• Title/Summary/Keyword: Virtual Data

Search Result 2,777, Processing Time 0.03 seconds

Virtual reality application on MFL gas pipeline inspection system

  • Kim, Jae-Joon
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.15 no.4
    • /
    • pp.47-52
    • /
    • 2010
  • This paper describes a visualization technique that animates geometrical defect data that are extracted using a magnetic flux leakage (MFL) operating system on nondestructive evaluation (NDE). Since data are collected from different locations and often not regular, the data must be converted to the standard format that is used within the pipeline in visualization procedures. In order to navigate inside of the pipeline, 3D virtual objects are generated and are able to explore the pipeline continuously. The major objectives of this paper are to characterize, generate general shape of defects, and enable computer interaction in virtual environment. Pipeline navigation system (PNS) has introduced the framework for interactive visual applications based upon the principles of modeling 3D objects. PNS presents some preliminary efforts to enable the user to interact human and computer with each other.

Implementation of Metaverse User-Avatar Interaction using Real-time Motion Data (실시간 모션 데이터를 활용한 메타버스 사용자-아바타 상호작용 구현)

  • Gang In Lee;Eun Hye Noh;Young Jae Jo;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
    • /
    • v.22 no.4
    • /
    • pp.172-178
    • /
    • 2023
  • With the expansion of metaverse content and hardware platforms, various interactions in the virtual world have been built, raising expectations for an increase in immersion which is a major element of the metaverse. However, among hardware platforms that increase virtual immersion elements, the typical HMD platform can be a barrier to new user inflows due to its high cost. Thus, this paper focused on improving virtual-to-real interactions by extracting motion data using relatively inexpensive webcam equipment in PC environments, utilizing Unity game engines, Photon unity network, multi-platform implementations, and Barracuda neural network inference libraries.

  • PDF

Virtual Manufacturing for an Automotive Company(VII) : Construction and Application of a Virtual Press Shop (자동차 가상생산 기술 적용(VII) : 프레스 디지털 가상공장의 구축과 활용)

  • Kuk, Seung-Ho;Lee, Sang-Seok;So, Soon-Il;Noh, Sang-Do;Kim, H.S.;Shim, K.B.;Kim, J.Y.
    • IE interfaces
    • /
    • v.21 no.3
    • /
    • pp.322-332
    • /
    • 2008
  • Digital Virtual Manufacturing is a technology to facilitate effective product developments and agile productions by digital model representing the physical and logical schema and the behavior of real manufacturing system, and it includes product, resources, processes and plant. For successful applications of this technology, a digital virtual factory as a well-designed and integrated environment is essential. In this research, we constructed a sophisticated digital virtual factory of a Korean automotive company's press shop. For efficient constructions of a digital virtual factory useful to kinematic simulations and visualizations, we analyzed entire business process and detailed activities of press engineering. Also, we evaluated geometries, structures, characteristics and motions of a plant and machines in press shop. The geometric model and related data of a virtual press shop are built and managed by a modeling standard defined in this paper. The virtual manufacturing simulation of press machines is conducted to evaluate kinematic motions, cycle time and locations of components using geometric models and related data. It's for interference checks and productivity improvements. We expect that this virtual press shop helps us to achieve great savings in time and cost in many manufacturing preparation activities in the new car development process of automotive companies.

A Development of the Bodice Pattern for Male Sports Athletes Using by 3D Virtual Twin & Virtual Garment Simulation (3D 가상모델 및 가상착의 시스템을 이용한 남자 운동선수의 상반신 원형설계)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
    • /
    • v.12 no.3
    • /
    • pp.347-353
    • /
    • 2010
  • The purpose of this study was to examine the appropriate surplus of clothing for a suitable basic bodice pattern of Male Sports Athletes by using the 3D virtual twin and virtual garment simulation system. The results were as follows; 1. By using 3D virtual twin and garment simulation, new bodice pattern considered male sports athletes was development. The basic numerical formula were as follows ; surplus of chest girth=9, surplus of back length=1, armhole depth=back length/4+13, half back width=chest girth/5+2.5, front chest width=chest girth/5+3. 2. Wearing test by 3D virtual garment simulation system was useful to evaluate wearing outline, surplus of clothes and garment space. Also it estimated more highly than existing pattern in silhouette and ease amount, confirming that new bodice pattern is appropriate for the male sports athletes. New bodice pattern was evaluated to allow proper space length of chest and waist. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D Virtual Garment Simulation System with 2D patterns, and also for future 3D Pattern Production Program development.

The Impact of Virtual Influencers' Characteristics on Purchase Intentions Toward Fashion Products: Focusing on the Mediating Effect of Mimetic Desire (버추얼 인플루언서의 특성이 패션제품 구매의도에 미치는 영향: 모방욕구의 매개효과를 중심으로)

  • Haram Shin;Misun Yum
    • Fashion & Textile Research Journal
    • /
    • v.26 no.1
    • /
    • pp.1-14
    • /
    • 2024
  • Virtual influencers, who are emerging as new players in digital marketing, impact consumers' purchase intentions. They promote positive perceptions and mimetic consumption of specific brands or products through interactions with followers. Therefore, this study aims to examine the effect of the characteristics of virtual influencers on the purchase intention for fashion products through the consumers' mimetic desire. As characteristics of virtual influencers, five factors were set: reality, attractiveness, professionalism, trustworthiness, and curiosity. Data for analysis were collected through an online questionnaire from the 8th to the 15th of August 2023, and 268 data points in total were analyzed using SPSS and Process Macro 4.3. The results of the study showed that the characteristics of virtual influencers all positively affected mimetic desire and purchase intention for fashion products. Moreover, it was found that mimetic desire has a mediating effect between the five characteristics of virtual influencers and the purchase intention for fashion products. Mimetic desire fully mediates the relationship between reality and the intention to purchase fashion products, and partially mediates the relationship between attractiveness, professionalism, trustworthiness, and curiosity and the purchase intention for fashion products. These findings further enhance the understanding of the relationship between virtual influencers and consumer behavior and identify the relationship between virtual influencers, mimetic desire, and fashion product purchase intentions. Consequently, leveraging virtual influencers strategically in digital marketing, the fashion industry can amplify positive brand perceptions, drive consumer engagement, and ultimately foster increased purchase intent.

Prestack migration using seismic interferometry (탄성파 간섭파를 이용한 중합전 구조보정)

  • Kim, Young-Wan;Jang, Seong-Hyung;Yoon, Wang-Jung;Suh, Sang-Yong
    • 한국신재생에너지학회:학술대회논문집
    • /
    • 2008.10a
    • /
    • pp.203-207
    • /
    • 2008
  • Prestack depth migration is used to image for complex geological structure such as faults, folds, and subsalt. In this case, it is widely used the surface reflection data as a input data. However, the surface reflection data have intrinsic problems to image the subsalt and the salt flank due to the complex wavefields and multiples which come from overburden. For overcoming the structural defect of the surface reflection data in the imaging, I used the virtual sources in terms of seismic interferometry to image the subsurface and suppress the multiples using the velocity model of the lower part of the virtual sources. The results of the prestack depth migration using virtual source gathers and velocity model below receivers are similar geological interfaces to the results from shot gathers of the conventional ocean bottom seismic survey. And especially artificial interfaces by multiples were suppressed without applying any other data processing to eliminate multiples. This study results by numerical modeling can make a valuable imaging tool when it is applied to satisfied field data for specific condition.

  • PDF

Very deep super-resolution for efficient cone-beam computed tomographic image restoration

  • Hwang, Jae Joon;Jung, Yun-Hoa;Cho, Bong-Hae;Heo, Min-Suk
    • Imaging Science in Dentistry
    • /
    • v.50 no.4
    • /
    • pp.331-337
    • /
    • 2020
  • Purpose: As cone-beam computed tomography (CBCT) has become the most widely used 3-dimensional (3D) imaging modality in the dental field, storage space and costs for large-capacity data have become an important issue. Therefore, if 3D data can be stored at a clinically acceptable compression rate, the burden in terms of storage space and cost can be reduced and data can be managed more efficiently. In this study, a deep learning network for super-resolution was tested to restore compressed virtual CBCT images. Materials and Methods: Virtual CBCT image data were created with a publicly available online dataset (CQ500) of multidetector computed tomography images using CBCT reconstruction software (TIGRE). A very deep super-resolution (VDSR) network was trained to restore high-resolution virtual CBCT images from the low-resolution virtual CBCT images. Results: The images reconstructed by VDSR showed better image quality than bicubic interpolation in restored images at various scale ratios. The highest scale ratio with clinically acceptable reconstruction accuracy using VDSR was 2.1. Conclusion: VDSR showed promising restoration accuracy in this study. In the future, it will be necessary to experiment with new deep learning algorithms and large-scale data for clinical application of this technology.

Design of Virtual Machine for Vertex Shader (정점 셰이더의 가상 기계 구현)

  • Ha, Chang-Soo;Kim, Ju-Hong;Choi, Byeong-Yoon
    • Proceedings of the IEEK Conference
    • /
    • 2005.11a
    • /
    • pp.1003-1006
    • /
    • 2005
  • Vertex shader of GPU in personal computer is advanced in functions as to be half of traditional fixed T&L functions. And, capacity of memory for saving resources to process instructions is unlimited. GPU that can be programmed by programmer is needed for mobile system as well as personal computer. In this paper, we implement software virtual machine for vertex shader using C++ Language. Our goal is designing hardware GPU that can apply to mobile system. The virtual machine consists of nVidia GPU instructions. Input Data to virtual machine is generated by Microsoft fxc compiler. That is to say, Input Data is compiled shader program written in HLSL, Cg, or ASM. The virtual machine will be a reference model for designing hardware GPU and can be used for Testbed to test added or modified instruction.

  • PDF

Measurement on range of virtual hip and lower limb joints for young male students (한국 대학생의 가상 hip 관절과 하지관절의 동작범위 측정)

  • 기도형
    • Journal of the Ergonomics Society of Korea
    • /
    • v.15 no.2
    • /
    • pp.125-135
    • /
    • 1996
  • The purpose of this research is to measure range of virtual hip joint and lower limb joints motion such as the hip, knee and ankle joints for 47 young male students. The results of ANOVA revealed that anthropometric dimensions including weight and stature did not show any significant effects on the range of virtual hip joint and lower limb joints motion and the range of motion with two degrees of freedom at the shoulder, virtual hip and hip joints. Anthropometric dimensions such as age, weight, statuire, arm length, shoulder height and leg length were found to be lowly correlated with the range of virtual hip joint and lower limb joints motion. It is expected that the data on the range of joint motion suggested in this study can be used as a valuable input data when designing workplace, predicting human posture and reach volume, etc.

  • PDF

An implementation of reliable data sharing multi-stack system in virtualized environment (신뢰성 있는 멀티스택 기반의 가상화된 데이터 동시공유 시스템의 구현)

  • Han, Kyujong;Jeon, Dongwoon;Kim, Doohyun
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.11 no.5
    • /
    • pp.259-265
    • /
    • 2016
  • In this paper, we present an architecture for the fault isolation by applying virtualization-based multi-stack technologies. We propose the simultaneous sharing and switching mechanism using virtualied serial communications. Each guest OS has its own virtual serial device. The distribution module provides communications between the guest OS's through the virtual serial devices and simultaneously detect the liveness of the guest OS. The suggested mechanism has been implemented in VirtualBox and shows satisfactory performance in transmission speed and data sharing capability with virtual RS232.