space.

A study on the development of a ship-handling simulation system based on actual maritime traffic conditions (선박조종 시뮬레이터를 이용한 연안 해역 디지털 트윈 구축에 연구)

  • Eunkyu Lee;Jae-Seok Han;Kwang-Hyun Ko;Eunbi Park;Kyunghun Park;Seong-Phil Ann
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2023.05a
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    • pp.200-201
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    • 2023
  • Digital twin technology is used in various fields as a method of creating a virtual world to minimize the cost of solving problems in the real world, and is also actively used in the maritime field, such as large-scale systems such as ships and offshore plants. In this paper, we tried to build a digital twin of coastal waters using a ship-handling simulator. The digital twin of the coastal waters developed in this way can be used to safely manage Korea's coastal waters, where maritime traffic is complicated, by providing a actual maritime traffic data. It can be usefully used to develop and advance technologies related to maritime autonomous surface ships and intelligent maritime traffic information services in coastal waters. In addition, it can be used as a 3D-based monitoring equipment for areas where physical monitoring is difficult but real-time maritime traffic monitoring is necessary, and can provide functions to safely manage maritime traffic situations such as aerial views of ports/control areas, bridge views/blind sector views of ships in operation.

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Shortest Path Problems of Military Vehicles Considering Traffic Flow Characteristics (교통류특성을 고려한 군화물차량군 경로선정)

  • 방현석;김건영;강경우
    • Journal of Korean Society of Transportation
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    • v.21 no.2
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    • pp.71-82
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    • 2003
  • The shortest path problems(SPP) are critical issues in the military logistics such as the simulation of the War-Game. However, the existing SPP has two major drawbacks, one is its accuracy of solution and the other is for only one solution with focused on just link cost in the military transportation planning models. In addition, very few previous studies have been examined for the multi-shortest path problems without considering link capacity reflecting the military characteristics. In order to overcome these drawbacks, it is necessary to apply the multi-shortest paths algorithm reflecting un-expected military incidents. This study examines the multi-shortest paths in the real networks using Shier algorithm. The network contains both military link capacity and time-based cost. Also, the modes are defined as a platoon(group) rather than unit which is used in most of previous studies in the military logistics. To verify the algorithm applied in this study. the comparative analysis was performed with various sizes and routes of network which compares with Dijkstra algorithm. The major findings of this study are as follows ; 1) Regarding the unique characteristics of the military transportation plan, Shier algorithm, which is applied to this study, is more realistic than Dijkstra algorithm. Also, the time based concept is more applicable than the distance based model in the military logistics. 2) Based on the results from the various simulations of this study the capacity-constraint sections appeared in each scenarios. As a consequence, the alternatives are necessary such as measures for vulnerable area, improvement of vehicle(mode), and reflection of separated-marching column in the military manuals. Finally. the limits and future research directions are discussed : 1) It is very hard to compare the results found in this study. which is used in the real network and the previous studies which is used in arbitrary network. 2) In order to reflect the real military situations such as heavy tanks and heavy equipment vehicles. the other constraints such as the safety load of bridges and/or the height of tunnels should be considered for the future studies.