• Title/Summary/Keyword: Virtual

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A Study on Representation of 3D Virtual Fabric Simulation with Drape Image Analysis II - Focus on the Comparison between Real Clothing and 3D Virtual Clothing -

  • Lee, Min-Jeong;Sohn, Hee-Soon;Kim, Jong-Jun
    • Journal of Fashion Business
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    • v.15 no.3
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    • pp.97-111
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    • 2011
  • This study aims to apply 3D virtual fabric parameters - as obtained from previous research experiments - to 3D virtual clothing simulation in comparing its similarity with actual clothing as worn, with a view to verifying the objectivity and validity of the 3D virtual fabric simulation method devised by the drape image analysis method. In addition, the result is intended to be used as the basic data for new 3D virtual clothing simulation methods. As the results, 3D virtual fabric parameters designed to simulate 3D drape to be similar to actual fabrics were found to be Bending Strength, Buckling Point, Density, Particle Distance, and Shear. They were also found to be important measurements when evaluating visual similarity between drape shadow images and number of nodes. 3D virtual fabric simulation method devised by the drape image analysis method was appropriate in extracting 3D fabric parameters with the reflection of actual fabrics' physical and dynamic characteristics, in connection with 3D virtual fabric simulation. 3D virtual fabric parameters with the reflection of actual fabrics' physical and dynamic characteristics using the proposed 3D virtual fabric simulation method are accumulated and provided as a standard, this will facilitate the introduction 3D virtual fabric simulation technology.

Navigation Characteristics of a Virtual Human using a Limited Perception-based Mapping (제한적 인지 기반의 맵핑을 이용한 가상인간의 항해 특성)

  • Han, Chang-Hee;Kim, Lae-Hyun;Kim, Tae-Woo
    • Journal of the Korea Society for Simulation
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    • v.14 no.2
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    • pp.93-103
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    • 2005
  • This paper presents characteristics of a virtual human's navigation using a limited perception-based mapping. Previous approaches to virtual human navigation have used an omniscient perception requiring full layout of a virtual environment in advance. However, these approaches have a limitation on being a fundamental solution for a human-likeness of a virtual human, because behaviors of humans are basically based on their limited perception instead of omniscient perception. In this paper, we integrated Hill's mapping algorithm with a virtual human to experiment virtual human's navigation with the limited perception. This approach does not require full layout of the virtual environment, 360-degree's field of view, and vision through walls. In addition to static objects such as buildings, we consider enemy emergence that can affect an virtual human's navigation. The enemy emergence is used as the variable on the experiment of this present research. As the number of enemies varies, the changes in arrival rate and time taken to reach the goal position were observed. The virtual human navigates by two conditions. One is to take the shortest path to the goal position, and the other is to avoid enemies when the virtual human encounters them. The acquired result indicates that the virtual human's navigation corresponds to a human cognitive process, and thus this research can be a framework for human-likeness of virtual humans.

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A Study for the Effect of a Virtual Mass with a Low-Pass Filter on a Stability of a Haptic System (가상질량과 저주파통과필터에 의한 햅틱 시스템의 안정성 영역에 관한 연구)

  • Lee, Kyungno
    • Journal of Institute of Convergence Technology
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    • v.7 no.2
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    • pp.25-30
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    • 2017
  • This paper presents the effects of a virtual mass with a low-pass filter on the stability boundary of a virtual spring in the haptic system. In general, a haptic system consists of a haptic device, a sampler, a virtual impedance model and zero-order-hold. The virtual impedance is modeled as a virtual spring and a virtual mass. However the high-frequency noise due to the sampling time and the quantization error of sampled data may be generated when an acceleration is measured to compute the inertia force of the virtual mass. So a low-pass filter is needed to prevent the unstable behavior due to the high-frequency noise. A finite impulse response (FIR) filter is added to the measurement process of the acceleration and the effects on the haptic stability are simulated. According to the virtual mass with the FIR filter and the sampling time, the stability boundary of the virtual spring is analyzed through the simulation. The maximum available stiffness to guarantee the stable behavior is reduced, but simulation results still show that the stability boundary of the haptic system with the virtual mass is larger than that of the haptic system without the virtual mass.

Haptic AR Sports Technologies for Indoor Virtual Matches (실내 가상 경기를 위한 햅틱 AR 스포츠 기술)

  • Kim, J.S.;Jang, S.H.;Yang, S.I.;Yoon, M.S.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.92-102
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    • 2021
  • Outdoor sports activities have been restricted by serious air pollution, such as fine dust and yellow dust, and abnormal meteorological change, such as heatwave and heavy snow. These environmental problems have rapidly increased the demand for indoor sports activities. Virtual sports, such as virtual golf, virtual baseball, virtual soccer, etc., allow playing various sports games without going outdoors. Indoor sports industries and markets have seen rapid growth since the advent of virtual sports. Most virtual sports platforms use screen-based virtual reality techniques, which are why they are called screen sports. However, these platforms cannot support various sports games, especially virtual match games, such as squash, boxing, and so on, because existing screen-based virtual reality sports techniques use real balls and players. This article presents screen-based haptic-augmented reality technologies for a new virtual sports platform. The new platform does not use real balls and players to solve the limitations of previous platforms. Here, various technologies, including human motion tracking, human action recognition, haptic feedback, screen-based augmented-reality systems, and augmented-reality sports content, are unified for the new virtual sports platform. From these haptic-augmented reality technologies, the proposed platform supports sports games, including indoor virtual matches, that existing virtual sports platforms cannot support.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

Virtual Manufacturing for an Automotive Company (IV)-Information Management for a Virtual Factory (자동차 가상생산 기술 적용 (IV)- 가상공장 정보 관리)

  • Noh, Sang-Do;Ahn, Hyeon-Sik;Park, Young-Jin
    • IE interfaces
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    • v.16 no.1
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    • pp.63-69
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    • 2003
  • Virtual Manufacturing is a technology facilitating effective development and agile production of products via computer models representing physical and logical schema and the behavior of the real manufacturing systems including manufacturing resources, environments and products. For the successful application of this technology, a virtual factory as a well-designed and integrated environment is essential. To construct a virtual factory in effective and concurrent manners, a supporting information infrastructure for managing diverse models of virtual factory is very important. In this paper, we constructed the web-based information management system for many engineering activities related with a virtual factory. Using this system, users can handle all information and diverse digital files including attributes, parameters, 3-D CAD files, simulation models, and etc. of a cell, line and whole factory. We expect that this information management system for a virtual factory helps us achieve great time savings and advances in accuracy for construction and maintenance activities of virtual factories.

An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show (럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구)

  • Hyojo Jung;Eunju Ko
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

The Effects of Flow in a Metaverse-based Virtual Brand Space on Satisfaction and Purchase Intention of Virtual and Actual Fashion Products (메타버스 기반 브랜드 가상 공간 내 플로우가 만족과 가상 및 실제 패션 제품 구매의도에 미치는 영향)

  • Hyesim Seo;Eunah Yoh
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.891-906
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    • 2023
  • The essence of fashion brands' marketing with metaverse-based virtual spaces is to capture more potential consumers and boost the sales of companies' virtual and physical products. However, existing research has not fully addressed customer responses and behavioral outcomes regarding fashion virtual brand spaces. This study uses flow theory to address this gap and explores the factors that lead to the flow experience in virtual brand spaces. It also establishes the causal relationships between the flow experience, satisfaction with virtual spaces, the intention to purchase virtual products, and the intention to purchase actual products. We chose "Ralph Lauren World" of Ralph Lauren on Zepeto as the virtual brand space for this study and analyzed 239 valid data sets. We tested the hypotheses using structural equation modeling and bootstrapping for the mediation analyses. The findings indicate that the flow experience in virtual brand spaces positively and indirectly affects the purchase intention of virtual products via satisfaction with virtual brand spaces. In addition, virtual space satisfaction had an indirect, positive effect on actual product purchase intention through virtual product purchase intention. The research emphasizes that the purchase intention of virtual and actual products has a positive causal relationship.

System Design for the Implementation of Virtual Laboratory (가상 실험실 구현을 위한 시스템 설계)

  • Song Min-Gyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.6 no.6
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    • pp.547-554
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    • 2005
  • Virtual Laboratory is the new concept in the field of Control & Measurement as network technology development, it is used in many university and institute nowadays. It is possible to control and measure the instrument in anywhere, anytime by the use of Virtual Laboratory and we can raise the efficiency of experiment. In this paper, we review the concept and necessity of Virtual Laboratory at first and discuss about how we can implement Virtual Laboratory. Then we design framework of Client-Server based Virtual Laboratory fur operating of remote instrument through network, and finally we suggest system model of Virtual Laboratory capable of controlling & monitoring of instrument.

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Energy-Aware Virtual Data Center Embedding

  • Ma, Xiao;Zhang, Zhongbao;Su, Sen
    • Journal of Information Processing Systems
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    • v.16 no.2
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    • pp.460-477
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    • 2020
  • As one of the most significant challenges in the virtual data center, the virtual data center embedding has attracted extensive attention from researchers. The existing research works mainly focus on how to design algorithms to increase operating revenue. However, they ignore the energy consumption issue of the physical data center in virtual data center embedding. In this paper, we focus on studying the energy-aware virtual data center embedding problem. Specifically, we first propose an energy consumption model. It includes the energy consumption models of the virtual machine node and the virtual switch node, aiming to quantitatively measure the energy consumption in virtual data center embedding. Based on such a model, we propose two algorithms regarding virtual data center embedding: one is heuristic, and the other is based on particle swarm optimization. The second algorithm provides a better solution to virtual data center embedding by leveraging the evolution process of particle swarm optimization. Finally, experiment results show that our proposed algorithms can effectively save energy while guaranteeing the embedding success rate.