• 제목/요약/키워드: Virtual and real

검색결과 2,191건 처리시간 0.031초

On the "Virtual and Real" and Blankness in Chinese Landscape Painting

  • Dongqi, Liu
    • International Journal of Advanced Culture Technology
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    • 제10권3호
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    • pp.174-183
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    • 2022
  • The abstract should summarize the contents of the paper and written below the author information. Use the word "Abstract" as the title, in 12-point Times New Roman, boldface type, italicized, centered relative to the column, initially capitalized, fixed-spacing at 13 pt., 12 pt. spacing before the text and 6 pt. after. The abstract content is to be in 11-point, italicized, single spaced type. Leave one blank line after the abstract, and then begin the keywords. All manuscripts must be in English. When it comes to the issue of "virtual and real" in traditional Chinese painting, the first impression is to describe the problems of painting strokes and ink, layout of pictures, etc., but it runs through the initial conception of the work, creation in the middle and aesthetic appreciation of the work. It exists in the whole process of artistic creation and appreciation. In essence, it is a problem of aesthetic thinking and philosophical thinking. Because the traditional Chinese painting theory is influenced by Taoism, when the concept of "virtual and real" is implemented in the specific picture of Chinese painting, it is contained in the specific shape of "physics", that is, the painting theory research of "blank space" in the picture. Based on the traditional Taoist philosophy of China, this paper takes the "virtual and real" view in Lao Zhuang's thought as the research object, deeply analyzes and compares its relationship with the "virtual and real" in Chinese landscape painting, and finds out their artistic spirit, essential characteristics and how to present them. This paper mainly discusses the internal relationship between Taoist philosophy and "virtual and real" in Chinese landscape painting from the following aspects. The introduction expounds the origin, purpose, significance, innovation and research methods of the topic. This paper analyzes the philosophical thoughts about landscape in the philosophical thoughts represented by Lao Tzu and Zhuangzi. The development of Chinese traditional aesthetics theory is closely related to Taoist philosophy, which has laid the foundation and pointed out the direction for the development of Chinese painting theory since ancient times. It also discusses the influence of the Taoist philosophy of "the combination of the virtual and real" on the emergence and development of the artistic conception of landscape painting. Firstly, through the analysis of the artistic conception of landscape painting and its constituent factors, it is pointed out that the artistic conception is affected by the personality and the painting artistic conception. Secondly, through the Taoist thought of "the combination of the virtual and real" in landscape painting, so as to reflect that it is the source of the artistic conception of Chinese landscape painting. It is the unique spiritual concept of "Yin and Yang" and "virtual and real" that creates the unique "blank space" aesthetic realm of Chinese painting in the composition of the picture. Finally, it focuses on the "nothingness" in Taoist philosophy and the "blank space" in Chinese landscape painting. The connotation of the "blank space" in Chinese painting exceeds its own expressive significance, which makes the picture form the aesthetic principle of emotional blending, virtual and real combination and dynamic and static integration. Through the "blank space", it deepens the artistic characteristics of the picture and sublimates the expression of "form" in Chinese painting.

사회적 자기이미지와 가상공간에서의 아바타 이미지 - 이상적 이미지와 실제적 이미지를 중심으로 - (Social Self Image and Avatar Image in the Virtual World: Focus on Ideal-Self Image and Actual-Self Image)

  • 윤송이;;이규혜
    • 복식
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    • 제61권9호
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    • pp.1-14
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    • 2011
  • The purpose of this study was to understand the relationship between one's social-self image and Online Avatar image. Influence of these virtual images on one's attitude toward real world and commitment to the virtual world was examined. In addition, the gender difference was examined. A structural equation model with social self image as exogenous variable and influence of Avatar as endogenous variable was designed. Real and ideal Avatar images were the mediating variable in the model. Survey questionnaire was developed and data from 425 respondents were analyzed. Results indicated that the conceptual model was a good fit to the data. Respondents who perceived their social self-images importantly were likely to have real images of Avatars. Ideal image and real image had significant on commitment to virtual world and attitudes toward the real world. For male respondents, social self image had stronger influence on real image of Avatar and ideal image had stronger influence on commitment to virtual world than female respondents.

An method for building 2D virtual environment for a remote controlled mobile robot

  • Kim, Woo-Kyoung;Hyun, Woong-Keun;Park, Jea-Yong;Yoon, In-Mo;Jung, Y.K.
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1430-1434
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    • 2004
  • Recently, Virtual reality parts is applied in various fields of industry. In this paper we developed basic components for virtual robot control system interfaced with real environment. For this, a real robot with virtual interface module is developed and virtual robot of similar image with real robot is created by putting on 3D graphic texture to the real robot. To build an unknown environment to be linked with virtual environment, we proposed a hough transformation based algorithm. Our proposed algorithm consists of navigation module by using fuzzy engine and map building module. Experiments using a developed robot illustrate the method.

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가상머신을 이용한 실시간 분산처리 시뮬레이터 및 제어기 (Development of Real-Time Distributed Simulator and Controller Based on Virtual Machine)

  • 양광웅;박재현
    • 제어로봇시스템학회논문지
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    • 제5권1호
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    • pp.115-121
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    • 1999
  • Advanced digital computer technology enables the computer-based controllers to replace the traditional analog controllers used in factory automations. This replacement, however, brings up the side effects caused by the quantization error and non-real-time execution of control software. This paper describes the structure of real-time simulator and controller that can be used for design and verification of real-time digital controllers. The virtual machine concept adopted by the proposed real-time simulator makes the proposed simulator be independent from the specific hardware platforms. The proposed system can also be used in the loosely coupled distributed environments connected through local area network using real-time message passing algorithm and virtual data table based on the shared memory mechanism.

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임베디드 환경에서 실시간 가상 터치 인식 시스템의 구현 (Implementation of Real-time Virtual Touch Recognition System in Embedded System)

  • 권순각;이동석
    • 한국멀티미디어학회논문지
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    • 제19권10호
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    • pp.1759-1766
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    • 2016
  • We can implement the virtual touch recognition system by mounting the virtual touch algorithm into an embedded device connected to a depth camera. Since the computing performance is limited in embedded system, the real-time processing of recognizing the virtual touch is difficult when the resolution of the depth image is large. In order to resolve the problem, this paper improves the algorithms of binarization and labeling that occupy a lot of time in all processing of virtual touch recognition. It processes the binarization and labeling in only necessary regions rather than all of the picture. By appling the proposed algorithm, the system can recognize the virtual touch in real-time as about 31ms per a frame in the depth image that has 640×480 resolution.

3차원 가상착의와 실제착의를 통한 비만여성의 바지 맞음새 비교 (Comparison on the Pants Fitting for Obese Women between 3D Virtual Garment and Real Garment)

  • 이진숙;이정란
    • 패션비즈니스
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    • 제17권2호
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    • pp.33-45
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    • 2013
  • A study using 3D virtual garment simulation is carried out for the evaluation and application on the pants fit for obese women in their age of 20s and 30s. The results are as follows; 5 obese women in their 20s and 30s were selected for the testing 3D body. They showed no significant differences in all items, comparing with the data of 5th Size Korea body dimensions. The average waist circumstance of the subjects' 3D body dimensions was 87.0cm, hip circumstance was 102.4cm, BMI was $27.1kg/m^2$, and their obese body types had similar mean values. Based on the detailed design of ready made pants and the study results of 20~30s obese women preference for pants design, pants of straight silhouette and semi-tight fit which have waist line lowered, no front dart and one back dart, were manufactured with 100% black cotton and cotton spandex mixed fabrics. When comparing the appearances between real garment and virtual garment, the average of the real garment with 100% cotton was 3.70 and the virtual garment was 4.05. The average of real garment with cotton spandex mixed fabrics was 3.75 and the virtual garment was 4.06. Therefore, the average of virtual garment was highly evaluated. When comparing the results of evaluating the appearance, there was no significant difference caused by materials between real garment and virtual garment. The expression for the ease of virtual garment and real garment was also similar for good evaluation. Thus, 3D virtual garment simulation did positively prove its reliability and effect.

가상세계와 현실세계 사이의 정보전달자에 관한 연구 (Study on a Connector between Virtual World and Real World)

  • Hyungjun Seo;Park, Jae-Hee;Heedong Ko
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2003년도 춘계학술대회 논문집
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    • pp.65-69
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    • 2003
  • The concept of connector is introduced as mediator between virtual environment and real environment. A connector has interest on usefulness in real world while previous interfaces of virtual reality system have focus on virtual world. A functional connector among connectors gives solution if disorientation problem in virtual environment and helps user to take out the knowledge experienced through virtual reality system in real environment. An example of a functional connector is designed and developed. Evaluation of designed and developed. Evaluation of connector will be executed later.

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가상과 실제 손의 동기화를 통한 촉각환상 유발연구 (The Tactile Illusion evoked by a synchronous Visual Stimulus on Virtual and Real Hand)

  • Jeonghun Ku;Kim, Hosung;Kim, Kwanguk;Wonyoung Hahn;Lee, Jang-Han;Kim, Sun I.
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2003년도 춘계학술대회 논문집
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    • pp.84-89
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    • 2003
  • The virtual reality(VR) technology can provide various stimuli, including, visual and auditory stimuli, simultaneously in the virtual environment and encourage the user to interact. Virtual reality is a set of computer technologies, which when combined, provide an interactive interface to a computer generated world. In this world the subject can see, hear and navigate in a dynamically changing environment in which he participates as an active player, by modifying the environment according to his will. Moreover, the subject can get a feeling for the virtual environment in much the same way as one feels real life situations. In the real world, a plethora of information from various modalities may be in conflict, and modulate each other to form an illusion. In this study we investigated whether a tactile illusion on a real hand could be evoked by a virtual stimulus, the time required to generate this illusion and its duration. This study shows that the illusion occurred, and that was correlated with presence score in the virtual environment.

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가상현실 지능형 차량 시뮬레이터를 위한 실시간 다물체 차량 동역학 및 제어모델 (A Real-time Multibody Vehicle Dynamics and Control Model for a Virtual Reality Intelligent Vehicle Simulator)

  • 김성수;손병석;송금정;정상윤
    • 한국자동차공학회논문집
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    • 제11권4호
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    • pp.173-179
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    • 2003
  • In this paper, a real-time multibody vehicle dynamics and control model has been developed for a virtual reality intelligent vehicle simulator. The simulator consists of low PCs for a virtual reality visualization system, vehicle dynamics and control analysis system a control loading system, and a network monitoring system. Virtual environment is created by 3D Studio Max graphic tool and OpenGVS real-time rendering library. A real-time vehicle dynamics and control model consists of a control module based on the sliding mode control for adaptive cruise control and a real-time multibody vehicle dynamics module based on the subsystem synthesis method. To verify the real-time capability of the model, cut-in, cut-out simulations have been carried out.

가변적인 통신지연시간을 갖는 원격 작업 환경을 위한 실시간 햅틱 렌더링 (Real-Time Haptic Rendering for Tele-operation with Varying Communication Time Delay)

  • 이경노;정성엽
    • 동력기계공학회지
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    • 제13권2호
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    • pp.71-82
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    • 2009
  • This paper presents a real-time haptic rendering method for a realistic force feedback in a remote environment with varying communication time-delay. The remote environment is assumed as a virtual environment based on a computer graphics, for example, on-line shopping mall, internet game and cyber-education. The properties of a virtual object such as stiffness and viscosity are assumed to be unknown because they are changed according to the contact position and/or a penetrated depth into the object. The DARMAX model based output estimator is proposed to trace the correct impedance of the virtual object in real-time. The output estimator is developed on the input-output relationship. It can trace the varying impedance in real-time by virtue of P-matrix resetting algorithm. And the estimator can trace the correct impedance by using a white noise that prevents the biased input-output information. Realistic output forces are generated in real-time, by using the inputs and the estimated impedance, even though the communication time delay and the impedance of the virtual object are unknown and changed. The generated forces trace the analytical forces computed from the virtual model of the remote environment. Performance is demonstrated by experiments with a 1-dof haptic device and a spring-damper-based virtual model.

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