• Title/Summary/Keyword: Virtual human

Search Result 1,002, Processing Time 0.025 seconds

Development of a Hand Shape Editor for Sign Language Expression (수화 표현을 위한 손 모양 편집 프로그램의 개발)

  • Oh, Young-Joon;Park, Kwang-Hyun;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea SC
    • /
    • v.44 no.4 s.316
    • /
    • pp.48-54
    • /
    • 2007
  • Hand shape is one of important elements in Korean Sign Language (KSL), which is a communication method for the deaf. To express sign motion in a virtual reality environment based on OpenGL, we need an editor which can insert and modify sign motion data. However, it is very difficult that people, who lack knowledge of sign 1anguage, exactly edit and express hand shape using the existing editors. We also need a program to efficiently construct and store the hand shape data because the number of data is very large in a sign word dictionary. In this paper we developed a KSL hand shape editor to easily construct and edit hand shape by a graphical user interface (GUI), and to store it in a database. Hand shape codes are used in a sign word editor to synthesize sign motion and decreases total amount of KSL data.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
    • /
    • v.21 no.5
    • /
    • pp.29-36
    • /
    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
    • /
    • v.16 no.4
    • /
    • pp.69-78
    • /
    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

Research on Cyber-terrorism preparation scheme (사이버테러 대응방안에 관한 연구)

  • Kim, Yeon Jun;Kim, Sang Jin
    • Convergence Security Journal
    • /
    • v.16 no.3_2
    • /
    • pp.33-42
    • /
    • 2016
  • While evolving information-oriented society provides a lot of benefits to the human life, new types of threats have been increasing. Particularly, cyber terrorism, happen on the network that is composed of a computer system and information communication network, and the mean and scale of damage has reached a serious level. In other words, it is hard to locate cyber terror since it occurs in the virtual space, not in the real world, so identifying "Who is attacking?" (Non-visibility, non-formulas), or "Where the attack takes place?" (trans-nation) are hard. Hackers, individuals or even a small group of people, who carried out the cyber terror are posing new threats that could intimidate national security and the pace and magnitude of threats keep evolving. Scale and capability of North Korea's cyber terrorism are assessed as world-class level. Recently, North Korea is focusing on strengthen their cyber terrorism force. So improving a response system for cyber terror is a key necessity as North Korea's has emerged as a direct threat to South Korean security. Therefore, Korea has to redeem both legal and institutional systems immediately to perform as a unified control tower for preemptive response to cyber terrors arise from North Korea and neighboring countries.

WAP Abstract Kernel Layer Supporting Multi-platform (다중 플랫폼 지원을 위한 WAP 추상 커널 계층)

  • Gang, Yeong-Man;Han, Sun-Hui;Jo, Guk-Hyeon
    • The KIPS Transactions:PartD
    • /
    • v.8D no.3
    • /
    • pp.265-272
    • /
    • 2001
  • In case of implementing a complicated application like WAP (Wireless Application Protocol) in a mobile terminal with the characteristics of bare machine and versatile kernel aspects of which are control, interrupt and IPC(Inter Process Communication), a special methodology should be needed. If not, it will cause more cost and human resources, even delayed product into launching for the time-to-market. This paper suggests AKL, (Abstract Kernel Layer) for the design and implementation of WAP on basis of multi-platform. AKL is running on the various kernel including REX, MS-DOS, MS-Window, UNIX and LINUX. For the purpose of it, AKL makes machine-dependant features be minimized and supports a consistent interface on API (Application Program Interface) point of view. Therefore, it makes poring times of a device be shorten and makes easy of maintenance. We validated our suggestion as a consequent of porting WAP into PlamV PDA and mobile phone with AKL.

  • PDF

A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.7
    • /
    • pp.49-58
    • /
    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.

Stereo Convergence Angle Disparity Extraction of the Moving Target using Optical JTC (광 JTC를 이용한 이동 물체의 스테레오 주시각 시차 추출)

  • 이재수;김성호;김규태;김은수;박순영;이용범
    • Journal of the Korean Institute of Telematics and Electronics D
    • /
    • v.35D no.12
    • /
    • pp.99-107
    • /
    • 1998
  • A stereo vision system such as the structure of human's eyes has two cameras at separated positions from which we can obtain two input images and then put them together to create 3-D image. It can show more virtual effect than the conventional 2-D image system. But, the stereo image system has to control the convergence angle so that the stereo disparity could always be zero because observers can be fatigued and unconscious of stereo image in conditions that the stereo disparity is not zero for a long work. Therefore, in the paper, optical JTC system which can process adaptive tracking of a specific moving object is proposed as a new approach to keep the stereo disparity to be zero. In this method, optical JTC system obtains the values of the relative locations of a moving objects in left and right images and then these values are used for maintaining the stereo disparity to be zero. Through some optical experiments the proposed stereo vision system is proved to be insensitive to background noises and operate in real-time.

  • PDF

A Study on University Students' Use and Assesment with Digital Devices and Services for Realizing Smart Campus (스마트 캠퍼스 실현을 위한 대학생의 디지털 기기/서비스 활용성 및 유용성 조사)

  • Lee, Jin-Myong;Jo, Eun-Bit;Li, Hua-Yu;Rha, Jong-Youn
    • Journal of Digital Convergence
    • /
    • v.15 no.7
    • /
    • pp.27-39
    • /
    • 2017
  • To grasp the current status of smart campus and look for future directions, this study investigated the usage rate and perceived usefulness of digital devices and services by conducting online survey of 580 university students. The main results are as follows. First, smartphones have the highest ownership rate, followed by laptops, desktops, and digital cameras. Purchase intention of virtual reality devices is highest followed by smart watches/bands, and tablets. Second, mobilization in campus life is almost realized, however the usage of desktops is still high in education and administration context. Digital devices have been perceived particularly useful when searching and sharing information. Third, students use digital services such as search engines, messengers, and online libraries in their learning, and they use messengers, music and video services in their lives. Service usage rate and perceived usefulness are not proportional.

Visualization and Workspace Analysis of Manipulator using the Input Device in Virtual Environment (가상 환경에서 입력장치를 이용한 매니퓰레이터의 작업영역 분석 및 시각화)

  • Kim Sung Hyun;Song Tae Gil;Yoon Ji Sup;Lee Geuk
    • Journal of Digital Contents Society
    • /
    • v.5 no.1
    • /
    • pp.22-27
    • /
    • 2004
  • To handle the high level radioactive materials such a spent fuel, the master-slave manipulaters (MSM) are wide1y used as a remote handling device in nuclear facilities such as the hot cell with sealed and shielded space. In this paper, the Digital Mockup which simulates the remote operation of the Advanced Conditioning Process(ACP) is developed. Also, the workspace and the motion of the slave manipulator, as well as, the remote operation task should be analyzed. The process equipment of ACP and Maintenance/Handling Device are drawn in 3D CAD model using IGRIP. Modeling device of manipulator is assigned with various mobile attributes such as a relative position, kinematics constraints, and a range of mobility. The 3D graphic simulator using the extermal input device of spare ball displays the movement of manipulator. To connect the exterral input device to the graphic simulator, the interface program of external input device with 6 DOF is deigned using the Low Level Tele-operation Interface(LLTI). The experimental result show that the developed simulation system gives much-improved human interface characteristics and shows satisfactory reponse characteristics in terms of synchronization speed. This should be useful for the development of work`s education system in the environment.

  • PDF

The Development of Educational Drama Programme to Execute Consumer Education for Sustainable Development (지속가능 발전을 위한 소비자 교육용 교육 연극 프로그램 개발)

  • Yi, Ju-Jin;Choi, Don-Hyung
    • Hwankyungkyoyuk
    • /
    • v.22 no.1
    • /
    • pp.31-42
    • /
    • 2009
  • Consumer education which changes human value and attitude to attain practice is necessary to solve the problem of environmental, social, and economical sustainability resulted from material and present-oriented consumption and decrease the effect of consumption on the sustainabilities. However, since the present consumer education is biased toward a traditional viewpoint of economical consumption, management of allowances, and rational purchase and its teaching method still stays on memorizing, cramming and one sided lecture, consumer education containing a key value of sustainable development have not been carried out successfully, Specifically, the consumer education in an elementary school treats mainly just on environmental conservation and economical knowledge even though quite much time is arranged in every school year. So, complement of contents such as understanding of relation between natural resources and consumption and the role and responsibility of a consumer is required to emphasis the sustainable development. In this work, a student-oriented educational drama programme for consumer education is developed with respect to an familiar theme of resources such as water, wood, food, and electricity. Educational drama is an efficient teaching method for consumer education of an elementary school student since it makes students experience virtual situation and produce an interest and active participation. How to execute consumer education in an elementary school textbook was analyzed and an educational drama programme was developed and applied, and finally, the programme was qualitatively improved. The paper survey on five teachers practicing the present programme reveals that is it can be affirmatively evaluated since it is familiar to students and leads to their interests and participation. Consequently, it can be confirmed that the present programme can be effective to perform consumer education for sustainable development.

  • PDF