• Title/Summary/Keyword: Virtual goal

Search Result 222, Processing Time 0.031 seconds

FKP and VRS among Network RTK GNSS methods Accuracy Evaluation of Observation Methods (Network RTK GNSS방법 중 FKP와 VRS 관측 방법의 정확도 평가)

  • Jae-Woo, KIM;Do-Yeoul, MUN;Yeong-Jong, KIM
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.25 no.4
    • /
    • pp.200-209
    • /
    • 2022
  • Providing real-time location information is emerging as a major goal of the national industry. In order to provide such real-time location information (3D spatial information), it is essential to develop a technology for a satellite positioning method. Therefore, the country continues to make efforts to increase satisfaction with the needs of consumers by introducing the Network RTK GNSS method. In this study, among the Network RKT GNSS(Global Navigation Satellite System) methods provided by the National Geographic Information Service, continuous observation and single observation were measured at the integrated reference point using VRS(Virtual Reference Station) and FKP(Flӓachen-Korrektur Parameter) to evaluate accuracy. In addition, we aim to maximize efficiency by presenting accuracy on the rapidly increasing Network RTK GNSS method in the field.

Social Welfare Education and ICT(Information and Communication Technology) Utilization: Contents Analysis (사회복지교육과 ICT(Information and Communication Technology) 활용: 콘텐츠분석)

  • Jee-Sook Lee;Young Lim Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.669-678
    • /
    • 2023
  • The aim of this study is to explore 'how is ICT being used in social work education and are they effective?' In order to answer the questions, a content analysis was conducted. Three academic databases, DBPIA, Kiss, EBSCO were searched to look for the articles that investigated ICT and social work education between Jan. 2016 and July, 2022. No study was found from DBPIA and Kiss. Based on inclusion criteria, thirteen articles were selected from EBSCO. Those articles were analyzed following 9 analytic themes: Country, Undergraduate or Graduate Student, Pedagogical Theory, Course Goal, Course Content, Evaluation Method, Outcome, Applied Software or Program. As results of the study, the platforms primarily used for social work education were VR, Second Life, PeopleSIM, course-tailored Applications. In addition, the following was illustrated as effectiveness of ICT in social work education; immersiveness, course satisfaction, improved knowledge, etc. Study limitations and recommendations of future applications were also discussed.

A Basic Study on Utilization of Building Information for n Internet of Things (IoT) Simulation System Development (사물인터넷 시뮬레이션 시스템 개발을 위한 건물정보의 활용에 관한 기초연구)

  • Yu, Jeong-Hyun;Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.1
    • /
    • pp.867-874
    • /
    • 2018
  • This study aims to develop a sort of expert system to simulate Internet of Things (IoT) service in architectural design alternatives and enhance the simulation performance using building information. The proposed protype system, named iotBIM, visualizes human behaviors and IoT services in a virtual place that is automatically generated from among design alternatives. We use commercial building information modeling (BIM) authoring tool for the development of iotBIM. The decision to develop iotBIM on the BIM platform was made because BIM tools already generate precise 3D models of design alternatives; iotBIM is plugged into the BIM tool as a simulation module. In the midst of the design process, architectural designers can activate iotBIM to investigate and establish IoT services that accord visually with design alternatives. The purpose of this study is to provide a theoretical and technological basis for the ultimate goal of this study.

Motion-capture-based walking simulation of digital human adapted to laser-scanned 3D as-is environments for accessibility evaluation

  • Maruyama, Tsubasa;Kanai, Satoshi;Date, Hiroaki;Tada, Mitsunori
    • Journal of Computational Design and Engineering
    • /
    • v.3 no.3
    • /
    • pp.250-265
    • /
    • 2016
  • Owing to our rapidly aging society, accessibility evaluation to enhance the ease and safety of access to indoor and outdoor environments for the elderly and disabled is increasing in importance. Accessibility must be assessed not only from the general standard aspect but also in terms of physical and cognitive friendliness for users of different ages, genders, and abilities. Meanwhile, human behavior simulation has been progressing in the areas of crowd behavior analysis and emergency evacuation planning. However, in human behavior simulation, environment models represent only "as-planned" situations. In addition, a pedestrian model cannot generate the detailed articulated movements of various people of different ages and genders in the simulation. Therefore, the final goal of this research was to develop a virtual accessibility evaluation by combining realistic human behavior simulation using a digital human model (DHM) with "as-is" environment models. To achieve this goal, we developed an algorithm for generating human-like DHM walking motions, adapting its strides, turning angles, and footprints to laser-scanned 3D as-is environments including slopes and stairs. The DHM motion was generated based only on a motion-capture (MoCap) data for flat walking. Our implementation constructed as-is 3D environment models from laser-scanned point clouds of real environments and enabled a DHM to walk autonomously in various environment models. The difference in joint angles between the DHM and MoCap data was evaluated. Demonstrations of our environment modeling and walking simulation in indoor and outdoor environments including corridors, slopes, and stairs are illustrated in this study.

Development of Potential Function Based Path Planning Algorithm for Mobile Robot

  • Lee, Sang-Il;Kim, Myun-Hee;Oh, Kwang-Seuk;Lee, Sang-Ryong
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2005.06a
    • /
    • pp.2325-2330
    • /
    • 2005
  • A potential field method for solving the problem of path planning based on global and local information for a mobile robot moving among a set of stationary obstacles is described. The concept of various method used path planning is used design a planning strategy. A real human living area is constructed by many moving and imminence obstacles. Home service mobile robot must avoid many obstacles instantly. A path that safe and attraction towards the goal is chosen. The potential function depends on distance from the goal and heuristic function relies on surrounding environments. Three additional combined methods are proposed to apply to human living area, calibration robots position by measured surrounding environment and adapted home service robots. In this work, we proposed the application of various path planning theory to real area, human living. First, we consider potential field method. Potential field method is attractive method, but that method has great problem called local minimum. So we proposed intermediate point in real area. Intermediate point was set in doorframe and between walls there is connect other room or other area. Intermediate point is very efficiency in computing path. That point is able to smaller area, area divided by intermediate point line. The important idea is intermediate point is permanent point until destruction house or apartment house. Second step is move robot with sensing on front of mobile robot. With sensing, mobile robot recognize obstacle and judge moving obstacle. If mobile robot is reach the intermediate point, robot sensing the surround of point. Mobile robot has data about intermediate point, so mobile robot is able to calibration robots position and direction. Third, we gave uncertainty to robot and obstacles. Because, mobile robot was motion and sensing ability is not enough to control. Robot and obstacle have uncertainty. So, mobile robot planed safe path planning to collision free. Finally, escape local minimum, that has possibility occur robot do not work. Local minimum problem solved by virtual obstacle method. Next is some supposition in real living area.

  • PDF

A Global Framework for Parallel and Distributed Application with Mobile Objects (이동 객체 기반 병렬 및 분산 응용 수행을 위한 전역 프레임워크)

  • Han, Youn-Hee;Park, Chan-Yeol;Hwang, Chong-Sun;Jeong, Young-Sik
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.6 no.6
    • /
    • pp.555-568
    • /
    • 2000
  • The World Wide Web has become the largest virtual system that is almost universal in scope. In recent research, it has become effective to utilize idle hosts existing in the World Wide Web for running applications that require a substantial amount of computation. This novel computing paradigm has been referred to as the advent of global computing. In this paper, we implement and propose a mobile object-based global computing framework called Tiger, whose primary goal is to present novel object-oriented programming libraries that support distribution, dispatching, migration of objects and concurrency among computational activities. The programming libraries provide programmers with access, location and migration transparency for distributed and mobile objects. Tiger's second goal is to provide a system supporting requisites for a global computing environment - scalability, resource and location management. The Tiger system and the programming libraries provided allow a programmer to easily develop an objectoriented parallel and distributed application using globally extended computing resources. We also present the improvement in performance gained by conducting the experiment with highly intensive computations such as parallel fractal image processing and genetic-neuro-fuzzy algorithms.

  • PDF

Gaze Tracking with Low-cost EOG Measuring Device (저가형 EOG 계측장치를 이용한 시선추적)

  • Jang, Seung-Tae;Lee, Jung-Hwan;Jang, Jae-Young;Chang, Won-Du
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.11
    • /
    • pp.53-60
    • /
    • 2018
  • This paper describes the experiments of gaze tracking utilizing a low-cost electrooculogram measuring device. The goal of the experiments is to verify whether the low-cost device can be used for a complicated human-computer interaction tool, such as the eye-writing. Two experiments are conducted for this goal: a simple gaze tracking of four directional eye-movements, and eye-writing-which is to draw letters or shapes in a virtual space. Eye-written alphabets were obtained by two PSL-iEOGs and an Arduino Uno; they were classified by dynamic positional warping after preprocessed by a wavelet function. The results show that the expected recognition accuracy of the four-directional recognition is close to 90% when noises are controlled, and the similar median accuracy (90.00%) was achieved for the eye-writing when the number of writing patterns are limited to five. In future works, additional algorithms for stabilizing the signal need to be developed.

Effects of Meteorological Conditions and Self-instruction on Anxiety and Performance of Helicopter Pilots in Flight (기상 조건과 자기 교시가 조종 중인 헬리콥터 조종사의 불안 및 수행에 미치는 영향)

  • MunSeong Kim;ShinWoo Kim;Hyung-Chul O. Li
    • Science of Emotion and Sensibility
    • /
    • v.26 no.4
    • /
    • pp.29-40
    • /
    • 2023
  • Anxiety is known to upset the balance of the attentional system and prioritize the stimulus-driven system over the goal-directed system; however, self-instruction induces goal-directed behavior with the self-regulation effect. This study verified the effects of meteorological and self-instruction conditions on pilot anxiety and flight task performance for in-service pilots in a virtual reality environment. The meteorological conditions were divided into visual meteorological and very low visibility conditions, and the flight tasks were conducted by varying whether or not self-instruction was performed. The experiment results reveal that anxiety and heart rate were higher, and the performance of the flight task was lower in the very low visibility condition. However, anxiety and heart rate were lower, and the performance of the flight task was higher in the self-instruction condition. This result suggests that accidents due to difficulty in flight may increase because of anxiety, but such accidents may decrease because of flight performance improvement by self-instruction.

Study of Feature Based Algorithm Performance Comparison for Image Matching between Virtual Texture Image and Real Image (가상 텍스쳐 영상과 실촬영 영상간 매칭을 위한 특징점 기반 알고리즘 성능 비교 연구)

  • Lee, Yoo Jin;Rhee, Sooahm
    • Korean Journal of Remote Sensing
    • /
    • v.38 no.6_1
    • /
    • pp.1057-1068
    • /
    • 2022
  • This paper compares the combination performance of feature point-based matching algorithms as a study to confirm the matching possibility between image taken by a user and a virtual texture image with the goal of developing mobile-based real-time image positioning technology. The feature based matching algorithm includes process of extracting features, calculating descriptors, matching features from both images, and finally eliminating mismatched features. At this time, for matching algorithm combination, we combined the process of extracting features and the process of calculating descriptors in the same or different matching algorithm respectively. V-World 3D desktop was used for the virtual indoor texture image. Currently, V-World 3D desktop is reinforced with details such as vertical and horizontal protrusions and dents. In addition, levels with real image textures. Using this, we constructed dataset with virtual indoor texture data as a reference image, and real image shooting at the same location as a target image. After constructing dataset, matching success rate and matching processing time were measured, and based on this, matching algorithm combination was determined for matching real image with virtual image. In this study, based on the characteristics of each matching technique, the matching algorithm was combined and applied to the constructed dataset to confirm the applicability, and performance comparison was also performed when the rotation was additionally considered. As a result of study, it was confirmed that the combination of Scale Invariant Feature Transform (SIFT)'s feature and descriptor detection had the highest matching success rate, but matching processing time was longest. And in the case of Features from Accelerated Segment Test (FAST)'s feature detector and Oriented FAST and Rotated BRIEF (ORB)'s descriptor calculation, the matching success rate was similar to that of SIFT-SIFT combination, while matching processing time was short. Furthermore, in case of FAST-ORB, it was confirmed that the matching performance was superior even when 10° rotation was applied to the dataset. Therefore, it was confirmed that the matching algorithm of FAST-ORB combination could be suitable for matching between virtual texture image and real image.

A Gamer Perception Study of Analyzing by Ecological Psychology in Virtual Environment -Focus on Battleground- (생태학적 심리학관점에서 분석한 게이머의 가상환경 지각연구 -배틀그라운드 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
    • /
    • s.50
    • /
    • pp.239-273
    • /
    • 2018
  • There have been many topics in gamer research on gamers' game addiction, education, and psychological interest. This paper investigates how to perceive the virtual environment of gamers based on James Gibson 's theories of cognitive science. Gibson's theory is not a stimulus input through individual sensory receptors, but rather a learning process such as establishing a cognitive relationship between perceptual systems, external invariant property separation, behavioral learning, invariant property separation of events, selectiveism development. Based on this analysis tool, I collected and verified gamers' perception of game environment of by FGI survey method. The results of the analysis showed that Gibson 's perceptual learning process was perceived as a virtual environment as in reality, and there was also perceptual difference found only in games. Patterned perception develops in the direction of classifying invariant properties appearing in the game based on the purpose of the game. In this study, it can be seen as a result of the research that FGI interview can be summarized as patterning (typification) perception process based on the goal consciousness of gamers. But,The results of the study suggest that the psychological analysis of the gamer can not be presented by the FGI results alone. In the future, we need a model study to confirm the causality and the verification through statistical analysis.