• Title/Summary/Keyword: 3D World Model

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Developing Strategy of Service Design Competitiveness for Service Industry Innovation (서비스 산업 혁신을 위한 서비스 디자인 경쟁력 강화 전략)

  • Kwon, Hyeog-In;Joo, Hi-Yeob;Bae, Soo-Jeong
    • Journal of Information Technology Services
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    • v.10 no.3
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    • pp.285-296
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    • 2011
  • Recently world industry trends is moved from manufacturing to service. As a result product-market ideology is central to the service enabler of the service. And value creation and delivery of consumer-oriented services as the core design industry is gaining popularity abroad. But the Service design to dispose of the whole process from planning to be done systematically is not yet established a clear concept. This study suggested problems of the current service design industry, service plans and strategies for the development of service design through open questionnaire and FGI(Focus Group Interview) for using service model methodology which is presented by HyeogIn Kwon et al.(2010). And we also consider 27 kinds of developing challenges for service design industry innovation by 6 sectors, such as workforce, R&D, legal framework, lay the foundation, knowledge service and collaborative service.

A Study on the Virtual Remote Input-Output Model for IoT Simulation Learning (IoT 시뮬레이션 학습을 위한 가상 리모트 입출력 모델에 관한 연구)

  • Seo, Hyeon-Ho;Kim, Jae-Woong;Kim, Dong-Hyun;Park, Seong-Hyun
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.45-53
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    • 2021
  • In our technology-driven world, various methods for teaching in an educational venue or in a simulated environment have been suggested especially for computer and coding education. In particular, IoT related education has been made possible owing to the industrial developments that have occurred in various fields since the Fourth Industrial Revolution. The proposed model allows various IoT systems to be indirectly built; it provides an inexpensive learning method by applying a simulation system in a 3D environment. The model is implemented on Virtual Remote IO based on the Arduino platform, thereby reducing the cost of building an education system. In addition various education-related content can be provided to learners through such an indirectly developed system. Test code was written to check the consistency of an operation between the real system and the virtual system.

Neural network based numerical model updating and verification for a short span concrete culvert bridge by incorporating Monte Carlo simulations

  • Lin, S.T.K.;Lu, Y.;Alamdari, M.M.;Khoa, N.L.D.
    • Structural Engineering and Mechanics
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    • v.81 no.3
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    • pp.293-303
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    • 2022
  • As infrastructure ages and traffic load increases, serious public concerns have arisen for the well-being of bridges. The current health monitoring practice focuses on large-scale bridges rather than short span bridges. However, it is critical that more attention should be given to these behind-the-scene bridges. The relevant information about the construction methods and as-built properties are most likely missing. Additionally, since the condition of a bridge has unavoidably changed during service, due to weathering and deterioration, the material properties and boundary conditions would also have changed since its construction. Therefore, it is not appropriate to continue using the design values of the bridge parameters when undertaking any analysis to evaluate bridge performance. It is imperative to update the model, using finite element (FE) analysis to reflect the current structural condition. In this study, a FE model is established to simulate a concrete culvert bridge in New South Wales, Australia. That model, however, contains a number of parameter uncertainties that would compromise the accuracy of analytical results. The model is therefore updated with a neural network (NN) optimisation algorithm incorporating Monte Carlo (MC) simulation to minimise the uncertainties in parameters. The modal frequency and strain responses produced by the updated FE model are compared with the frequency and strain values on-site measured by sensors. The outcome indicates that the NN model updating incorporating MC simulation is a feasible and robust optimisation method for updating numerical models so as to minimise the difference between numerical models and their real-world counterparts.

Exploring Concurrent Validity and Item Level Analysis for Two Korean Versions of Health-Related Quality of Life Instrument: EQ-5D vs. WHOQOL-BREF

  • Choi, Bongsam
    • Physical Therapy Korea
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    • v.27 no.4
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    • pp.233-240
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    • 2020
  • Background: Cross-culturally adapted questionnaires may not be comparable to their original version. Objects: To examine concurrent validity of two health-related quality of life (HRQOL) instruments for the Korean versions of EuroQOL-5 Dimension (EQ-5D) and the abbreviated version of the World Health Organization Quality of Life (WHOQOL-BREF) instrument. Methods: A total of 139 cancer survivors from two rehabilitation institutes was recruited. All participants were registered for palliative rehabilitation care. Both instruments were concurrently administered by health care providers following the second bout of the rehabilitation cares. Rasch partial credit model and Spearman's correlation analysis were used to investigate: 1) dimensionality, 2) hierarchical item difficulty, and 3) concurrent validity using correlations between two instruments. Results: For the WHOQOL-BREF, all items except negative feeling, pain, dependence of medical aid, were found to be acceptable, while all items of EQ-5D were acceptable. There was an evidence of negative correlations between EQ-5D and 4 domains of WHOQOL-BREF. Two correlations were strong (EQ-5D vs. physical health domain, ρ = -0.610, 95% CI = -0.716 to -0.475) and moderate (EQ-5D vs. psychosocial domain, ρ = -0.402, 95% CI = -0.546 to -0.236). Other two correlations were weak (EQ-5D vs. social relationship and environmental domains, ρ = -0.242, 95% CI = -0.401 to -0.075 and ρ = -0.364, 95% CI = -0.514 to -0.207, respectively). Item difficulty calibrations of the two measurements were ranged from -0.84 to 0.86 for the EQ-5D and -1.07 to 1.06 for the WHOQOL-BREF. Conclusion: The study provides some supports for the concurrent validity of the two Korean versions of HRQOL instrument, with evidences of weak to strong correlations between the EQ-5D and four domains of the WHOQOL-BREF applied to various cancer survivors. Additionally, the cancer survivors appeared to have more of a tendency to view the EQ-5D items as being slightly more challenging than the WHOQOL-BREF items.

Realizing a Mixed Reality Space Guided by a Virtual Human;Creating a Virtual Human from Incomplete 3-D Motion Data

  • Abe, Shinsuke;Yamaguti, Iku;Tan, Joo Kooi;Ishikawa, Seiji
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1625-1628
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    • 2003
  • Recently the VR technique has evolved into a mixed reality (MR) technique, in which a user can observe a real world in front of him/her as well as virtual objects displayed. This has been realized by the employment of a see-through type HMD (S-HMD). We have been developing a mixed reality space employing the MR technique. The objective of our study is to realize a virtual human that acts as a man-machine interface in the real space. It is important in the study to create a virtual human acting naturally in front of a user. In order to give natural motions to the virtual human, we employ a developed motion capture technique. We have already created various 3-D human motion models by the motion capture technique. In this paper, we present a technique for creating a virtual human using a human model provided by a computer graphics software, 3D Studio Max(C). The main difficulty of this issue is that 3D Studio Max(C) claims 28 feature points for describing a human motion, but the used motion capture system assumes less number of feature points. Therefore a technique is proposed in the paper for producing motion data of 28 feature points from the motion data of less number of feature points or from incomplete motion data. Performance of the proposed technique was examined by observing visually the demonstration of some motions of a created virtual human and overall natural motions were realized.

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Analysis of Utilization of Virtual Try on Simulation and Consumers' Preference in Apparel Online Shopping (온라인 의류구매 시 가상착의 시뮬레이션 활용 및 선호도 분석)

  • Lim, Ho-Sun
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.83-89
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    • 2012
  • Recent rapid development of computer, information communication and Web service technologies is exerting considerable effects on all industrial areas. As such digital technologies are also introduced to the clothing and fashion industry and create 'virtual garment environment' consisting of 3D virtual bodies, virtual garments and virtual try-on systems, consumers are now able to try virtual garments on their virtual body online. This study was conducted in order to analyze consumers' tendency of clothing purchase using 3D virtual simulation technology, which is increasing attention throughout the world, and to propose strategies on the development of virtual try-on technology for activating apparel online shopping. The subjects of this study were men and women aged 18 or older living in the North Carolina State, U.S., and a questionnaire survey was conducted with them on their tendency of apparel online shopping and their preference for real garments and virtual garments. According to the results of this study, consumers' awareness of apparel shopping using virtual try-on was still low. Moreover, in the results of surveying consumers' purchase preference for real garments and virtual garments, preference was highest for real garment (P), which was followed by virtual garments OA, OB and BB. Based on the results of this study, for the activation of apparel online shopping using virtual simulation technology, it is considered necessary to provide services implementing virtual try-on similar to consumers' actual try-on. This requires further active research and technology development on virtual try-on simulation using digital technologies.

A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

A study of effective contents construction for AR based English learning (AR기반 영어학습을 위한 효과적 콘텐츠 구성 방향에 대한 연구)

  • Kim, Young-Seop;Jeon, Soo-Jin;Lim, Sang-Min
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.10 no.4
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    • pp.143-147
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    • 2011
  • The system using augmented reality can save the time and cost. It is verified in various fields under the possibility of a technology by solving unrealistic feeling in the virtual space. Therefore, augmented reality has a variety of the potential to be used. Generally, multimodal senses such as visual/auditory/tactile feed back are well known as a method for enhancing the immersion in case of interaction with virtual object. By adapting tangible object we can provide touch sensation to users. a 3D model of the same scale overlays the whole area of the tangible object; thus, the marker area is invisible. This contributes to enhancing immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In this paper, sound feedback is considered. By further improving immersion learning augmented reality for children with the initial step learning content is presented. Augmented reality is in the intermediate stages between future world and real world as well as its adaptability is estimated more than virtual reality.

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Autonomous-Driving Vehicle Learning Environments using Unity Real-time Engine and End-to-End CNN Approach (유니티 실시간 엔진과 End-to-End CNN 접근법을 이용한 자율주행차 학습환경)

  • Hossain, Sabir;Lee, Deok-Jin
    • The Journal of Korea Robotics Society
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    • v.14 no.2
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    • pp.122-130
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    • 2019
  • Collecting a rich but meaningful training data plays a key role in machine learning and deep learning researches for a self-driving vehicle. This paper introduces a detailed overview of existing open-source simulators which could be used for training self-driving vehicles. After reviewing the simulators, we propose a new effective approach to make a synthetic autonomous vehicle simulation platform suitable for learning and training artificial intelligence algorithms. Specially, we develop a synthetic simulator with various realistic situations and weather conditions which make the autonomous shuttle to learn more realistic situations and handle some unexpected events. The virtual environment is the mimics of the activity of a genuine shuttle vehicle on a physical world. Instead of doing the whole experiment of training in the real physical world, scenarios in 3D virtual worlds are made to calculate the parameters and training the model. From the simulator, the user can obtain data for the various situation and utilize it for the training purpose. Flexible options are available to choose sensors, monitor the output and implement any autonomous driving algorithm. Finally, we verify the effectiveness of the developed simulator by implementing an end-to-end CNN algorithm for training a self-driving shuttle.

A Measurement Error Correction Algorithm of Road Structure for Traveling Vehicle's Fluctuation Using VF Modeling (VF 모델링을 이용한 주행차량의 진동에 대한 도로 계측오차 보정 알고리듬)

  • Jeong, Yong-Bae;Kim, Jung-Hyun;Seo, Kyung-Ho;Kim, Tae-Hyo
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2005.11a
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    • pp.190-200
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    • 2005
  • In this paper, the image modelling of road's lane markings is established using view frustum(VF) modeling. This algorithm also involve the real time processing of the 3D position coordinate and the distance data from the camera to the points on the 3D world coordinate by the camera calibration. In order to reduce their measurement error, an useful algorithm for which analyze the geometric variations clue to traveling vehicle's fluctuation using VF model is proposed. In experiments, without correction, for instance, the $0.4^{\circ}$ of pitching rotation gives the error of $0.4^{\sim}0.6m$ at the distance of 10m, but the more far distance cause exponentially the more error. We confirmed that this algorithm can be reduced less than 0.1m of error at the same condition.

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