• Title/Summary/Keyword: Virtual goal

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THE DEVELOPMENT OF A VIRTUAL REALITY THERAPY SYSTEM FOR THE TREATMENT OF ACROPHOBIA AND THERAPEUTIC

  • Kim, Sun I.;Jeonghun Ku;Dongpyo Jang;Lee, Jaemin;Kim, Hun;Myoungjin Oh;Park, Younghee
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.231-236
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    • 2001
  • Virtual Reality (VR) is a new technology that enables humans to communicate with a computer, It allows the user to see, hear, fuel and interact in a three-dimensional virtual world created graphically. Virtual Reality Therapy (VRT), based on this sophisticated technology, has been recently used in the treatment of subjects diagnosed with acrophobia. Acrophobia is a disorder that is characterized by marked anxiety upon exposure to heights, avoidance of heights, and a resulting impairment in functioning. Conventional virtual reality systems for the treatment of acrophobia have limitations, such as overly expensive devices or somewhat unrealistic graphic scenes. The goal of this study is to develop an inexpensive and more realistic virtual environment in which to perform an exposure therapy fur acrophobia. It runs on a personal computer, and a virtual scene ova bunge-jump tower in the middle of a large city. The virtual scenario includes an open tin surrounded by props beside a tower, which allows the patient to feel a sense of heights. The effectiveness of the VR environment was evaluated through the clinical treatment of a subject who was suffering from the fear of heights. Based on pre- and post- questionnaires and subjective comments from the subject. This virtual reality environment proved to be an effective and realistic tool fur the treatment of acrophobia.

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Escaping Route Method in a Trap Situation for Local Path Planning (로컬 경로 계획을 위한 포텐셜 함수 기반의 가상 탈출 루트 연구)

  • Kim, Dong-Hun;Lee, Hyun-Woo
    • Proceedings of the KIEE Conference
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    • 2006.07d
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    • pp.1989-1990
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    • 2006
  • This paper presents an escaping route method in a trap situation (a case that the robot is trapped in a local minimum by the potential of obstacles). In this scheme, the APFs for path planning have a multiplicative and auditive configuration between APFs for goal destination and APFs for obstacle avoidance unlike conventional configuration where APFs for obstacle avoidance is added to APFs for goal destination. The virtual escaping route method is proposed to allow a robot to escape from a local minimum in trap situation where the total forces composed of repulsive forces by obstacles and attractive force by a goal are zero.

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Dextrous sensor hand for the intelligent assisting system - IAS

  • Hashimoto, Hideki;Buss, Martin
    • 제어로봇시스템학회:학술대회논문집
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    • 1992.10b
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    • pp.124-129
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    • 1992
  • The goal of the proposed Intelligent Assisting System - IAS is to assist human operators in an intelligent way, while leaving decision and goal planning instances for the human. To realize the IAS the very important issue of manipulation skill identification and analysis has to be solved, which then is stored in a Skill Data Base. Using this data base the IAS is able to perform complex manipulations on the motion control level and to assist the human operator flexibly. We propose a model for manipulation skill based on the dynamics of the grip transformation matrix, which describes the dynamic transformation between object space and finger joint space. Interaction with a virtual world simulator allows the calculation and feedback of appropriate forces through controlled actuators of the sensor glove with 10 degrees-of-freedom. To solve the sensor glove calibration problem, we learn the nonlinear calibration mapping by an artificial neural network(ANN). In this paper we also describe the experimental system setup of the skill acquisition and transfer system as a first approach to the IAS. Some simple manipulation examples and simulation results show the feasibility of the proposed manipulation skill model.

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A Design and Implementation of Natural User Interface System Using Kinect (키넥트를 사용한 NUI 설계 및 구현)

  • Lee, Sae-Bom;Jung, Il-Hong
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.473-480
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    • 2014
  • As the use of computer has been popularized these days, an active research is in progress to make much more convenient and natural interface compared to the existing user interfaces such as keyboard or mouse. For this reason, there is an increasing interest toward Microsoft's motion sensing module called Kinect, which can perform hand motions and speech recognition system in order to realize communication between people. Kinect uses its built-in sensor to recognize the main joint movements and depth of the body. It can also provide a simple speech recognition through the built-in microphone. In this paper, the goal is to use Kinect's depth value data, skeleton tracking and labeling algorithm to recognize information about the extraction and movement of hand, and replace the role of existing peripherals using a virtual mouse, a virtual keyboard, and a speech recognition.

Research on the Application of VR Technology in Meteorological Simulation

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1435-1448
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    • 2021
  • Recent years, due to the direct or indirect damages caused by meteorological disasters more and more attention have been paid to natural disasters. At same time, diversified and multi-sensory interactive meteorological services is increasingly demanded. In this study, novel interactive meteorological service was compared with the traditional communication methods. Combining with case studies and systems creation, a virtual reality weather simulation framework was proposed, and a realistic virtual game environment providing real-time and historical weather information was created. The primary goal of this study is to build a weather display cabinet game system by using virtual reality technology, and promoting public's understanding of the principles of weather changes. With the interactive games in realistic scenarios, public's awareness for disasters prevention could be promoted. It is helping to change public's traditional understanding of meteorological theories, and will provide a more convenient way for the public to explore more effective weather forecasts. The simulation system is supported by VR technology. It was combined with Leap Motion interactive equipment to make popularization games for weather science. T-test data analysis showed that the application of VR technology in weather games has strong operability and interactivity.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Corrective Surgery Using Virtual Surgical Simulation and a Three-Dimensional Printed Osteotomy Guide: A Case Report (가상 수술 시뮬레이션과 3차원 프린팅 절골술 가이드를 이용한 교정 수술: 증례 보고)

  • Gi Won Choi;Gi Jun Shin
    • Journal of Korean Foot and Ankle Society
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    • v.27 no.3
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    • pp.112-116
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    • 2023
  • A 74-year-old female patient, who underwent surgery for a left distal tibiofibular fracture 40 years earlier, visited the hospital with an ankle varus deformity due to malunion. The patient complained of discomfort while walking due to the ankle and hindfoot varus deformity but did not complain of ankle pain. Therefore, correction using supramalleolar osteotomy was planned, and through virtual surgical simulation, it was predicted that a correction angle of 24° and an osteotomy gap open of 12 mm would be necessary. An osteotomy guide and an osteotomy gap block were made using three-dimensional (3D) printing to perform the osteotomy and correct the deformity according to the predicted goal. One year after surgery, it was observed that the ankle varus was corrected according to the surgical simulation, and the patient was able to walk comfortably. Thus, for correction of deformity, virtual surgical simulation and a 3D-printed osteotomy guide can be used to predict the target value for correction. This is useful for increasing the accuracy of correction of the deformity.

A Context-based Multi-Agent System for Enacting Virtual Enterprises (가상기업 지원을 위한 컨텍스트 기반 멀티에이전트 시스템)

  • Lee, Kyung-Huy;Kim, Duk-Hyun
    • The Journal of Society for e-Business Studies
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    • v.12 no.3
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    • pp.1-17
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    • 2007
  • A virtual enterprise (VE) can be mapped into a multi-agent system (MAS) that consists of various agents with specific role(s), communicating with each other to accomplish common goal(s). However, a MAS for enacting VE requires more advanced mechanism such as context that can guarantee autonomy and dynamism of VE members considering heterogeneity and complex structure of them. This paper is to suggest a context-based MAS as a platform for constructing and managing virtual enterprises. In the Context-based MAS a VE is a collection of Actor, Interaction (among Actors), Actor Context, and Interaction Context. It can raise the speed and correctness of decision-making and operation of VE enactment using context, i.e., information about the situation (e.g., goal, role, task, time, location, media) of Actors and Interactions, as well as simple data of their properties. The Context-based MAS for VE we proposed('VECoM') may consists of Context Ontology, Context Model, Context Analyzer, and Context Reasoner. The suggested approach and system is validated through an example where a VE tries to find a partner that could join co-development of new technology.

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A Virtual Sailor Training Platform for Fire Drills on Ship (선박 화재 대응 훈련을 위한 가상 선원 훈련 플랫폼 개발)

  • Jung, Jin-Ki;Park, Jin-Hyoung
    • Journal of Navigation and Port Research
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    • v.40 no.4
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    • pp.189-196
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    • 2016
  • We propose a virtual sailor training platform which supports emergency drills for ship's fire in virtual environment. Proposed platform not only enhances training efficiency by providing immersiveness, but also enables a consolidated virtual training due to the network-based multiplayer capabilities. Based on the offline fire simulation results using FDS and CFAST the platform visualizes a realistic fire spread in real-time. The training platform on the basis of the fire training material of the maritime safety education institute induces equipment proficiency and environment adaptation throughout immersive virtual environment in addition to procedure proficiency as well. In the implementation we showed that the equipment and environment controls and telepresence improve the training proficiency and enable collaborative virtual training that participates multiple trainees and induces cooperation for a common goal. Implementation of the platform demonstrated the skill mastery capability of the drill such as efficient fire apparatus controls and passenger controls.

A Methodology for Task placement and Scheduling Based on Virtual Machines

  • Chen, Xiaojun;Zhang, Jing;Li, Junhuai
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.9
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    • pp.1544-1572
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    • 2011
  • Task placement and scheduling are traditionally studied in following aspects: resource utilization, application throughput, application execution latency and starvation, and recently, the studies are more on application scalability and application performance. A methodology for task placement and scheduling centered on tasks based on virtual machines is studied in this paper to improve the performances of systems and dynamic adaptability in applications development and deployment oriented parallel computing. For parallel applications with no real-time constraints, we describe a thought of feature model and make a formal description for four layers of task placement and scheduling. To place the tasks to different layers of virtual computing systems, we take the performances of four layers as the goal function in the model of task placement and scheduling. Furthermore, we take the personal preference, the application scalability for a designer in his (her) development and deployment, as the constraint of this model. The workflow of task placement and scheduling based on virtual machines has been discussed. Then, an algorithm TPVM is designed to work out the optimal scheme of the model, and an algorithm TEVM completes the execution of tasks in four layers. The experiments have been performed to validate the effectiveness of time estimated method and the feasibility and rationality of algorithms. It is seen from the experiments that our algorithms are better than other four algorithms in performance. The results show that the methodology presented in this paper has guiding significance to improve the efficiency of virtual computing systems.