• 제목/요약/키워드: Virtual goal

검색결과 219건 처리시간 0.02초

가상 커뮤니티에서의 지식소싱행동에 대한 이해 (Understanding Knowledge Sourcing Behavior in Virtual Communities)

  • 박상철;김정환;송재기
    • 지식경영연구
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    • 제12권2호
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    • pp.35-55
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    • 2011
  • By providing a number of unprecedented knowledge sources, virtual communities have stimulated interests in knowledge sourcing Specifically, virtual communities have triggered fundamental changes in the ways that people interact with one another. Thus, there is a critical need to examine how people try to behave for sourcing knowledge in virtual communities, particularly in terms of the demand-side perspective of knowledge. To address the knowledge gap regarding knowledge sourcing behavior from the knowledge recipients' side, this study draws upon GPA(goal-plan-action) theory with both the social cognitive theory and the goal-setting theory as overarching theories. Furthermore, we apply past experience in virtual communities and trust in knowledge providers as moderating variables to deeply understand the knowledge recipients' behavior. We expect to present theoretical and practical implications through our findings, which are relevant to cognitive goal-setting and knowledge sourcing behavior. In the theoretical perspective, this study illustrates how knowledge recipients determine knowledge sourcing behavior. Based on our findings, this study has practical implications for virtual communities to effectively balance knowledge repositories and knowledge management systems with knowledge providers and recipients.

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제한적 인지 기반의 맵핑을 이용한 가상인간의 항해 특성 (Navigation Characteristics of a Virtual Human using a Limited Perception-based Mapping)

  • 한창희;김래현;김태우
    • 한국시뮬레이션학회논문지
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    • 제14권2호
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    • pp.93-103
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    • 2005
  • This paper presents characteristics of a virtual human's navigation using a limited perception-based mapping. Previous approaches to virtual human navigation have used an omniscient perception requiring full layout of a virtual environment in advance. However, these approaches have a limitation on being a fundamental solution for a human-likeness of a virtual human, because behaviors of humans are basically based on their limited perception instead of omniscient perception. In this paper, we integrated Hill's mapping algorithm with a virtual human to experiment virtual human's navigation with the limited perception. This approach does not require full layout of the virtual environment, 360-degree's field of view, and vision through walls. In addition to static objects such as buildings, we consider enemy emergence that can affect an virtual human's navigation. The enemy emergence is used as the variable on the experiment of this present research. As the number of enemies varies, the changes in arrival rate and time taken to reach the goal position were observed. The virtual human navigates by two conditions. One is to take the shortest path to the goal position, and the other is to avoid enemies when the virtual human encounters them. The acquired result indicates that the virtual human's navigation corresponds to a human cognitive process, and thus this research can be a framework for human-likeness of virtual humans.

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Cohesiveness of Internet Based Virtual Teams in the e-business: Roles of Various Types of Leadership

  • 함상우
    • 인터넷정보학회논문지
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    • 제19권5호
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    • pp.123-131
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    • 2018
  • A virtual team consists of various members with a range of professional skills. An IT virtual team can confer such advantages as improving creativity and solving problems in e-business. However, virtual teams are less cohesive than off-line based teams, at least partly because they do not meet face-to-face to solve problems. If the cohesion of the members in a team is weak, overall performance can decrease. Therefore, this study seeks to understand the specific types of leadership needed to increase the cohesiveness of the members in a virtual team. Leadership is the most important factor for the successful operation of a virtual team. Leaders engage members with goals, and motivate them by creating positive relationships. This study describes the idealized influence of transformational leadership in which a leader directly engages members in a goal, and the role of participative goal setting in which members set their own goals. In addition, this research demonstrates the benefits of a positive attitude of a leader towards their team members and the influence of leader-member exchanges. If the cohesion of virtual teams is improved through specific leadership, the team members will be more committed to their teams and work, and the team's performance will improve. Furthermore, the successful operation of virtual teams will provide an opportunity for companies in e-business to gain a competitive advantage in the contemporary environment, where creativity is important.

The Virtual Reality in Fossil Power Plant Operator Training Simulator

  • Ma, Sam-Sun;Park, Jin-Ho;Oh, Seog-Chan
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 1999년도 추계학술대회 논문집
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    • pp.197-200
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    • 1999
  • In these days many large scale plants are attempting to use the Virtual Reality technology in the process analysis. Their goal is to reduce the development time by more effective information management as Simultaneous Engineering point of view, and by connecting the CAD datum and all kinds of products information. Generally, it is taken for granted that when a plant is equipped with a Virtual Reality technology, they are able to review the design and analyze the engineering performance of the product before actually building it, so that their goal to reduce costs and enhance the initial quality can be achieved. [1][2] In this paper we will look into the application the virtual reality technology Hadong fossil power plant. And we will also define the concepts of virtual plant by summarizing requirements and thoughts from the people who are in working in the actual site.

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하이브리드 센싱 기반 다중참여형 가상현실 이동 플랫폼 개발에 관한 연구 (A Study on the Development of Multi-User Virtual Reality Moving Platform Based on Hybrid Sensing)

  • 장용훈;장민혁;정하형
    • 한국멀티미디어학회논문지
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    • 제24권3호
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    • pp.355-372
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    • 2021
  • Recently, high-performance HMDs (Head-Mounted Display) are becoming wireless due to the growth of virtual reality technology. Accordingly, environmental constraints on the hardware usage are reduced, enabling multiple users to experience virtual reality within a single space simultaneously. Existing multi-user virtual reality platforms use the user's location tracking and motion sensing technology based on vision sensors and active markers. However, there is a decrease in immersion due to the problem of overlapping markers or frequent matching errors due to the reflected light. Goal of this study is to develop a multi-user virtual reality moving platform in a single space that can resolve sensing errors and user immersion decrease. In order to achieve this goal hybrid sensing technology was developed, which is the convergence of vision sensor technology for position tracking, IMU (Inertial Measurement Unit) sensor motion capture technology and gesture recognition technology based on smart gloves. In addition, integrated safety operation system was developed which does not decrease the immersion but ensures the safety of the users and supports multimodal feedback. A 6 m×6 m×2.4 m test bed was configured to verify the effectiveness of the multi-user virtual reality moving platform for four users.

다중 참여자 네트웍 가상현실 시스템을 위한 복수 멀티케스트 통신구조 (A heterogeneous multicast communication for the network virtual reality system)

  • 성운재
    • 한국시뮬레이션학회논문지
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    • 제7권1호
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    • pp.1-14
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    • 1998
  • In this paper, we propose an efficient network communication scheme tailored to the network virtual reality(NVR) system. We first present the architecture and implementation of CVRAT (collaborative virtual reality authoring tool). The design goal of CVRAT is to provide consistent and scalable shared virtual environments. To achieve this goal, we classify the network messages according to their reliability and latency requirements. These conflicting requirements lead us to conceive a heterogeneous communication scheme which provides the unicast and three different multicast transport services; unreliable multicast, receiver-driven reliable multicast, fast reliable multicast. Each protocol has trade-offs in reliability, latency and bandwidth usage. The characteristics are analyzed by several experiments. Finally, applying this communication method to multi-participant battle-field tank simulation, we show the efficacy of proposed heterogeneous transport mechanism.

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어린이용 가상세계의 교육적 특성 (Educational Characteristics of Children's Virtual Worlds)

  • 류철균;안보라
    • 한국콘텐츠학회논문지
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    • 제9권1호
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    • pp.177-186
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    • 2009
  • 가상세계란 컴퓨터를 매개로 하여 2D 혹은 3D로 구현된 가상 환경 속에서 실시간으로 상호작용할 수 있는 영속적 공간으로 이 중 15세 이하의 사용자를 대상으로 하는 가상세계를 어린이용 가상세계라 한다. 가상세계의 교육적 장점으로는 구체적 경험, 현존감, 경험의 공유, 협동 가능성, 유연한 환경을 꼽을 수 있으며 여기에 게임이 가지고 있는 흥미 요소인 명확한 목표, 도전, 협동, 경쟁, 환상을 보탬으로써 교육효과를 높일 수 있다. 한편 가상세계에서의 교육이 효과적으로 이루어지기 위해서는 목표, 동기, 관계, 도움의 네 영역에 속하는 요소들을 두루 고려해야 한다. 이를 기준으로 하여 국내 어린이용 가상세계인 <노리스쿨>, <미스터 텅두>, <아즈로크>를 분석해 본 결과 명확한 목표 제시, 과제의 맥락화, 적절한 강화 제공은 잘 이루어지고 있었으나 준비성, 사회적 설득, 비계 설정 부분의 보완이 필요했다.

가상 탄성력을 이용한 자율이동로봇 경로생성 방법 (A Path Generation Method for a Autonomous Mobile Robot based on a Virtual Elastic Force)

  • 권용관
    • 한국전자통신학회논문지
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    • 제8권1호
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    • pp.149-157
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    • 2013
  • 본 논문에서는 그리드 기반의 맵에서 자율이동로봇의 경로생성방법 및 가상 탄성력을 이용한 경로최적화 방법을 다룬다. 경로계획의 목적은 로봇이 주어진 환경에서 효율적으로 목표점을 향해 이동할 수 있도록 정보 생성하는 것이다. 그리드 기반의 경로계획기법으로 AStar 알고리즘이 대표적인 방법이며 본 논문에서는 AStar 알고리즘에 의해 작성된 경로를 가상 탄성력 알고리즘을 이용하여 경로를 최적화하는 알고리즘을 제안하고 있으며 그 결과를 비교한다. 가상 탄성력은 생성된 경로를 더 짧고 부드럽게 생성해주는 장점을 가지고 있으며 그리드 기반의 경로를 최적화 하는데 매우 유리하다.

가상의 목표점을 이용한 무인 잠수정의 충돌회피 귀환 경로계획 (Virtual Goal Method for Homing Trajectory Planning of an Autonomous Underwater Vehicle)

  • 박성국;이지홍;전봉환;이판묵
    • 한국해양공학회지
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    • 제23권5호
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    • pp.61-70
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    • 2009
  • An AUV (Autonomous Underwater Vehicle) is an unmanned underwater vessel to investigate sea environments and deep sea resource. To be completely autonomous, AUV must have the ability to home and dock to the launcher. In this paper, we consider a class of homing trajectory planning problem for an AUV with kinematic and tactical constraints in horizontal plane. Since the AUV under consideration has underactuated characteristics, trajectory for this kind of AUV must be designed considering the underactuated characteristics. Otherwise, the AUV cannot follow the trajectory. Proposed homing trajectory panning method that called VGM (Virtual Goal Method) based on visibility graph takes the underactated characteristics into consideration. And it guarantees shortest collision free trajectory. For tracking control, we propose a PD controller by simple guidance law. Finally, we validate the trajectory planning algorithm and tracking controller by numerical simulation and ocean engineering basin experiment in KORDI.

대학도서관 가상참고서가의 협동구축 (Cooperative System for Virtual Reference Shelves of the University Libraries)

  • 박준식
    • 한국도서관정보학회지
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    • 제36권4호
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    • pp.5-25
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    • 2005
  • 이 연구는 국내 대학도서관의 가상참고서가 협동구축을 위한 기본 방향을 모색하는데 목적을 두었다. 이 연구는 이 목적을 위해 첫째, 가상참고서가의 이론적 토대를 정립하고 그 필요성을 도서관의 문화주체적 관점에서 논의하였다. 둘째, 국내 대학도서관의 가상참고서가 운용실태를 9가지 평가지표를 통해 분석함으로써 협동구축의 당위성을 이끌어 냈다. 마지막으로 가상참고서가의 협동구축을 위한 구체적인 방법과 절차를 대학도서관 관련 기구 및 단체들의 역할과 연관하여 논의하였다.

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