• Title/Summary/Keyword: Virtual prototype

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Interactive Spatial Augmented Reality Book on Cultural Heritage of Myanmar

  • Hta, Aye Chan Zay;Lee, Yunli
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.69-74
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    • 2020
  • Myanmar, also known as Burma, has a rich cultural heritage, and its historical tourist attractions well known around the world. Therefore, we designed and developed an interactive spatial augmented reality (iSAR) book on the cultural heritage of Myanmar. This iSAR book has total of 18 pages with rich media content including videos, animations, audio, and images featuring the cultural heritage of Myanmar in a digital format. In addition to virtual content, navigational features such as virtual buttons and touch-based hand gestures were implemented using Leap Motion and VVVV. Therefore, the developed iSAR book allows virtual content and navigational features to merge seamlessly into a physical book. Five participants were recruited to evaluate the prototype iSAR book, and interviews were conducted to gather their feedback based on its immersive qualities. Thus, the developed iSAR book on Myanmar effectively shares the cultural heritage of Myanmar, and ultimately allows users to explore and gain more insight into the country.

A Virtual Storage System for Smart Home/Office Embedded Devices (스마트 홈/오피스 임베디드 장치를 위한 가상 저장 시스템)

  • They, Yu-Shu;Kim, Young-Jin;Lim, Hyo-Taek
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.1237-1239
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    • 2007
  • This paper proposes a virtual storage system for smart home/office embedded devices by utilizing AoE and HyperSCSI protocols. It relies on current Ethernet infrastructures and aims to provide a low-cost solution for the storage limitation problem on embedded devices. We choose AoE (ATA over Ethernet) and HyperSCSI in our implementation because they are relatively lightweight compared to other network storage protocols such as NFS(Network File System), CIFS(Common Internet File System) and iSCSI(internet Small Computer System Interface). The design and architecture of our proposed virtual system as well as the prototype demonstration are presented in this paper.

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A Prototype of Flex Sensor Based Data Gloves to Track the Movements of Fingers

  • Bang, Junseung;You, Jinho;Lee, Youngho
    • Smart Media Journal
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    • v.8 no.4
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    • pp.53-57
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    • 2019
  • In this paper, we propose a flex sensor-based data glove to track the movements of human fingers for virtual reality education. By putting flex sensors and utilizing an accelerometer, this data glove allows people to enjoy applications for virtual reality (VR) or augmented reality (AR). With the maximum and minimum values of the flex sensor at each finger joint, it determines an angle corresponding to the bending value of the flex sensor. It tracks the movements of fingers and hand gestures with respect to the angle values at finger joints. In order to prove the effectiveness of the proposed data glove, we implemented a VR classroom application.

User Requirement Analysis on Risk Management of Architectural Heritage in Virtual Reality

  • Lee, Jongwook
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.69-75
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    • 2019
  • We propose a method to analyze user requirements to design a virtual reality-based risk management system. This paper presents surveys, interviews, prototype evaluation methods, and implementation process. Architectural heritage is easily exposed to natural and artificial dangers caused by various material combinations and structural features. So, risk management of cultural heritage plays a key role in preserving and managing cultural heritage. However, risk management has been carried out through empirical methods using distributed data. This study analyzes user requirements for designing functions and interfaces of VR-based risk management system and evaluates prototypes to overcome the above problems. As a result, most heritage managers wanted a system function to support risk analysis and response. They also found that they prefer 2D information such as existing drawings and photos rather than 3D information. The results of the user requirements analysis derived from this study will be used to create risk management applications.

A Study on Plant Training System Platform for the Collaboration Training between Operator and Field Workers (운전자와 현장조업자의 협동훈련을 위한 플랜트 훈련시스템 플랫폼 연구)

  • Lee, Gyungchang;Chung, Kyo-il;Mun, Duhwan;Youn, Cheong
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.4
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    • pp.420-430
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    • 2015
  • Operator Training Simulators (OTSs) provide macroscopic training environment for plant operation. They are equipped with simulation systems for the emulation of remote monitoring and controlling operations. OTSs typically provide 2D block diagram-based graphic user interface (GUI) and connect to process simulation tools. However, process modeling for OTSs is a difficult task. Furthermore, conventional OTSs do not provide real plant field information since they are based on 2D human machine interface (HMI). In order to overcome the limitation of OTSs, we propose a new type of plant training system. This system has the capability required for collaborative training between operators and field workers. In addition, the system provides 3D virtual training environment such that field workers feel like they are in real plant site. For this, we designed system architecture and developed essential functions for the system. For the verification of the proposed system design, we implemented a prototype training system and performed experiments of collaborative training between one operator and two field workers with the prototype system.

A Prototype Implementation for 3D Animated Anaglyph Rendering of Multi-typed Urban Features using Standard OpenGL API

  • Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.23 no.5
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    • pp.401-408
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    • 2007
  • Animated anaglyph is the most cost-effective method for 3D stereo visualization of virtual or actual 3D geo-based data model. Unlike 3D anaglyph scene generation using paired epipolar images, the main data sets of this study is the multi-typed 3D feature model containing 3D shaped objects, DEM and satellite imagery. For this purpose, a prototype implementation for 3D animated anaglyph using OpenGL API is carried out, and virtual 3D feature modeling is performed to demonstrate the applicability of this anaglyph approach. Although 3D features are not real objects in this stage, these can be substituted with actual 3D feature model with full texture images along all facades. Currently, it is regarded as the special viewing effect within 3D GIS application domains, because just stereo 3D viewing is a part of lots of GIS functionalities or remote sensing image processing modules. Animated anaglyph process can be linked with real-time manipulation process of 3D feature model and its database attributes in real world problem. As well, this approach of feature-based 3D animated anaglyph scheme is a bridging technology to further image-based 3D animated anaglyph rendering system, portable mobile 3D stereo viewing system or auto-stereo viewing system without glasses for multi-viewers.

Prototype Torso Pattern for Circular Knit using Virtual Garment Software (가상착의에 의한 환편물 상의의 패턴 설계 방법 연구)

  • Kim, Hyeong Jin;Kim,, Yeo-Sook
    • The Korean Journal of Community Living Science
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    • v.22 no.1
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    • pp.53-61
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    • 2011
  • We have made knitwear in a different way from the typical woven pattern; it does not have the dart, even for women's tops. The purpose of this research was to compare the fit and appearance of the torso pattern for circular knitted fabric between virtual try-on garments and real garments. First, a woman in her 20's was scanned by a 3D body scanner, and thus producing a virtual avatar. I prepared knit patterns and created a torso pattern appropriate for circular knitted fabric. Next, I measured the body size of the avatar. The 2D patterns for the torso and sleeves were developed using the Yuka Super ALPHA : Plus. The 3D virtual garments were made from the imported 2D patterns and were then tried on the 3D virtual avatars. Finally, the fit of the real garments and the virtual garments was compared. While the shape of the virtual try-on garments were similar to the real garments, the folding and sagging were different. This study found the length was the same as woven wear. However the actual bust size and the clothing size were the same which is not a typical characteristic of woven wear. In the case of hem measurement, more space was needed than actual body size but less space was needed than in woven patterns.

Design and Implementation of IoT Platform-based Digital Twin Prototype (IoT 플랫폼 기반 디지털 트윈 프로토타입 설계 및 구현)

  • Kim, Jeehyeong;Choi, Wongi;Song, Minhwan;Lee, Sangshin
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.356-367
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    • 2021
  • With the recent development of IoT and artificial intelligence technology, research and applications for optimization of real-world problems by collecting and analyzing data in real-time have increased in various fields such as manufacturing and smart city. Representatively, the digital twin platform that supports real-time synchronization in both directions with the virtual world digitized from the real world has been drawing attention. In this paper, we define a digital twin concept and propose a digital twin platform prototype that links real objects and predicted results from the virtual world in real-time by utilizing the oneM2M-based IoT platform. In addition, we implement an application that can predict accidents from object collisions in advance with the prototype. By performing predefined test cases, we present that the proposed digital twin platform could predict the crane's motion in advance, detect the collision risk, perform optimal controls, and that it can be applied in the real environment.

Development of a Cyber-physical System - A Virtual Autonomous Excavator (사이버 물리적 시스템의 개발 - 가상 자율적 굴삭기)

  • Park, Hong-Seok;Le, Ngoc-Tran
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.3
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    • pp.298-311
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    • 2015
  • Nowadays, automatic digging operation of an excavator is a big challenge due to the complexity of digging environment, the hardness of soil and buried obstacles into the ground. In order to achieve the maximum soil bucket volume, this paper introduces a novel engineering model that was developed as a virtual excavator in the design phase. Through this model, the designs of mechanical and control systems for autonomous excavator are executed and modified easily before developing in real testbed. Based on a concept of an autonomous excavation, a mechanical system of excavator was first designed in SOLIDWORKS, and a soil model also was modeled by finite-element analysis in ANSYS, both modeled models were then exported to ADAMS environment to investigate the digging behavior through virtual simulation. An intelligent control strategy was generated in MATLAB/Simulink to control the excavator operation. The simulation results were demonstrated by effectiveness of the proposed excavator robot in testing scenarios with many soil types and obstacles.

A Metadata design for Virtual Reality contents service on the web (웹 기반의 가상현실 콘텐츠 서비스를 위한 메타데이터 생성)

  • Hong, Yeon-Mi;Yang, Dong-Ho;Kang, Jeong-Seok;Lee, Sang-Joon;Byun, Young-Cheol
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.474-477
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    • 2006
  • Recently, the needs for the virtual reality service of multimedia contents on the web are increasing. The services are provided by the parameter value of attribute informations of the contents. The Conventional method for managing the parameters is storing the informations separately for the contents, in this method managing and implementing the system are to be costing job. In this paper, a virtual reality service based on meta data is proposed. For the storing and managing the parameter information, we use the free space of the JPEG images. And for testing the effectiveness of the proposed system, we implemented the prototype virtual reality service model.

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