• Title/Summary/Keyword: Virtual Technology

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Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

Virtual Reality and Augmented Reality in Plastic Surgery: A Review

  • Kim, Youngjun;Kim, Hannah;Kim, Yong Oock
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.179-187
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    • 2017
  • Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

Development of the arm mounted display VR system using spherical screen (구형 스크린을 이용한 준몰입형 VR 시스템 개발)

  • Suh, Myung-Won;Park, Dae-Yu;Cho, Ki-Yong
    • Proceedings of the KSME Conference
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    • 2001.06c
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    • pp.207-212
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    • 2001
  • The virtual reality technology has been developed as the computer and computer graphic technology are progressed. However it has still the limits of the use because of it costs a great for system construction. A virtual reality technology is the best application example to reduce time and cost of development in engineering. Actually, VR(Virtual reality) technology has given engineers the ability to design, test and evaluate engineering systems in a virtual environment. The objective of this paper is to construct the arm mounted display VR system by using 3 channel spherical screen and to show its capabilities of an engineering system development. This paper describes the development of arm mounted display VR system with 3 channel spherical screen system and the generation of 3 channel graphic modules. The arm mounted display VR system provides a highly economical efficiency because of it uses a popular computer system as a graphic server.

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Interactive 3D-View Image Service on Web and Mobile Phone (웹 및 모바일 폰에서의 인터랙티브 3D-View 이미지 서비스 기술)

  • Jeon, Kyeong-Won;Kwon, Yong-Moo;Jo, Sang-Woo;Ki, Jeong-Seok
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.518-523
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    • 2007
  • This paper presents web service and service on mobile phone about research on virtual URS(Ubiquitous Robotic Space). We modeled the URS. Then, we find the location of robot in the virtual URS on web and mobile phone. We control the robot view with mobile phone. This paper addresses the concept of virtual URS and introduces interaction between robot in the virtual URS and human using web and mobile phone service. Then, this paper introduces a case of service on mobile phone.

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Analysis on the Current Virtual Workplace Design Trends, and a Proposal for the Design Directions of the Future Virtual Workplace - Based on 12 Current Virtual Workplace Platforms - (가상 업무 공간의 디자인 현황 분석 및 향후 디자인 방법에 관한 제언 - 12개의 현행 사례의 비교분석을 중심으로 -)

  • Cho, Kyung hyun;Eum, Yu jeung;Choi, Hyeok jin;Lee, Seung Hyun;Cha, Seung Hyun
    • Journal of KIBIM
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    • v.12 no.4
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    • pp.80-92
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    • 2022
  • Recently, remote work has arisen due to the social atmosphere and advancement of digital technology. Although effective in premeditated communications such as conferences or meetings, the current technology such as messengers and video chats insufficiently supports impromptu communications like a chance encounter, daily conversation with colleagues, or brief instant meetings. This causes various problems such as a decrease in social belonging and an increase in social isolation. The virtual workplace, which emerged as an alternative to this technology, is merely replicating the workplace layouts in reality with an absence of the proper design guideline. Therefore, this paper aims to establish the foundation for the better design of the virtual workplace for remote-work employees. The research compared 12 current workplace cases with the analysis with 5 categories(Spatial Composition, Scale, Individual & Collaboration Workplace, Socializing Space), and discovered the following results: 1) some design principles of the real workplace can be applied on the virtual workplace design, 2) the architectural components of the virtual workplace can differ from them of the real. Based on the results, the research suggests both the appropriate design methodologies of the virtual workplace considering the design principles of the real office layouts, and the design direction for the future of the virtual workplace. This research will be the foundation for the future design of the virtual workplace.

A Virtual RLC Active Damping Method for LCL-Type Grid-Connected Inverters

  • Geng, Yiwen;Qi, Yawen;Zheng, Pengfei;Guo, Fei;Gao, Xiang
    • Journal of Power Electronics
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    • v.18 no.5
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    • pp.1555-1566
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    • 2018
  • Proportional capacitor-current-feedback active damping (AD) is a common damping method for the resonance of LCL-type grid-connected inverters. Proportional capacitor-current-feedback AD behaves as a virtual resistor in parallel with the capacitor. However, the existence of delay in the actual control system causes impedance in the virtual resistor. Impedance is manifested as negative resistance when the resonance frequency exceeds one-sixth of the sampling frequency ($f_s/6$). As a result, the damping effect disappears. To extend the system damping region, this study proposes a virtual resistor-inductor-capacitor (RLC) AD method. The method is implemented by feeding the filter capacitor current passing through a band-pass filter, which functions as a virtual RLC in parallel with the filter capacitor to achieve positive resistance in a wide resonance frequency range. A combination of Nyquist theory and system close-loop pole-zero diagrams is used for damping parameter design to obtain optimal damping parameters. An experiment is performed with a 10 kW grid-connected inverter. The effectiveness of the proposed AD method and the system's robustness against grid impedance variation are demonstrated.

Methodological Comparison of Visualization for Tele-operated Robot Visual Guidance (원격 로봇 비주얼 가이던스를 위한 가상벽 가시화 방법론 비교)

  • Kim, Dong Yeop;Shin, Dong-In;Hwang, Jung-Hoon;Kim, Young-Ouk
    • Journal of Institute of Control, Robotics and Systems
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    • v.22 no.11
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    • pp.877-882
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    • 2016
  • Disaster robots have accepted tele-operation in order to share the intelligence of human operators and robot systems. Virtual wall is one of the tele-operation technology to support recognition of human operator. If the virtual wall can block the robot from dangers, the operator will feel comfortable and can concentrate on fundamental missions. In this paper, we proposes and compares three methods for virtual wall visualization in tele-operation using 3D reconstruction. First is a virtual wall visualized only with edges. A wall filled with transparent color is the second method. Finally, third method is a texture-mapped virtual wall. In the experiments, we discuss their merits and demerits in view of robot tele-operation.

The Effects of Flow in a Metaverse-based Virtual Brand Space on Satisfaction and Purchase Intention of Virtual and Actual Fashion Products (메타버스 기반 브랜드 가상 공간 내 플로우가 만족과 가상 및 실제 패션 제품 구매의도에 미치는 영향)

  • Hyesim Seo;Eunah Yoh
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.891-906
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    • 2023
  • The essence of fashion brands' marketing with metaverse-based virtual spaces is to capture more potential consumers and boost the sales of companies' virtual and physical products. However, existing research has not fully addressed customer responses and behavioral outcomes regarding fashion virtual brand spaces. This study uses flow theory to address this gap and explores the factors that lead to the flow experience in virtual brand spaces. It also establishes the causal relationships between the flow experience, satisfaction with virtual spaces, the intention to purchase virtual products, and the intention to purchase actual products. We chose "Ralph Lauren World" of Ralph Lauren on Zepeto as the virtual brand space for this study and analyzed 239 valid data sets. We tested the hypotheses using structural equation modeling and bootstrapping for the mediation analyses. The findings indicate that the flow experience in virtual brand spaces positively and indirectly affects the purchase intention of virtual products via satisfaction with virtual brand spaces. In addition, virtual space satisfaction had an indirect, positive effect on actual product purchase intention through virtual product purchase intention. The research emphasizes that the purchase intention of virtual and actual products has a positive causal relationship.

Constructions and Applications of Digital Virtual Factory for Section-steel Shop in Shipbuilding Company (조선 형강 디지털 가상공장 구축 및 활용)

  • Han, Sang-Dong;Shin, Jong-Gye;Kim, Yu-Suk;Yoon, Tae-Hyuk;Kim, Gun-Yeon;Noh, Sang-Do
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.1
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    • pp.27-35
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    • 2008
  • Digital Virtual Manufacturing is a technology facilitating effective product developments and agile productions via digital models representing the physical and logical schema and the behavior of real manufacturing systems. A digital virtual factory as a well-designed and integrated environment is essential for successful applications of this technology. In this research, we construct a sophisticated digital virtual factory for the section steel shop in a Korean shipbuilding company by 3-D CAD and virtual manufacturing simulation. The NIST-AMRF CIM hierarchical model and workflow analysis using IDEF methodology are also applied. This digital virtual factory can be applied for diverse engineering activities in design, manufacturing and control of the real factory, and improvements in quality of engineering and savings in time from design to production in shipbuilding are possible.

Virtual Reality Therapy System for the get over tranining of Acrophobia (고소공포증 극복훈련을 위한 가상환경시스템)

  • 백승은;유종현;백승화;주관식
    • Proceedings of the Safety Management and Science Conference
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    • 2004.05a
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    • pp.203-209
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    • 2004
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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