• Title/Summary/Keyword: Virtual methods

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A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.

Study of Snort Intrusion Detection Rules for Recognition of Intelligent Threats and Response of Active Detection (지능형 위협인지 및 능동적 탐지대응을 위한 Snort 침입탐지규칙 연구)

  • Han, Dong-hee;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1043-1057
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    • 2015
  • In order to recognize intelligent threats quickly and detect and respond to them actively, major public bodies and private institutions operate and administer an Intrusion Detection Systems (IDS), which plays a very important role in finding and detecting attacks. However, most IDS alerts have a problem that they generate false positives. In addition, in order to detect unknown malicious codes and recognize and respond to their threats in advance, APT response solutions or actions based systems are introduced and operated. These execute malicious codes directly using virtual technology and detect abnormal activities in virtual environments or unknown attacks with other methods. However, these, too, have weaknesses such as the avoidance of the virtual environments, the problem of performance about total inspection of traffic and errors in policy. Accordingly, for the effective detection of intrusion, it is very important to enhance security monitoring, consequentially. This study discusses a plan for the reduction of false positives as a plan for the enhancement of security monitoring. As a result of an experiment based on the empirical data of G, rules were drawn in three types and 11 kinds. As a result of a test following these rules, it was verified that the overall detection rate decreased by 30% to 50%, and the performance was improved by over 30%.

Effects of energy level, reconstruction kernel, and tube rotation time on Hounsfield units of hydroxyapatite in virtual monochromatic images obtained with dual-energy CT

  • Jeong, Dae-Kyo;Lee, Sam-Sun;Kim, Jo-Eun;Huh, Kyung-Hoe;Yi, Won-Jin;Heo, Min-Suk;Choi, Soon-Chul
    • Imaging Science in Dentistry
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    • v.49 no.4
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    • pp.273-279
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    • 2019
  • Purpose: This study was performed to investigate the effects of energy level, reconstruction kernel, and tube rotation time on Hounsfield unit (HU) values of hydroxyapatite (HA) in virtual monochromatic images (VMIs) obtained with dual-energy computed tomography (DECT)(Siemens Healthineers, Erlangen, Germany). Materials and Methods: A bone density calibration phantom with 3 HA inserts of different densities(CTWATER®; 0, 100, and 200 mg of HA/㎤) was scanned using a twin-beam DECT scanner at 120 kVp with tube rotation times of 0.5 and 1.0 seconds. The VMIs were reconstructed by changing the energy level (with options of 40 keV, 70 keV, and 140 keV). In order to investigate the impact of the reconstruction kernel, virtual monochromatic images were reconstructed after changing the kernel from body regular 40 (Br40) to head regular 40 (Hr40) in the reconstruction phase. The mean HU value was measured by placing a circular region of interests (ROIs) in the middle of each insert obtained from the VMIs. The HU values were compared with regard to energy level, reconstruction kernel, and tube rotation time. Results: Hydroxyapatite density was strongly correlated with HU values(correlation coefficient=0.678, P<0.05). For the HA 100 and 200 inserts, HU decreased significantly at increased energy levels(correlation coefficient= -0.538, P<0.05) but increased by 70 HU when using Hr40 rather than Br40 (correlation coefficient=0.158, P<0.05). The tube rotation time did not significantly affect the HU(P>0.05). Conclusion: The HU values of hydroxyapatite were strongly correlated with hydroxyapatite density and energy level in VMIs obtained with DECT.

Development of a Method of Cybersickness Evaluation with the Use of 128-Channel Electroencephalography (128 채널 뇌파를 이용한 사이버멀미 평가법 개발)

  • Han, Dong-Uk;Lee, Dong-Hyun;Ji, Kyoung-Ha;Ahn, Bong-Yeong;Lim, Hyun-Kyoon
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.3-20
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    • 2019
  • With advancements in technology of virtual reality, it is used for various purposes in many fields such as medical care and healthcare, but as the same time there are also increasing reports of nausea, eye fatigue, dizziness, and headache from users. These symptoms of motion sickness are referred to as cybersickness, and various researches are under way to solve the cybersickness problem because it can cause inconvenience to the user and cause adverse effects such as discomfort or stress. However, there is no official standard for the causes and solutions of cybersickness at present. This is also related to the absence of tools to quantitatively measure the cybersickness. In order to overcome these limitations, this study proposed quantitative and objective cybersickness evaluation method. We measured 128-channel EEG waves from ten participants experiencing visually stimulated virtual reality. We calculated the relative power of delta and alpha in 11 regions (left, middle, right frontal, parietal, occipital and left, right temporal lobe). Multiple regression models were obtained in a stepwise manner with the motion sickness susceptibility questionnaire (MSSQ) scores indicating the susceptibility of the subject to the motion sickness. A multiple regression model with the highest under the area ROC curve (AUC) was derived. In the multiple regression model derived from this study, it was possible to distinguish cybersickness by accuracy of 95.1% with 11 explanatory variables (PD.MF, PD.LP, PD.MP, PD.RP, PD.MO, PA.LF, PA.MF, PA.RF, PA.LP, PA.RP, PA.MO). In summary, in this study, objective response to cybersickness was confirmed through 128 channels of EEG. The analysis results showed that there was a clearly distinguished reaction at a specific part of the brain. Using the results and analytical methods of this study, it is expected that it will be useful for the future studies related to the cybersickness.

Design for Database Retrieval System using Virtual Database in Intranet (인트라넷에서 가상데이터베이스를이용한 데이터베이스 검색 시스템의 설계)

  • Lee, Dong-Wook;Park, Young-Bae
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.6
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    • pp.1404-1417
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    • 1998
  • Currently, there exists two different methods for database retrieval in the internet. First is to use the search engine and the second is to use the plug-in or ActiveX technology, If a search engine, which makes use of indices built from keywords of simple text data in order to do a search, is used when accessing a database, first it is not possible to access more than one database at a time, second it is also not possible to support various conditional retrievals as in using query language, and third the set of data received might include many unwanted data, in other words, precision rate might be relatively low. Plug in or Active technology make use of Web browset to execute chents' query in order to do a database retrieval. Problems associated with this is that it is not possible to activate more than one DBMS simultaneously even if they are of the same data model. sefond it is not possible to execute a user query other than the ones thai arc previou sly defined by the client program In this paper, to resolve those aforementioned problems we design and implement database retrieval system using a virtual database, which makes it possible to provide direct query jntertacc through the conventional Web browser. We assume that the virtual database is designed and aggregated from more than one relational database using the same data model.

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The Analysis of Competition Structure in Business Data Service Market Using Henry Model and Suggestion for Competitive Strategies (Hendry Model을 활용한 기업용데이터서비스시장의 경쟁구조 분석 및 전략 제언)

  • 유광숙;최문기
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.26 no.12C
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    • pp.280-291
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    • 2001
  • LL (Leased Line service) is a facility-based service as a traditional business data service, but new competition services, such as FR (Frame Relay), VPN (Virtual Private Network), and ATM (Asynchronous Transfer Mode), are value-added services. Because of different service classifications, it is hard to gather necessary data for the service providers to plan their market strategies and regulations and policies are also applied asymmetrically to each service provider. Therefore an appropriate market classification is required for the business data services. After various methods of market classification are reviewed, the Hendry model is selected in this paper to analyze substitution-degree among brands or among services. Since the structure of virtual competitions is required for the Hendry model to be applied to data service market, the market is analyzed first by the well-known Porter's model. By the analysis of Porter's model, two virtual competition structures are set up - one is for the competitions among leased line service providers, and the other is for the competitions among business data services such as LL, FR, VPN and ATM. After the Hendry model is applied to each competition structure, it is confirmed that 7 LL service providers do not compete directly, but 2 sub-markets exist for the LL service provisions. However, it is shown that 4 business data services compete directly. Using the Switching Probability Matrix from Hendry model, future market shares of LL service providers and market shares of business data services are forecasted. These empirical results are helpful for service providers to set competitive strategies with the minimization of cannibalization effect and they can easily and efficiently predict their market demands.

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Time Synchronization Scheme of Cyber-Physical Systems for Military Training Systems (국방 훈련체계용 가상물리시스템 시간 동기화 기법)

  • Hong, Seok-Joon;Lee, Woo-Yeob;Joe, In-Whee;Kim, Won-Tae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.12
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    • pp.1814-1823
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    • 2016
  • LVC(live-virtual-constructive) integrated training system is a representative cyber-physical system. Each systems in a LVC system has different time domain, resolution and operation methods. So, it is very important to integrate different middlewares as a common middleware for heterogeneous systems using inter-working GWs. Especially, since the LVC system uses different time, it is necessary to study the method for guaranteeing causality and time synchronization among the events from different systems. In this study, we propose an time synchronization scheme to integrate the virtual and constructive system which use the simulation time of HLA (High Level Architecture)/ RTI (Run Time Infrastructure) into the live system based on the OMG DDS (Data Distribution Service). We propose a precise time synchronization scheme based on HLA time management and clock federate between participants and federates which are the communication objects of DDS and HLA/RTI respectively. In addition, we verified that time is well-synchronized among heterogeneous systems using the suggested scheme by implementing and demonstrating simulation applications on each middleware.

Two-Stage Evolutionary Algorithm for Path-Controllable Virtual Creatures (경로 제어가 가능한 가상생명체를 위한 2단계 진화 알고리즘)

  • Shim Yoon-Sik;Kim Chang-Hun
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.682-691
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    • 2005
  • We present a two-step evolution system that produces controllable virtual creatures in physically simulated 3D environment. Previous evolutionary methods for virtual creatures did not allow any user intervention during evolution process, because they generated a creature's shape, locomotion, and high-level behaviors such as target-following and obstacle avoidance simultaneously by one-time evolution process. In this work, we divide a single system into manageable two sub-systems, and this more likely allowsuser interaction. In the first stage, a body structure and low-level motor controllers of a creature for straight movement are generated by an evolutionary algorithm. Next, a high-level control to follow a given path is achieved by a neural network. The connection weights of the neural network are optimized by a genetic algorithm. The evolved controller could follow any given path fairly well. Moreover, users can choose or abort creatures according to their taste before the entire evolution process is finished. This paper also presents a new sinusoidal controller and a simplified hydrodynamics model for a capped-cylinder, which is the basic body primitive of a creature.

Real-Time Stereoscopic Visualization of Very Large Volume Data on CAVE (CAVE상에서의 방대한 볼륨 데이타의 실시간 입체 영상 가시화)

  • 임무진;이중연;조민수;이상산;임인성
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.6
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    • pp.679-691
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    • 2002
  • Volume visualization is an important subarea of scientific visualization, and is concerned with techniques that are effectively used in generating meaningful and visual information from abstract and complex volume datasets, defined in three- or higher-dimensional space. It has been increasingly important in various fields including meteorology, medical science, and computational fluid dynamics, and so on. On the other hand, virtual reality is a research field focusing on various techniques that aid gaining experiences in virtual worlds with visual, auditory and tactile senses. In this paper, we have developed a visualization system for CAVE, an immersive 3D virtual environment system, which generates stereoscopic images from huge human volume datasets in real-time using an improved volume visualization technique. In order to complement the 3D texture-mapping based volume rendering methods, that easily slow down as data sizes increase, our system utilizes an image-based rendering technique to guarantee real-time performance. The system has been designed to offer a variety of user interface functionality for effective visualization. In this article, we present detailed description on our real-time stereoscopic visualization system, and show how the Visible Korean Human dataset is effectively visualized on CAVE.

Effect of Virtual Reality Training for the Enclosed Space Entry (밀폐공간진입을 위한 가상현실(VR) 훈련의 효과)

  • Chae, Chong-Ju;Lee, Jin-Woo;Jung, Jin-Ki;Ahn, Young-Joong
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.24 no.2
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    • pp.232-237
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    • 2018
  • According to the MAIIF report, from 1998 to 2009, 101 incidents involving entering enclosed spaces aboard ships resulted in 93 deaths and 96 casualties. IMO has therefore amended the Recommendations for entering Enclosed Spaces Entry and SOLAS 1974 Convention Chapter 3 Regulation 19, which mandates enclosed spaces entry and rescue drill on a regular basis. The training of entering such enclosed spaces should be practical, recognizing all possible risks of entering enclosed spaces aboard ships, while also considering the safety of trainees during the training. Recently, educational contents utilizing virtual reality (VR) have been applied in various fields to improve education and training effects, and these methods have proven to have advantages in actual and repetitive learning without being limited to physical space. In this study, the effectiveness, characteristics and differentiation of training of entering enclosed spaces aboard ships using VR were compared with traditional class room lectures through quantitative evaluation and questionnaires of training participants. Through the evaluation and questionnaire, it was found that participants using VR understood and learned the required training elements better than the control group, all of whom were trained through the normal class room lecture. Moreover, participants reported to display preference for training with the help of VR. As a result of the study, it was confirmed that the learning effects of VR onboard training can be used as an effective training method, especially by using video and other types of simulators.