• 제목/요약/키워드: Collaborative Virtual Environment

검색결과 83건 처리시간 0.025초

확장성을 고려한 산업디자인 협력시스템 설계 및 구현 (Design and Implementation of an Industrial-Design Collaborative System to Support Scalability)

  • 양진모;이승룡;전태웅
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제6권5호
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    • pp.513-527
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    • 2000
  • 본 논문에서는 3D 애니메이션, 컴퓨터 게임, 산업디자인 제작과 같은 애플리케이션을 원격지에서 가상공간을 통해 공동작업을 수행 할 수 있는 협력시스템 프레임워크 설계 및 개발에 대한 경험을 기술한다. 개발된 시스템은 클라이언트/서버 구조를 가지며,플랫폼에 독립적이고, 확장과 이식이 용이한 협력시스템 프레임워크 구축을 목표로 하고 있다. 이러한 목표를 달성하기 위하여 서버는 자바로 구현하였고, 작업의 부하를 효과적으로 분산시키고 확장성과 객체관리를 용이하게 하기 위하여 분산형과 중앙집중형을 혼합한 절출형 구조를 채택하였다. 이를 위하여 서버는 작업 부하와 기능을 고려하여 사용자의 협력 준비단계를 담당하는 사용자 관리서버, 협력 작업 세션을 지원하는 세션 관리자 서버, 사용자 관리서버들간의 연동 방법을 제공하는 정보 서버로 구성하였다. 클라이언트는 사용자의 편의를 위하여 Windows환경에서 Visual C++로 구현하였다. 그리고, 공동 저작 도구로써 단독환경(stand-alone)에서 가장 많이 사용되는 Kinetic사의 상용 3D Studio Max를 객체공유 방법을 제공할 수 있는 plug-in 기술을 사용하여 분산환경에서 작동하도록 확장하였으며, 채팅과 화이트보드 기능도 제공한다.

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스마트 교육 커뮤니티 정보기반 도시재생 (Information-Based Urban Regeneration for Smart Education Community)

  • 김우영;서붕교
    • 대한건축학회논문집:계획계
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    • 제34권12호
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

엔진 통합설계/해석 시스템의 구성과 개발동향 (Architecture and Development Activities of the Full Engine Simulation Program)

  • 진상욱;김귀순;안이기;양수석;최정열
    • 한국추진공학회지
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    • 제11권4호
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    • pp.26-37
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    • 2007
  • 통합 가상 엔진의 "Numerical Test Cell" 시험은 다분야 연계 해석을 통하여 하드웨어의 개발에 필요한 시간과 비용을 줄일 수 있다. 본 논문에서는 미국과 유럽에서의 전체 엔진 시뮬레이션 프로그램의 개발 활동과 NPSS를 바탕으로 관련 기술(공학 모델, 시뮬레이션 환경, 고성능 컴퓨팅)을 소개한다. 미국의 NASA Glenn 연구소는 기존의 코드들을 결합하고 기능을 개선하여 NPSS 개발 연구를 이끌고 있으며, 유럽에서는 대학, 연구소, 기업체로 구성된 VIVACE 컨소시움이 각 기관의 프로그램을 통합하여 PROOSIS를 개발하고 있다. 아울러 현재의 상황에 대한 고찰을 통하여 국내 개발의 가능성을 살펴보았다.

고에너지물리 e-Science 연구환경의 구현 (An embodiment of e-Science for High Energy Physics)

  • 조기현;김현우
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2007년도 추계 종합학술대회 논문집
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    • pp.231-233
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    • 2007
  • 고에너지물리 e-Science 연구 환경 구축은 데이터가 생산되는 외국의 가속기 연구소에 가지 않더라도, 언제나 어디서나 실제 가속기 연구소에서 고에너지물리 연구를 수행하는 것과 같은 연구 환경을 만드는 것이다. 그 구성 요소로서 1) 데이터 생산, 2) 데이터 프로세싱, 3)데이터 publication이 있다. 데이터 생산은 원격 제어시스템을 활용하여 원격으로 데이터 생산에 참여하는 것이며 데이터 프로세싱은 그리드 팜을 활용하여 job을 언제나 어디서나 수행하는 것이며 데이터 publication은 EVO(Enabling Virtual Organzation) 시스템을 활용하여 공동 협업 환경으로 연구 결과물을 얻는 것이다. 이러한 개념을 고에너지물리 실험의 하나인 CDF 실험에 적용하여 구현하였다.

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온라인 네트워킹 활동이 가상협업 역량 및 업무성과에 미치는 영향 (The Influence of Online Social Networking on Individual Virtual Competence and Task Performance in Organizations)

  • 서아영;신경식
    • Asia pacific journal of information systems
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    • 제22권2호
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    • pp.39-69
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    • 2012
  • With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.

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Development of web-based collaborative framework for the simulation of embedded systems

  • Yang, Woong;Lee, Soo-Hong;Jin, Yong Zhu;Hwang, Hyun-Tae
    • Journal of Computational Design and Engineering
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    • 제3권4호
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    • pp.363-369
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    • 2016
  • Cyber Physical System (CPS) and Internet of Things (IoT) are hot objects of interest as an extension of the embedded system. These interactive products and systems contain Mobile Devices which are most popular and used most frequently. Also these have been widely used from the control of the Nuclear Power Control System (NPCS) to IoT Home Service. Information & Communication Technology (ICT) topics of trend fused-complex current Information Technology (IT) and Communication Technology (CT) are closely linked to real space and virtual space. This immediately means the arrival of the ultra-connected society. It refers to a society in which various objects surrounding the human innovation and change in the social sector are expected through the connection between the data which are to be generated. In addition, studies of Tool-kit for the design of such systems are also actively pursued. However, only increased cooperation and information sharing between the physical object consists of a variety of machinery and equipment. We have taken into consideration a number of design variables of the high barriers to entry about the product. In this study, It has been developed a Web-based collaboration framework which can be a flexible connection between macroscopically virtual environment and the physical environment. This framework is able to verifiy and manage physical environments. Also it can resolve the bottlenecks encountered during the base expansion and development process of IoT (Internet of Things) environment.

학교수학적 지식의 성장: 고등학교 영재 학생들의 위키(Wiki) 기반 협력 문제해결 활동을 중심으로 (The Growth of School Mathematics: Korean Secondary Gifted Students' Collaborative Problem Solving Using The Wiki)

  • 이승우
    • 대한수학교육학회지:수학교육학연구
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    • 제25권4호
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    • pp.717-754
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    • 2015
  • 본 연구는 개별화된 경쟁에 치우쳐 있는 우리나라 수학교육 환경에서 고등학교 영재학생들에게 수학 발전의 사회적 과정을 경험할 수 있는 기회를 제공하기 위하여 온라인 탐구 커뮤니티의 건설을 시도하였다. 2012년 B과학고등학교에서 개설된 두 개의 미적분학 II 강좌를 수강하였던 14명의 학생들이 지정된 위키 사이트에 접속하여 약 70일간 10개의 문제를 풀었다. 협력 문제해결 과정에서 위키는 학생들의 흩어져 있는 사고과정을 공유되는 세계 내에 효과적으로 매개함으로써 상호학습이 이루어지는 것을 가능하게 하였다. 또한 학생들의 협력 문제해결의 패턴은 Lakatos(1976)의 '증명과 반박'과 비슷하게 '풀이와 반박'으로 특징지어졌으며 학생들은 이 과정을 통해 학교수학적 지식의 성장을 경험할 수 있었다. 실험 종료 후 실시된 인터뷰와 설문조사에서 담당교사와 학생들은 협력 문제해결 도구로서의 위키에 대해 매우 긍정적인 반응을 보였다. 따라서 본 연구에서 고등학교 영재학생들에게 위키는 수학적 지식의 사회적 측면에 대한 학습기회를 제공할 수 있는 가치 있는 수학교육 도구라고 평가된다.

협력적 가상환경을 위한 내용기반 동적 이벤트 통지시스템 (Content-Based Dynamic Event Notification System for Collaborative Virtual Environment)

  • 장진윤;탁진현;이세훈;왕창종
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2000년도 봄 학술발표논문집 Vol.27 No.1 (B)
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    • pp.408-410
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    • 2000
  • 이 논문에서는 협력적 가상환경에서 이벤트의 내용에 기반한 동적 이벤트 통지 시스템을 제안한다. 제안된 시스템은 이벤트 송신자와 수신자 사이에 투명성을 제공하며, 다른 시스템에 영향을 주지 않고, 이벤트 수신자를 동적으로 추가, 삭제할 수 있는 노티파이어 모델을 구성한다. 시스템은 기본적인 이벤트 형태들을 정의하고, 다른 환경을 구성하고 있는 특정 응용에 독립적으로 동작하도록 하기 위해서 이벤트들을 XML로 표현한다. 본 시스템은 XML을 사용하여 이벤트를 표현하기 때문에 발생된 이벤트를 로그데이터에 저장할 수 있고, 로그 데이터를 사용하여 이벤트들을 검색하고 필터링할 수 있도록 하여 시스템의 효율성을 향상시켰다. 또한 사용자로 하여금 관심있는 이벤트들을 등록할 수 있도록 하여 필터링의 효율을 높였으며 XML 기반 애플리케이션뿐만 아니라 다른 가상환경의 애플리케이션들 사이의 상호 작용을 가능하게 하는 이벤트 통지 시스템을 설계하였다.

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분산객체를 응용한 RP Preprocessor의 기능 구현 (RP Preprocessor Based on Distributed Objects)

  • 지해성;이승원
    • 한국정밀공학회지
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    • 제20권2호
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    • pp.120-128
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    • 2003
  • When considering the use of rapid prototyping (RP), there are many issues a designer has to address for handling an STL model, the de facto standard fur RP. Today designers can skip all these issues by visiting web-based service bureaus that readily supply needed information for the RP services. Since orders are taken for RP parts through the web page of service providers designers are now asked to upload their STL files to the company server either by direct upload, ftp file transfer, or as an e-mail attachment. If the service bureau, however, fixes or edits an STL filceto optimize the RP process but neglects to tell its customer about the rework in detail, it may cause problems down the line in processing of the original CAD data for other applications. In this paper, we propose a framework for a collaborative virtual environment between CAD designers and RP processes on the internet which directly provides designers with an advanced preprocessor functionality, design visualization, as well as model display, repair, and slicing over the network. This can help smooth data transfer from CAD to RP process with minimum inconsistency in CAD.

An Optimized Model for the Local Compression Deformation of Soft Tissue

  • Zhang, Xiaorui;Yu, Xuefeng;Sun, Wei;Song, Aiguo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권2호
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    • pp.671-686
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    • 2020
  • Due to the long training time and high training cost of traditional surgical training methods, the emerging virtual surgical training method has gradually replaced it as the mainstream. However, the virtual surgical system suffers from poor authenticity and high computational cost problems. For overcoming the deficiency of these problems, we propose an optimized model for the local compression deformation of soft tissue. This model uses a simulated annealing algorithm to optimize the parameters of the soft tissue model to improve the authenticity of the simulation. Meanwhile, although the soft tissue deformation is divided into local deformation region and non-deformation region, our proposed model only needs to calculate and update the deformation region, which can improve the simulation real-time performance. Besides, we define a compensation strategy for the "superelastic" effect which often occurs with the mass-spring model. To verify the validity of the model, we carry out a compression simulation experiment of abdomen and human foot and compare it with other models. The experimental results indicate the proposed model is realistic and effective in soft tissue compression simulation, and it outperforms other models in accuracy and real-time performance.