• Title/Summary/Keyword: Virtual Movement

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ASSESSMENT OF WIND CHARACTERISTICS AND ATMOSPHERIC DISPERSION MODELING OF 137Cs ON THE BARAKAH NPP AREA IN THE UAE

  • Lee, Jong Kuk;Kim, Jea Chul;Lee, Kun Jai;Belorid, Miloslav;Beeley, Philip A.;Yun, Jong-Il
    • Nuclear Engineering and Technology
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    • v.46 no.4
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    • pp.557-568
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    • 2014
  • This paper presents the results of an analysis of wind characteristics and atmosphere dispersion modeling that are based on computational simulation and part of a preliminary study evaluating environmental radiation monitoring system (ERMS) positions within the Barakah nuclear power plant (BNPP). The return period of extreme wind speed was estimated using the Weibull distribution over the life time of the BNPP. In the annual meteorological modeling, the winds from the north and west accounted for more than 90 % of the wind directions. Seasonal effects were not represented. However, a discrepancy in the tendency between daytime and nighttime was observed. Six variations of cesium-137 ($^{137}Cs$) dispersion test were simulated under severe accident condition. The $^{137}Cs$ dispersion was strongly influenced by the direction and speed of the main wind. A virtual receptor was set and calculated for observation of the $^{137}Cs$ movement and accumulation. The results of the surface roughness effect demonstrated that the deposition of $^{137}Cs$ was affected by surface condition. The results of these studies offer useful information for developing environmental radiation monitoring systems (ERMSs) for the BNPP and can be used to assess the environmental effects of new nuclear power plant.

The Method for Estimating Stereoscopic Object Position with Horizontal-Moving Camera (수평이동방식 입체카메라의 입체영상의 결상 위치 추정 방법)

  • Lim, Young-Tae;Kim, Nam;Kwon, Ki-Chul
    • Korean Journal of Optics and Photonics
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    • v.17 no.6
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    • pp.532-536
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    • 2006
  • The position of stereoscopic objects is an important parameter to induce three-dimensional effects such as convergence control and image distortions. There are three kinds of stereoscopic cameras : Parallel, Toed-in, and Horizontal-Moving cameras. In this paper we proposed the method for estimating stereoscopic object position with a horizontal-moving camera. In the previous methods, viewing angle ratios are used to estimate the object positions. Our method based on the horizontal movements of the camera to estimate the positions. Using geometrical models of shooting and display we experimented with two methods. Results of experiments showed the distance of stereoscopic objects on virtual screen related to horizontal movement.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.29-36
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    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

Visualization and Workspace Analysis of Manipulator using the Input Device in Virtual Environment (가상 환경에서 입력장치를 이용한 매니퓰레이터의 작업영역 분석 및 시각화)

  • Kim Sung Hyun;Song Tae Gil;Yoon Ji Sup;Lee Geuk
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.22-27
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    • 2004
  • To handle the high level radioactive materials such a spent fuel, the master-slave manipulaters (MSM) are wide1y used as a remote handling device in nuclear facilities such as the hot cell with sealed and shielded space. In this paper, the Digital Mockup which simulates the remote operation of the Advanced Conditioning Process(ACP) is developed. Also, the workspace and the motion of the slave manipulator, as well as, the remote operation task should be analyzed. The process equipment of ACP and Maintenance/Handling Device are drawn in 3D CAD model using IGRIP. Modeling device of manipulator is assigned with various mobile attributes such as a relative position, kinematics constraints, and a range of mobility. The 3D graphic simulator using the extermal input device of spare ball displays the movement of manipulator. To connect the exterral input device to the graphic simulator, the interface program of external input device with 6 DOF is deigned using the Low Level Tele-operation Interface(LLTI). The experimental result show that the developed simulation system gives much-improved human interface characteristics and shows satisfactory reponse characteristics in terms of synchronization speed. This should be useful for the development of work`s education system in the environment.

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Performance Modeling of Resource Reservation Cost in Wireless/Mobile Networks (무선 이동 망 환경에서 자원 예약 비용 성능 모델링)

  • Won, Jeong-Jae;Lee, Hyong-Woo;Cho, Choong-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.4C
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    • pp.433-441
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    • 2003
  • We propose a new resource reservation scheme called MC-HMRSVP(Mobile clustering based-Hierarchical mobile ReSource reserVation Protcol) that is an extension of HMRSVP[3,4]. MC-HMRSVP always establishes a virtual cluster called Mobile Cluster, which includes its immediately adjacent MA(Mobile Agent) for passive reservation as well as the current MA for active reservation to which MH(Mobile Host) belongs. Our scheme also establishes the MC regardless of intra/inter region movement by GMA(Gateway Mobile Agent) function when a MH moves. To provide a general formulation on analyzing the performance in terms of reservation cost, we also model the resource reservation cost by using a simple recursive equation. Then, we show that our scheme decreases the reservation cost in comparison with the existing HMRSVP extentions.

Detection of Inflection Point of Waveform by Wavelet Threshold Denoising (웨이브릿 임계치 잡음제거에 의한 파형의 변곡점 검출)

  • Kim, Tae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.10
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    • pp.2205-2210
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    • 2009
  • In this paper, the proposed method is a denoising technology by tangent curve interpolation of zero points. The problem of the hard threshold method is improved by the proposed method. The quantity of time fluctuation of the electromagnetic signal as the quantity of electric fluctuation of the natural world or the curve of motion waveform of the fast movement of human extracted using virtual reality is, in fact, complex. Therefore it is important to decide exactly the signal properties as the inflection point for observation signal. In particular, it is necessary to extract the properties after denoising, since the measurement signal of the natural world include some noises. It shows that the noise of the inflection point signal with noise II, noise factor 5, is eliminated by the proposed method, and the result of SNR for the signal is improved 3.4dB than that by the conventional hard threshold.

B-COV:Bio-inspired Virtual Interaction for 3D Articulated Robotic Arm for Post-stroke Rehabilitation during Pandemic of COVID-19

  • Allehaibi, Khalid Hamid Salman;Basori, Ahmad Hoirul;Albaqami, Nasser Nammas
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.110-119
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    • 2021
  • The Coronavirus or COVID-19 is contagiousness virus that infected almost every single part of the world. This pandemic forced a major country did lockdown and stay at a home policy to reduce virus spread and the number of victims. Interactions between humans and robots form a popular subject of research worldwide. In medical robotics, the primary challenge is to implement natural interactions between robots and human users. Human communication consists of dynamic processes that involve joint attention and attracting each other. Coordinated care involves sharing among agents of behaviours, events, interests, and contexts in the world from time to time. The robotics arm is an expensive and complicated system because robot simulators are widely used instead of for rehabilitation purposes in medicine. Interaction in natural ways is necessary for disabled persons to work with the robot simulator. This article proposes a low-cost rehabilitation system by building an arm gesture tracking system based on a depth camera that can capture and interpret human gestures and use them as interactive commands for a robot simulator to perform specific tasks on the 3D block. The results show that the proposed system can help patients control the rotation and movement of the 3D arm using their hands. The pilot testing with healthy subjects yielded encouraging results. They could synchronize their actions with a 3D robotic arm to perform several repetitive tasks and exerting 19920 J of energy (kg.m2.S-2). The average of consumed energy mentioned before is in medium scale. Therefore, we relate this energy with rehabilitation performance as an initial stage and can be improved further with extra repetitive exercise to speed up the recovery process.

Development of Goldberg device-based Software Convergence Education Tool (골드버그 장치 기반 소프트웨어 융합교육 도구 개발)

  • Lee, Sihoon;Kim, Sunghoon;Son, Jungmyung;Kim, Eungyeong;Cho, Wansub
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.547-555
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    • 2021
  • The purpose of this study is to develop a Goldberg device-based software(SW) convergence Education tool. The 2015 revised curriculum emphasizes convergence with various subjects for effective SW education. In particular, physics is often used as a material for SW convergence education because it is closely related to computational thinking such as sequential movement, quantification of energy and simulation. In this study, we developed an educational program based on the Goldberg device that utilizes physical knowledge, concepts and manipulation. In order to verify the effectiveness of the program, the survey questions were developed through Delphi verification and a basic satisfaction survey was conducted based on this. As a result, the developed program can be effectively used as a program for SW convergence education.

An Impact of VR Travel Contents on Emotions in Untact Era (언택트 시대 VR여행콘텐츠가 감정에 미치는 영향)

  • Lee, Young-Woo;Joo, Jae-Heum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1538-1544
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    • 2021
  • This study aims to analyze through empirical experiments for the effects of a 360 degree's VR travel contents on stress in the era of COVID-19, as stress has emerged as social problems due to restrictions on freedom of movement. For the empirical experiment, the hypothesis (Happiness level or Depression level or Arousal level will affect the level of stress after watching VR travel contents) was established. As a result, the depression level was adopted while the others were rejected. In order to relieve stress, it is necessary to be careful not to feel depressed, and it was found that even if we can't travel freely, we can reduce stress somewhat with VR travel contents in the untact era. In other words, the emotional state after watching VR travel contents has changed positively. It is hoped that the results of this study will be of some help to the tourism industry and VR production industry, which have been contracted.