• Title/Summary/Keyword: Virtual Reference

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Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

Implementation Strategies for Virtual Enterprise (가상기업의 구축전략)

  • 정동길;정철용
    • The Journal of Society for e-Business Studies
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    • v.1 no.1
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    • pp.27-50
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    • 1996
  • In this paper. we present a definition of the term virtual enterprise (VE) and discuss some related terms and concepts. The definition was given based on Porter's Value Chain Theory. Then we discuss some positioning strategies for entering or joining a virtual enterprise from an executive's viewpoint. which show a framework for making decisions on for what. when and how a (real) enterprise need to participate or form a virtual enterprise and whom the partners should be. The major pert of the paper is on underlying information technologies and architectures for building virtual enterprises. Requirements for modeling virtual enterprises and core technologies needed for implementation are discussed. A virtual enterprise reference architecture based on NIIIP's model is presented. Finally we discuss some points that should. addressed from a macroeconomic and public policies viewpoints. These are the issues of IT standardization and investments in IT infrastructure.

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Digital Contents Control for Desktop Virtualization: A Case of Virtual Folder Based Implementation (데스크톱 가상화에 따른 디지털콘텐츠 통제방안: 가상폴더방식의 구현사례)

  • Yoon, Han Seong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.1-9
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    • 2014
  • Recently, with the enlargement of cloud computing, virtual desktop infrastructure(VDI) can be an alternative of the existing personal computer based information environment. For the case of partially introduced VDI coexisting with personal computer environment, we suggest a virtual folder based approach to control the overall digital contents within an organization with a case of implementation. Although a centralizing device was used for storage and sharing of organization's digital contents, it was not easy to accomplish centralizing digital contents completely. It is tried to prevent users from utilizing their own storage in their personal computers or virtual machines and to use virtual folder which transfer and store digital contents to and in EDMS. The virtual folder system of this paper looks like a real folder in a personal computer, but it is another virtual device for outer storage devices including EDMS. It can be an alternative and reference of digital contents control for future applications of cloud computing.

A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine (언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구)

  • Min-Jun, Oh
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.19-25
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    • 2022
  • In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.

The electronic reference service in university libraries a n.0, pplying E-mail and electronic bulletin board (전자우편과 전자게시판을 활용한 대학도서관 전자참고서비스)

  • 문정순
    • Journal of Korean Library and Information Science Society
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    • v.26
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    • pp.541-573
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    • 1997
  • This study reviews several innovative electronic reference services that will be transformed in the age of the virtual library. This study focused on reference service via E-mail and electronic bulletin board which is regarded as the most important service in a variety of electronic reference services. Through E-mail and the electronic bulletin board, the user submits questions and the librarian responds with the answer. Though interest in using E-mail and electronic bulletin board as a basis for reference service has grown considerably in recent years, it is still in its infancy in Korea. Thus the purpose of this study is to propose a model electronic reference service system using E-mail and the electronic bulletin board for university libraries in Korea. This system consists of the following modules: electronic reference services policy, open reference service via electronic bulletin board, closed reference service via E-mail, and FAQ. This system is meant to be a guide for those considering implementing such a service.

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Research on the Characteristics of Virtual Space in Science Fiction Movies - Based on André Bazin's Film Ontology - (SF영화 속 가상공간의 특징에 대한 연구 - 앙드레 바쟁의 영화 존재론을 중심으로 -)

  • Geng, Heqi;Choi, Donghyuk
    • Journal of Korea Multimedia Society
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    • v.25 no.9
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    • pp.1356-1366
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    • 2022
  • In the display of virtual space, the degree of space virtualization cannot be judged only by the degree of material technology. Based on the non-material relationship, the virtual space that this research focuses on is a conceptual and ontological point of view (based on the conceptual and ontological viewpoints of non-material relations), including practical technical issues. The research on the characteristics of virtual space ontology not only has an impact on the space design of science fiction movies, but also becomes a powerful medium that brings changes to the world. In the future, there will be a large number of cases where fantasy things in science fiction movies are actualized. From this perspective, based on the study of several science fiction movies using virtual reality scenes, this paper puts forward a study on the representation characteristics of virtual space ontology. In addition, the study of the virtual reality is of great significance for verifying the possibility of virtual reality in the application of deep space technology in the future. At the same time, it provides reference value for the development of special effects film field from montage theory-based to Bazin theory-based expression, and contributes to the theoretical system of film space.

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
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    • 2005.11a
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    • pp.1003-1006
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    • 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.

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Common-Mode Voltage and Current Harmonic Reduction for Five-Phase VSIs with Model Predictive Current Control

  • Vu, Huu-Cong;Lee, Hong-Hee
    • Journal of Power Electronics
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    • v.19 no.6
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    • pp.1477-1485
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    • 2019
  • This paper proposes an effective model predictive current control (MPCC) that involves using 10 virtual voltage vectors to reduce the current harmonics and common-mode voltage (CMV) for a two-level five-phase voltage source inverter (VSI). In the proposed scheme, 10 virtual voltage vectors are included to reduce the CMV and low-order current harmonics. These virtual voltage vectors are employed as the input control set for the MPCC. Among the 10 virtual voltage vectors, two are applied throughout the whole sampling period to reduce current ripples. The two selected virtual voltage vectors are based on location information of the reference voltage vector, and their duration times are calculated using a simple algorithm. This significantly reduces the computational burden. Simulation and experimental results are provided to verify the effectiveness of the proposed scheme.

A GPU-based point kernel gamma dose rate computing code for virtual simulation in radiation-controlled area

  • Zhihui Xu;Mengkun Li;Bowen Zou;Ming Yang
    • Nuclear Engineering and Technology
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    • v.55 no.6
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    • pp.1966-1973
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    • 2023
  • Virtual reality technology has been widely used in the field of nuclear and radiation safety, dose rate computing in virtual environment is essential for optimizing radiation protection and planning the work in radioactive-controlled area. Because the CPU-based gamma dose rate computing takes up a large amount of time and computing power for voxelization of volumetric radioactive source, it is inefficient and limited in its applied scope. This study is to develop an efficient gamma dose rate computing code and apply into fast virtual simulation. To improve the computing efficiency of the point kernel algorithm in the reference (Li et al., 2020), we design a GPU-based computing framework for taking full advantage of computing power of virtual engine, propose a novel voxelization algorithm of volumetric radioactive source. According to the framework, we develop the GPPK(GPU-based point kernel gamma dose rate computing) code using GPU programming, to realize the fast dose rate computing in virtual world. The test results show that the GPPK code is play and plug for different scenarios of virtual simulation, has a better performance than CPU-based gamma dose rate computing code, especially on the voxelization of three-dimensional (3D) model. The accuracy of dose rates from the proposed method is in the acceptable range.