• Title/Summary/Keyword: Virtual Being

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A VR-based pseudo weight algorithm using machine learning

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.53-59
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    • 2021
  • In this paper, we propose a system that can perform dumbbell exercise by recognizing the weight of dumbbells without wearing and device. With the development of virtual reality technnology, many studies are being conducted to simulate the pysical feedback of the real world in the virtual world. Accurate motion recognition is important to the elderly for rehabilitation exercises. They cannot lift heavy dumbbells. For rehabilitation exercise, correct body movement according to an appropriate weight must be performed. We use a machine learning algorithm for the accuracy of motion data input in real time. As an experiment, we was test three types of bicep, double, shoulder exercise and verified accuracy of exercise. In addition, we made a virtual gym game to actually apply these exercise in virtual reality.

Comparison of the Size of objects in the Virtual Reality Space and real space (가상현실 공간상에서 물체의 크기와 실제 크기간의 비교연구)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.49
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    • pp.383-398
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    • 2017
  • Virtual Reality contents are being used as media in various fields. In order for the virtual reality contents to be realistic, the scale of the objects in the virtual reality must be the same as the actual size, and the user must feel the same size. However, even if the size of the character in the virtual reality space is made equal to the size in comparison with the size of the character in the reality, the distortion of the size can occur when the user looks at the object in the image with the HMD. In this paper, I investigate the requirements related to size in virtual reality, and try to find out what difference these requirements have in virtual reality and how the difference affects users. Experiments and surveys to compare the size of objects in virtual reality space and the size of objects in real space were conducted to investigate how scale distortion occurs at distant and near places. I hope that this paper will be a useful research for virtual reality developers.

Environmental and Socioeconomic Indicators of Virtual Water Trade: A Review

  • Odey, Golden;Adelodun, Bashir;Kim, Sang Hyun;Choi, Kyung Sook
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.211-211
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    • 2020
  • The concept of virtual water has been largely applied in the study of regional, national, and global water flows with particular emphasis on water scarcity. Despite water traditionally being managed locally, certain global forces influence the local water resource scarcity/availability and hence virtual water exchanges worldwide. It is therefore of necessity that the significant forces be examined to understand the relationship between available water in a region and the variability and trends in environmental, social, and economic factors that are of utmost importance in the formulation of water resources management policies. This study therefore reviewed recent literature from 2003 - 2019 to determine the significant indicators of virtual water trade at different spatiotemporal levels. The study examined and compared the major approaches to virtual water trade flows accounting, and also identified and discussed policy implications and future research options concerning the analysis of virtual water trade. Available information has shown that virtual water trade is significantly influenced by economic (GDP, Demand-Supply of goods and services), geographical (Distance), institutional (population) and environmental (water availability, arable land, precipitation) factors. Reports further show that the selection of a given approach for virtual water trade flows accounting will depend on the scope of the study, the available datasets, and other research preferences. Accordingly, this study suggests that the adoption of multidisciplinary approaches to virtual water trade, taking into consideration the spatial and temporal variations in water resources availability and the complexity of environmental and socioeconomic factors will be pivotal for establishing the basis for the conservation of water resources worldwide.

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Development of Virtual Lathe System Using Java 3D (Java 3D를 이용한 가상 선반 시스템의 개발)

  • Lee, J.H.;Kim, K.C.;Lee, J.;Lee, J.T.;Park, J.Y.
    • Korean Journal of Computational Design and Engineering
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    • v.6 no.1
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    • pp.1-8
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    • 2001
  • We developed an on-line lathe simulator which can be used for a CAM education on the internet. Previously, VRML or static images such as JPG have been commonly used to achieve the same goal. With the 3D tool like VRML, it was possible to describe the movement of 3D object effectively. However, G-code based modeling and real-time visualization for the cutting process including parts being machined could not be accomplished. By using the simulator, we can machine a part with G-code input from a user or modeler, and parts being machined can be visualized in 2D as well as 3D. The developed system is based on EMCO lathe from Eshed and can be used through a web browser.

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Implementation of Video Image Processing Board for HMD (HMD용 비디오 영상처리 보드 구현)

  • Choi, Hyuk-Cho;Kim, Hyung-O
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.615-616
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    • 2018
  • Recently, new interfaces such as virtual reality and augmented reality are being developed by the development of IT technology. In particular, virtual / augmented reality technology is being applied to training equipment for members in special environments such as defense and fire fighting. In this paper, we implemented a display image processing board for HMD which is applicable to firefighter's helmet. We developed a technology to visually provide various information to firefighters in case of fire fighting.

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The case study for Implementation and verification of Network based on VLSM (VLSM 기반의 네트워크 구현과 검증 사례연구)

  • Jang, Jae-Yeol;Kim, No-Whan
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.11
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    • pp.1267-1276
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    • 2014
  • As the volume of internet rapidly increases, the number of IPv4 addresses available is quickly declining, while transition to IPv6 is being delayed. As a interim solution, Variable-Length Subnet Masking(VLSM) addressing scheme, which varies the length of each IP address allowing more efficient, is being used. This paper suggests effective example of network based on virtual network with topology designed using VLSM charting rather than usual theoretical approach in VLSM, which allows more efficient use of address space.

A Study on Expression of Virtual Reality Space in Planning Urban Theme Park (도심형 테마파크 계획에서 가상현실공간 연출에 관한 연구)

  • 최성은;윤재은
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2002.04a
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    • pp.125-129
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    • 2002
  • Economic growth and complex urbanization due to modern rapid industrialization prompt us necessarily to require rests and civic entertainments. Various leisure activities appear to be the type of theme park which has compound natures, and now these are being developed to leisure cultures with new conception. Here, this study presents a desirable direction of new entertainment through virtual reality in the theme park type of the 21st century's alternative entertaining space that citizens are easily accessible, maximizes experiences and meets the entertainment instinct.

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Journal of Knowledge Information Technology and Systems (스마트축사 활용 가상센서 기술 설계 및 구현)

  • Hyun Jun Kim;Park Man Bok;Meong Hun Lee
    • Smart Media Journal
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    • v.12 no.10
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    • pp.55-62
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    • 2023
  • Innovation and change are occurring rapidly in the agriculture and livestock industry, and new technologies such as smart bams are being introduced, and data that can be used to control equipment is being collected by utilizing various sensors. However, there are various challenges in the operation of bams, and virtual sensor technology is needed to solve these challenges. In this paper, we define various data items and sensor data types used in livestock farms, study cases that utilize virtual sensors in other fields, and implement and design a virtual sensor system for the final smart livestock farm. MBE and EVRMSE were used to evaluate the finalized system and analyze performance indicators. As a result of collecting and managing data using virtual sensors, there was no obvious difference in data values from physical sensors, showing satisfactory results. By utilizing the virtual sensor system in smart livestock farms, innovation and efficiency improvement can be expected in various areas such as livestock operation and livestock health status monitoring. This paper proposes an innovative method of data collection and management by utilizing virtual sensor technology in the field of smart livestock, and has obtained important results in verifying its performance. As a future research task, we would like to explore the connection of digital livestock using virtual sensors.

A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.560-568
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    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

Exploring Application Ways of Virtual Reality Technology in Science Education (과학교육에서 가상현실 기법의 활용 모색)

  • Shim, Kew-Cheol;Park, Jong-Seok;Kim, Hyun-Sup;Kim, Jae-Hyun;Park, Young-Chul;Ryu, Hai-Il
    • Journal of The Korean Association For Science Education
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    • v.21 no.4
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    • pp.725-737
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    • 2001
  • Virtual reality technology is very useful for the 21C science education, and is able to contribute to the development of new teaching and learning methods in science education. One of these computer-based technologies, virtual reality, is possible to use in many directions. It is a new communication medium that is receiving a lot of attention, and is usually identified by a collection of technological hardware. Virtual reality is defined as a highly interactive, computer-based, multimedia environment in which the user becomes the participant, with the computer in a virtual real world. A key feature of virtual reality is real-time interactivity, in that the computer is able to detect user inputs and instantaneously modify the virtual world. It is being used in a wide variety of fields including physics, chemistry, human biology, biomedical sciences, military, architecture, industry and the entertainment. In classroom, using science educational program developed by virtual reality technology can increase the interests of students, promote understanding of basic science concepts, help laboratory skills, and encourage creative learning for them.

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