• 제목/요약/키워드: Virtual Architecture

검색결과 629건 처리시간 0.025초

Three Dimensional Networked Virtual Reailty Architecture Enabling Flexible Configuration Based on Function Distribution

  • Yasuyuki-KIYOSUE;Shohei-SUGAWARA;Shigeki-MASAKI;Susumu-ICHINOSE
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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    • pp.23.1-28
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    • 1999
  • InterSpaceTM is an advanced networked virtual reality system that presents shared three-dimensional computer graphics (CG) worlds via the Internet where multiple users can enjoy synchronous communications with voice, video and text. Users can control their avatars as a surrogate interface. In InterSpace users can walk around and interact with other people and interact with contents. In this paper, we describe the function-distributed architecture used in InterSpace. The architecture enables flexible configuration of server functions and load distribution. It also allows users to select media and client PCs to switch servers dynamically.

Media GIS Web Service Architecture using Three-Dimensional GIS Database

  • Kim, Sung-Soo;Kim, Kyong-Ho;Kim, Kyung-Ok
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2002년도 Proceedings of International Symposium on Remote Sensing
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    • pp.117-122
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    • 2002
  • In this paper, we propose Media GIS web service architecture using 3D geographical database and GPS-related data resulted from 4S-Van. We introduce a novel interoperable geographical data service concept; so-called, Virtual World Mapping (VWM) that can map 3D graphic world with real-world video. Our proposed method can easily retrieve geographical in-formation and attributes to reconstruct 3D virtual space according to certain frame in video sequences. Our proposed system architecture also has an advantage that can provide geographical information service with video stream without any image processing procedures. In addition to, describing the details of our components, we present a Media GIS web service system by using GeoVideo Server, which performs VWM technique.

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Determination and application of installation sequence of piping systems in cramped spaces of ships and offshore structures considering geometric relationship of pipe elements

  • Jang, MiSeon;Nam, Jong-Ho
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제12권1호
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    • pp.60-70
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    • 2020
  • The outfitting design of ships and offshore structures is mainly undertaken in a restricted space. Pipes occupying a large portion of outfitting design are normally manufactured outside the shipyard. This complicated manufacturing process results in frequent delivery delays. Inevitable design modifications and material changes have also resulted in inefficient pipe installation works. In this study, an algorithm is proposed to systematically determine the pipe installation sequence. An accurate and fast algorithm to identify the geometric relationship of piping materials is presented. To improve the calculation efficiency, the interference is gradually examined from simplified to complicated shapes. It is demonstrated that the calculation efficiency is significantly improved with successive geometric operations such as back-face culling and use of bounding boxes. After the final installation sequence is determined, the entire installation process is visualized in a virtual reality environment so that the process can be rendered and understood for a full-scale model.

래핑 기반 개방형 메타버스 플랫폼 아키텍처 (Wrapping based Open Metaverse Platform Architecture)

  • 박제호
    • 반도체디스플레이기술학회지
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    • 제21권1호
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    • pp.1-4
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    • 2022
  • As computers can express and utilize information in a semantic dimension different from the real world, humans have opened the door to the digital world and have played a pivotal role in the transformation of the human habitual environment. Using metaverse, it can be possible to predict concepts such as virtual currency, artificial intelligence, and virtual reality, which have now become possible for practical systemic visualization. In order to implement the metaverse in the realm of technology, it requires not only a multifaceted discussion on the platform, but also research on an architect that can include the intrinsic complexity of the metaverse. In this paper, we discuss the architecture for an open metaverse platform based on convergence wrapping that can converge various contents into one space, and propose a comprehensive platform design.

가상현실 선박 시뮬레이터의 시스템 설계 (The System Design of Virtual Reality Ship Simulator)

  • 임정빈;김현종
    • 해양환경안전학회:학술대회논문집
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    • 해양환경안전학회 1999년도 춘계학술발표회논문집
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    • pp.7-17
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    • 1999
  • 가상 현실 기술을 적용한 선박 시뮬레이터 시스템의 설계 기법에 관하여 기술한다. 일반적으로 선박은, 선장, 항해사, 도선사, 조타수 등의 다중 작업자에 의해 조종된다. 이 연구에서는 이러한 선박의 특수 환경을 고려하여 가상 현실 선박 시뮬레이터에 적합한 다중 크라이언트-서버 네트워크와 하드웨어 구성을 제안하였다.

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A Real-Time Virtual Re-Convergence Hardware Platform

  • Kim, Jae-Gon;Kim, Jong-Hak;Ham, Hun-Ho;Kim, Jueng-Hun;Park, Chan-Oh;Park, Soon-Suk;Cho, Jun-Dong
    • JSTS:Journal of Semiconductor Technology and Science
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    • 제12권2호
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    • pp.127-138
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    • 2012
  • In this paper, we propose a real-time virtual re-convergence hardware platform especially to reduce the visual fatigue caused by stereoscopy. Our unique idea to reduce visual fatigue is to utilize the virtual re-convergence based on the optimized disparity-map that contains more depth information in the negative disparity area than in the positive area. Our virtual re-convergence hardware platform, which consists of image rectification, disparity estimation, depth post-processing, and virtual view control, is realized in real time with 60 fps on a single Xilinx Virtex-5 FPGA chip.

Metamorphic Networks

  • Pujolle, Guy
    • Journal of Computing Science and Engineering
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    • 제7권3호
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    • pp.198-203
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    • 2013
  • In this paper, we focus on a novel Internet architecture, based on the urbanization of virtual machines. In this approach, virtual networks are built linking specific virtual elements (router, switch, firewall, box, access point, etc.). A virtual network represents a network with an independent protocol stack that shares resources from the underlying network infrastructure. Virtualization divides a real computational environment into virtual computational environments that are isolated from each other, and interact with the upper computational layer, as would be expected from a real, non-virtualized environment. Metamorphic networks enhance several concepts related to future networks, and mainly the urbanization of virtual machines. We present this new paradigm, and the methodology, based on the worldwide metamorphic network platform "M-Net". The metamorphic approach could solve many complex problems, especially related to Cloud computing services.

VIRTUAL PROTOTYPING ENGINEERING FOR COMPLEX PRODUCT

  • Li, Bo-Hu;Xudong Chai;Wenhai Zhu
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 The Seoul International Simulation Conference
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    • pp.123-130
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    • 2001
  • At present, the virtual prototyping technology for complex product is one of the research and application hotspots in current simulation technology. In authors viewpoint, the virtual prototype development for complex product has become a systematic engineering, which can be called the complex product virtual prototyping engineering (CPVPE). In this paper, the architecture, key technologies and its supporting environment of CPVPE are primary discussed firstly. Combined with the research project and primary practice undertaken by the authors, a typical application demonstration of the aerospace complex product virtual prototyping engineering (including mechanism, dynamics, software and control system) is also introduced based on the virtual prototype supporting environment developed by the authors. Finally, some further research works on CPVPE are also presented in this paper.

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OpenRISC 기반의 버츄얼 플랫폼 (Virtual Platform based on OpenRISC)

  • 장형욱;이재진;변경진;엄낙웅;정상배
    • 스마트미디어저널
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    • 제3권4호
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    • pp.9-15
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    • 2014
  • 버츄얼 플랫폼은 SoC를 구성하는 프로세서 코어 및 주변장치들을 소프트웨어로 모델링한 것으로, 현재 국내외 대기업에서는 버츄얼 플랫폼을 활용한 Top-Down 설계 플로우를 기반으로 최적 SW+SoC 융합시스템 구조 설계 및 IP 재활용을 통해 개발한 다양한 플랫폼을 제품 개발에 활용하고 있다. 본 논문에서는 오픈 IP인 OpenRISC 프로세서 코어 기반의 버츄얼 플랫폼을 제안한다. 제안된 버츄얼 플랫폼은 타겟 코드를 호스트 코드로 변환하여 수행하는 코드 변환 기법을 사용하여 약 20 MIPS 급의 고속 에뮬레이션을 지원한다.

Virtual FMS Architecture for FMS Prototyping

  • Park, Byoungkyu;Park, Beumchul;Donghwan Hwang
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2000년도 추계학술대회 논문집
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    • pp.174-179
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    • 2000
  • Proposed in the paper is a V-FMS (Virtual Flexible Manufacturing System) model to be used as a prototyping tool for FMS design. The proposed V-FMS framework follows an object-oriented modeling (OOM) paradigm and is based on a set of user requirements for FMS prototyping. The V-FMS model consists of four types of object: virtual device, transfer handler, state manager and flow controller. A virtual device model, which corresponds to a static model in OOM, consists of two parts, shell and core, for reusability. A transfer handler corresponds to a functional model of OOM and it stores low level device commands required to perform job flow operations between giving and taking devices. The state manager and the flow controller constitute a dynamic model of OOM. The proposed V-FMS model has been implemented for a couple of linear type FMS-lines

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