• Title/Summary/Keyword: Virtual model

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Construction of the Personal 3D Characters for Virtual Clothing Coordination (가상 의복 코디네이션을 위한 개인 3D캐릭터의 구성)

  • 최창석;김효숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.9_10
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    • pp.1015-1025
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    • 2003
  • This paper proposes a method for constructing the virtual characters adopting the personal body types for the clothing coordination. At first, the method produces the 38 kinds of the Korean 3D body models considering sex, ages and body types, and constructs model DB. We select a model similar to the personal body size from DB and deform the selected model according to body size. The method deforms the model linearly for height 12 items, width 6 items, depth 5 items and round 13 items, and constructs the personal character fitted to the personal body size. The preprocess for model deformation consists of grouping for body part and establishing the feature points. Linear deformation for each group leads us to easy construction of the virtual personal characters. This method has two advantages as follows: 1. Large reduction of man power, cost and time for DB construction of the body 3D models, since the preprocess permits us to effectively use the various body models whose geometrical structures are different, 2 Suitability to Web-based clothing coordination, since the body deformation method is simple and its speed is very high.

A Study on the Comparison of 3D Virtual Clothing and Real Clothing by Neckline Type (네크라인 종류에 따른 3D 가상착의와 실제착의 비교 연구)

  • Nam, Young-Ran;Kim, Dong-Eun
    • Fashion & Textile Research Journal
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    • v.23 no.2
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    • pp.247-260
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    • 2021
  • While it is an important element of clothing construction, research has so far been very limited on the similarities between virtual and real clothing in terms of the type of neckline. The purpose of this study is to verify the similarity, accuracy of virtualization, and actuality of neckline, which all play an important role in individual impressions and image formation, and require considerable modification when fitting real samples. A total of 5 neckline models were selected through the analysis of dress composition textbooks. The selected designs were then planned and manufactured in muslin. The specimen clothes were then tested on a female model in her 20s. 2 kinds of virtual bodies were created in order to compare the real and the virtual dressing. The first virtual body was made through an Artec 3D Eva scan of the model, and the other was made by entering the model's measurements in a CLO 3D program. A visual image of the front, side, and back image of both the real and virtual dressing were subsequently collected. The collected images were then evaluated by 20 professional fashion workers who checked the similarity between the real and the virtual versions. The current study found that the similarity between the actual and virtual wearing of the five neckline designs with reality appeared higher with the virtual wearing image using the 3D-scanned body. The results of this study could provide further information on the selection of appropriate avatars to clothing companies that check the fit of clothing by utilizing 3D virtualized programs.

A Study and Application of Methodology for Applying Simulation to Car Body Assembly Line using Logical Model (Logical 모델을 활용한 자동차 차체 조립 라인의 시뮬레이션 적용을 위한 방안 연구 및 적용)

  • Koo, Lock-Jo;Park, Snag-Chul;Wang, Gi-Nam
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.4
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    • pp.225-233
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    • 2009
  • The objective of this paper is to examine a construction method and verify PLC logic using the logical modeling and simulation of a virtual plant has complex manufacturing system and the domain of application is car body assembly line of automotive industrial operated by PLC Program. The proposed virtual plant model for the analysis of the construction method consists of three types of components which are virtual device, intermediary transfer and controller is modeled by logical model but it the case of the verification of PLC program, HMI and PLC logic in the field substitute for the controller. The implementation of the proposed virtual plant model is conducted PLC Studio which is an object-oriented modeling language based on logical model. As a result, proposed methods enable 3D graphics is designed in the analysis step to use for verification of PLC program without special efforts.

Virtual Environment Modeling for Battery Management System

  • Piao, Chang-Hao;Yu, Qi-Fan;Duan, Chong-Xi;Su, Ling;Zhang, Yan
    • Journal of Electrical Engineering and Technology
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    • v.9 no.5
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    • pp.1729-1738
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    • 2014
  • The offline verification of state of charge estimation, power estimation, fault diagnosis and emergency control of battery management system (BMS) is one of the key technologies in the field of electric vehicle battery system. It is difficult to test and verify the battery management system software in the early stage, especially for algorithms such as system state estimation, emergency control and so on. This article carried out the virtual environment modeling for verification of battery management system. According to the input/output parameters of battery management system, virtual environment is determined to run the battery management system. With the integration of the developed BMS model and the external model, the virtual environment model has been established for battery management system in the vehicle's working environment. Through the virtual environment model, the effectiveness of software algorithm of BMS was verified, such as battery state parameters estimation, power estimation, fault diagnosis, charge and discharge management, etc.

A New Communication Network Model for Chat Agents in Virtual Space

  • Kim, Jong-Woo;Ji, Seong-Hyun;Kim, Seon-Yeong;Cho, Hwan-Gue
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.2
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    • pp.287-312
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    • 2011
  • Internet chat programs and instant messaging services are becoming increasingly popular among Internet users. One of the crucial issues with Internet chat is how to manage the corresponding pairs of questions and answers in a sequence of conversations. Although many novel methodologies have been introduced to cope with this problem, most are poor in managing interruptions, organizing turn-taking, and conveying comprehension. The Internet environment is recently evolving into a 3D environment, but the problems with managing chat dialogues with the standard 2D text-based chat have remained. Therefore, we propose a more realistic communication model for chat agents in 3D virtual space in this paper. First, we propose a new method to measure the capacity of communication between chat agents and a novel visualization method to depict the hierarchical structure of chat dialogues. In addition, we are concerned with communication networks for virtual people (avatars) living in virtual worlds. In this paper we consider a microscopic aspect of a social network in a relatively short period of time. Our experiments show that our model is highly effective in a virtual chat environment, and the communication network based on our model greatly facilitates investigation of a very large and complicated communication network.

Digital Twin and Visual Object Tracking using Deep Reinforcement Learning (심층 강화학습을 이용한 디지털트윈 및 시각적 객체 추적)

  • Park, Jin Hyeok;Farkhodov, Khurshedjon;Choi, Piljoo;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.145-156
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    • 2022
  • Nowadays, the complexity of object tracking models among hardware applications has become a more in-demand duty to complete in various indeterminable environment tracking situations with multifunctional algorithm skills. In this paper, we propose a virtual city environment using AirSim (Aerial Informatics and Robotics Simulation - AirSim, CityEnvironment) and use the DQN (Deep Q-Learning) model of deep reinforcement learning model in the virtual environment. The proposed object tracking DQN network observes the environment using a deep reinforcement learning model that receives continuous images taken by a virtual environment simulation system as input to control the operation of a virtual drone. The deep reinforcement learning model is pre-trained using various existing continuous image sets. Since the existing various continuous image sets are image data of real environments and objects, it is implemented in 3D to track virtual environments and moving objects in them.

The Effect of the Technical and Virtual Creator Characteristics of Vtuber's Personal Broadcasting on Pleasure, Satisfaction, and Paid Sponsorship Intention: Based on the S-O-R Model (브이튜버(Vtuber) 개인방송의 기술적 특성과 가상 크리에이터 특성이 즐거움, 시청만족도 및 유료후원의도에 미치는 영향: S-O-R 모델을 기반으로)

  • Jin, Chengjun;Yang, Sung-Byung;Yoon, Sang-Hyeak
    • Journal of Information Technology Services
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    • v.21 no.5
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    • pp.107-127
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    • 2022
  • Personal broadcasting utilizing Vtuber, a virtual creator made of 2D or 3D avatars, has recently appeared and is growing in popularity. Vtuber is a virtual person who broadcasts on the Internet using 2D or 3D avatars with real-time motion capture and computer graphics technologies. While the personal broadcasting industry utilizing Vtuber is proliferating, related studies have mainly concentrated on technical issues. Therefore, in this study, the antecedent factors that form the technical characteristics and virtual creator characteristics of Vtuber personal broadcasting are derived using the Stimulus-Organism-Response (S-O-R) model. Then the effect of these factors on viewer pleasure and satisfaction, which lead to increased paid sponsorship is to be examined. Furthermore, we investigate how this influencing mechanism fluctuates based on the avatar type (2D vs. 3D). This study contributes to empirical examinations of viewers' paid sponsorship intention in Vtuber personal broadcasting through the S-O-R model. It also offers insights that technological or virtual creator characteristics could improve viewers' pleasure, satisfaction, and even paid sponsorship.

A Study on OpenFlow based Virtual Network Platform for KREONET (OpenFlow 기반 KREONET 가상 네트워크 플랫폼 연구)

  • Seok, Seung-Joon;Jeong, Hyeonuk
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.309-319
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    • 2014
  • Virtual Network service is a key characteristics of future Internet which is debate internationally. There are two kinds of network virtualization technologies considered lately: network functions virtualization and virtual network approaches. Several national wide research networks including US's GENI project have experimented technologies for future Internet and in particular network virtualization is one of key issues. Representative Korean research network, KREONET, is working on deploying virtual network framework as a preliminary for future Ineternet using the virtualization model of SDN/OpenFlow which is typical network model of future Internet. This paper proposes a stepwise model to bring virtual network services in KREONET. Firstly, we requirements of KREONET users' virtual network service and network resource management and network deploying virtual network. Finally, we verify the adequacy of our virtual network model for KREONET.

Development of Virtual Endoscopy and Evaluation of Performance as a 3D Virtual Colonoscopy (가상내시경의 개발 및 가상 대장내시경으로 적용 시 성능평가)

  • 김정훈;이상훈;고성호;김상준
    • Journal of Biomedical Engineering Research
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    • v.24 no.2
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    • pp.69-75
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    • 2003
  • Virtual colonoscopy is one of the Powerful tool for non-invasive colon examination and many in-vitro and in-vivo studies have shown its accuracy in Polyp or adenoma detection. But most of virtual colonoscopy requires high quality workstation and software and its cost is high to setup whole system. We developed PC-based 3D model creation and navigation program which has diverse functions. It can be easily installed to PC and connected to network system. The performance. when used as a virtual colonoscopy. is evaluated by calculating sensitivity of detection for the simulated polyp which is artificially made inside the Pig's colon and checked its clinical feasibility, Its total sensitivity is 76%. Grouping according to Polyps diameter, the sensitivity for detection of polyps 10 ㎜ or larger was 100%(40 of 40); 5.0-9.9 ㎜, 90.0(90 of 100): and smaller then 5 ㎜. 36.7%(22 of 60).

A Study on the Fault Diagnosis in Web-based Virtual Machine (웹기반 가상시계에서의 고장진단에 관한 연구)

  • 서정완;강무진
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.430-434
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    • 2001
  • Virtual manufacturing system is integrated computer model that represents the precise and whole structure of manufacturing system and simulates its physical and logical behavior in operation.[1] A virtual machine is computer model that represents a CNC machine tool and one of core elements of virtual manufacturing system. In this paper, it is emphasized that a virtual machine must be web-based system for serving information to all attendants in a real machine tool without the restriction of time or location, and then in the fault diagnosis, one of important modules of a virtual machine, the methods of both using the controller signal and web-based expert system are proposed.

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