• Title/Summary/Keyword: Virtual Environments

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Virtual Location Information based Routing Scheme in Wireless Ad-Hoc Networks (무선 애드 혹 네트워크에서 가상위치정보 기반 라우팅 기법)

  • Youn, JooSang
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.77-85
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    • 2013
  • Recently, location information based routing protocol has been studied to estimate end-to-end path in wireless ad-hoc network. This protocol assumes all nodes can get heir location information via GPS devices and floods only limited area with routing message through acquired location information. Therefore, this protocol has advantage that can reduce the number of routing message than the existing IP-based routing protocols. In addition, all nodes enabling this protocol must acquire their own location information to participate in the location-based routing. However, recent because of the miniaturization of sensor node, sensor node without GPS function has been launched. Therefore in case of the sensor node that does not know location information, it is impossible to participate in the ad hoc network configuration and location information based routing. In this paper, a virtual location information based routing scheme is proposed for wireless nodes without GPS function to be able to participate in location information based routing within ad hoc network environments consisting of wireless nodes with GPS function and wireless nodes without GPS function. Therefore, the proposed protocol has the advantage that a wireless node without a GPS function is able to participate in ad hoc network configuration and the location information based routing.

Real-Time Remote Display Technique based on Wireless Mobile Environments (무선 모바일 환경 기반의 실시간 원격 디스플레이 기법)

  • Seo, Jung-Hee;Park, Hung-Bog
    • The KIPS Transactions:PartC
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    • v.15C no.4
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    • pp.297-302
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    • 2008
  • In case of display a lot of information from mobile devices, those systems are being developed that display the information from mobile devices on remote devices such as TV using the mobile devices as remote controllers because it is difficult to display a lot of information on mobile devices due to their limited bandwidth and small screen sizes. A lot of cost is required to design and develop interfaces for these systems corresponding to each of remote display devices. In this paper, a mobile environment based remote display system for displays at real times is proposed for continuous monitoring of status data for unique 'Mote IDs'. Also, remote data are collected and monitored through sensor network devices such as ZigbeX by applying status perception based remote displays at real times through processing ubiquitous computing environment data, and remote display applications at real times are implemented through PDA wireless mobiles. The system proposed in this paper consists of a PDA for remote display and control, mote embedded applications programming for data collections and radio frequency, server modules to analyze and process collected data and virtual prototyping for monitoring and controls by virtual machines. The result of the implementations indicates that this system not only provides a good mobility from a human oriented viewpoint and a good usability of accesses to information but also transmits data efficiently.

A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.17-26
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    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

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Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.498-509
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    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

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Analyses on the Performance of the CNN Reflecting the Cerebral Structure for Prediction of Cybersickness Occurrence (사이버멀미 발생 예측을 위한 대뇌 구조를 반영한 CNN 성능 분석)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.4
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    • pp.238-244
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    • 2019
  • In this study, we compared and analyzed the performance of each Convolution Neural Network (CNN) by implementing the CNN that reflected the characteristics of the cerebral structure, in order to analyze the CNN that was used for the prediction of cybersickness, and provided the performance varying depending on characteristics of the brain. Dizziness has many causes, but the most severe symptoms are considered attributable to vestibular dysfunction associated with the brain. Brain waves serve as indicators showing the state of brain activities, and tend to exhibit differences depending on external stimulation and cerebral activities. Changes in brain waves being caused by external stimuli and cerebral activities have been proved by many studies and experiments, including the thesis of Martijn E. Wokke, Tony Ro, published in 2019. Based on such correlation, we analyzed brain wave data collected from dizziness-inducing environments and implemented the dizziness predictive artificial neural network reflecting characteristics of the cerebral structure. The results of this study are expected to provide a basis for achieving optimal performance of the CNN used in the prediction of dizziness, and for predicting and preventing the occurrence of dizziness under various virtual reality (VR) environments.

Debelppment of C++ Compiler and Programming Environment (C++컴파일러 및 프로그래밍 환경 개발)

  • Jang, Cheon-Hyeon;O, Se-Man
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.3
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    • pp.831-845
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    • 1997
  • In this paper,we proposed and developed a compiler and interactive programming enviroments for C++ wich is mostly worth of nitice among the object -oriented languages.To develope the compiler for C++ we took front=end/back-end model using EM virtual machine.In develpoing Front-End,we formailized C++ gram-mar with the context semsitive tokens which must be manipulated by dexical scanner and designed a AST class li-brary which is the hierarchy of AST node class and well defined interface among them,In develpoing Bacik-End,we proposed model for three major components :code oprtimizer,code generator and run-time enviroments.We emphasized the retargatable back-end which can be systrmatically reconfigured to genrate code for a variety of distinct target computers.We also developed terr pattern matching algorithm and implemented target code gen-erator which produce SPARC code.We also proposed the theroy and model for construction interative pro-gramming enviroments. To represent language features we adopt AST as internal reprsentation and propose uncremental analysis algorithm and viseal digrams.We also studied unparsing scheme, visual diagram,graphical user interface to generate interactive environments automatically Results of our resarch will be very useful for developing a complier and programming environments, and also can be used in compilers for parallel and distributed enviroments.

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Design and Implementation of Co-Verification Environments based-on SystemVerilog & SystemC (SystemVerilog와 SystemC 기반의 통합검증환경 설계 및 구현)

  • You, Myoung-Keun;Song, Gi-Yong
    • Journal of the Institute of Convergence Signal Processing
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    • v.10 no.4
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    • pp.274-279
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    • 2009
  • The flow of a universal system-level design methodology consists of system specification, system-level hardware/software partitioning, co-design, co-verification using virtual or physical prototype, and system integration. In this paper, verification environments based-on SystemVerilog and SystemC, one is native-code co-verification environment which makes prompt functional verification possible and another is SystemVerilog layered testbench which makes clock-level verification possible, are implemented. In native-code co-verification, HW and SW parts of SoC are respectively designed with SystemVerilog and SystemC after HW/SW partitioning using SystemC, then the functional interaction between HW and SW parts is carried out as one simulation process. SystemVerilog layered testbench is a verification environment including corner case test of DUT through the randomly generated test-vector. We adopt SystemC to design a component of verification environment which has multiple inheritance, and we combine SystemC design unit with the SystemVerilog layered testbench using SystemVerilog DPI and ModelSim macro. As multiple inheritance is useful for creating class types that combine the properties of two or more class types, the design of verification environment adopting SystemC in this paper can increase the code reusability.

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Exploring Learning Effects of Elementary Students in a Geological Field Trip Activity concerning 'Minerals and Rocks' - Focus on Novelty Space - ('광물과 암석' 관련 야외지질학습에서 초등학생들의 학습 효과에 대한 탐색 - 생소한 경험 공간을 중심으로 -)

  • Choi, Yoon-Sung;Kim, Jong-Uk
    • Journal of the Korean earth science society
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    • v.43 no.3
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    • pp.430-445
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    • 2022
  • The purpose of this study was to explore the learning effects in elementary school students who participated in a geological field trip conducted under the theme 'minerals and rocks', focusing on novelty space. A total of 10 sixth-grade students participated in this program held at a public elementary school in Seoul as part of after-school club activities. Students observed mineral and rock samples in a classroom and outdoor learning environment. The authors collected activity papers (texts, drawing), researchers' participation notes, video and audio recordings containing the study participants' activities, and post-interview data To analyze the learning effects in the cognitive domain of students, the observation analysis framework for rock classification of Remmen and Frøyland (2020) and the rock description analysis framework of Oh (2020) were used. Additionally, to explore the learning effects of psychological and geographic areas, students' drawings, texts, discourses, and interview data were inductively analyzed. The results showed that the students demonstrated 'everyday' and 'transitional' observations in the classroom learning environment, while in the outdoor learning environment (school playground, community-based activities), they demonstrated 'transitional' and 'scientific' observations. Moreover, as the scientific observation stage progressed, more types of descriptive words for rocks were used. In terms of psychological and geographic aspects, students showed their selection of places to explore familiar outdoor learning environments, positive perceptions of outdoor learning, and aesthetic appreciation. Finally, this study not only discussed novelty space as a tool for analyzing students' learning effects but also suggested the need for an academic approach considering new learning environments, such as learning through virtual field trips.

A Study on Metaverse Framework Design for Education and Training of Hydrogen Fuel Cell Engineers (수소 연료전지 엔지니어 양성을 위한 메타버스 교육훈련 플랫폼에 관한 연구)

  • Yang Zhen;Kyung Min Gwak;Young J. Rho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.207-212
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    • 2024
  • The importance of hydrogen fuel cells continues to be emphasized, and there is a growing demand for education and training in this field. Among various educational environments, metaverse education is opening a new era of change in the global education industry, especially to adapt to remote learning. The most significant change that the metaverse has brought to education is the shift from one-way, instructor-centered, and static teaching approaches to multi-directional and dynamic ones. It is expected that the metaverse can be effectively utilized in hydrogen fuel cell engineer education, not only enhancing the effectiveness of education by enabling learning and training anytime, anywhere but also reducing costs associated with engineering education.In this research, inspired by these ideas, we are designing a fuel cell education platform. We have created a platform that combines theoretical and practical training using the metaverse. Key aspects of this research include the development of educational training content to increase learner engagement, the configuration of user interfaces for improved usability, the creation of environments for interacting with objects in the virtual world, and support for convergence services in the form of digital twins.

Design of Dynamic Route Control Gateway for High-Speed Data Communication over Public Networks (공중망에서의 고속 데이터통신을 위한 동적경로제어 게이트웨이 설계)

  • 허재두;강석근;주언경
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.4B
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    • pp.593-603
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    • 2000
  • In this paper, a dynamic route control scheme to increase speed of data communication over public network is presented. And a new structure of gateway which is suitable for the public network environments is proposed and analyzed. For dynamic allocation of transmission routing resources of the gateway and improvement of call processing ratio of the system, virtual queue is used. As results, route utilization ratio of the proposed scheme can be improved up to 60% as compared to the conventional fixed route control scheme. For the case of limited number of routes, it provides high speed data communication while maintaining delay time as low as possible. In addition, as the allocation period at call access node can be varied with the traffic in the proposed scheme, various traffics can be applied easily. Thus, it can be expected that the presented dynamic route control gateway may be suitable for application in high speed data communication over public network.

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