• Title/Summary/Keyword: Virtual task

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Development of a vestibulo-ocular reflex measurement system for the study of cybersickness (사이버멀미 경감 연구를 위한 전정안구반사 측정 시스템 개발)

  • Jeon, Hyeonjin;Chang, EunHee;Wendimagegn, Tariku Weldtsadik;Park, Chan Hyun;Jeong, Ji Woon;Kim, Hyun Taek
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.27-38
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    • 2015
  • Vestibulo-ocular reflex (VOR) is a compensatory response of the extraocular muscles generated by vestibular signals to stabilize images on the retina during head/body movements. It has been reported that mismatches between retinal and vestibular information, which cause motion sickness or cybersickness, modify VOR. To investigate the characteristic changes of VOR in subjects experiencing cybersickness, we developed a low-cost, multi-purpose VOR measurement system using LabVIEW and Arduino. To test the applicability of the system, we performed two experiments. In Experiment 1, horizontal and vertical VORs of four participants were measured using a vestibular autorotation task. In Experiment 2, eight participants were exposed to a virtual navigation to measure changes of VORs as an index of cybersickness. We observed significantly greater head rotations and eye movements while the participants were exposed to the virtual navigation than to a static image. The results suggest that the present system can help understand the psychophysiological mechanisms of cybersickness symptoms.

A Study on the Objects Arrangement of Display Panel and the Cognitive Accuracy under the Virtual Reality Evaluation Tool (가상현실 기법을 적용한 평가도구를 활용한 계기반 배치 및 인지 정확도에 관한 연구)

  • Kim, Sun-young;Yu, Seung-dong;Park, Peom
    • Korean Journal of Cognitive Science
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    • v.11 no.1
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    • pp.1-8
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    • 2000
  • Most of the important visual information is presented to driver through the display panel that is related to the vehicle. If display panel is designed with the c consideration of driver's visibility, drivers can get broad visual field and visual I information related to vehicle promptly and exactly during driving situation. Therefore display panel has direct relationship with the driver's task performance and it can be considered as an important device that affects the driver-automotive interaction. Many r researches about shape, characteristic and color of display panel have been performed, but not sufficient in this country Nowadays most of vehicles has an analog type display. but its shape and arrangement a are various without any definite standards about position. Therefore. experiments using evaluation tool (VISVEC System) were conducted to inquire the driver's preference on the major objects arrangement of display panel (speedometer. tachometer. fuel meter. and t thermometer) and to ascertain the factors that have an effect on drivers according to the objects position of the display panel The experiment results showed that there was no correlation between the arrangement c characteristics preferred by subjects and the cognitive accuracy but the cognition of V visual information more easy when the each major object has its area.

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Multi-Agent Model and Simulation for the Dynamics of Housing Market (주택시장변동 분석을 위한 멀티에이전트 모형의 개발 및 시뮬레이션)

  • Moon, Tae-Heon
    • Journal of the Korean Association of Geographic Information Studies
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    • v.12 no.3
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    • pp.101-115
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    • 2009
  • The prompt recovery of housing market in Korea became the national task, for which tools that can analyze the influence that changing situation of housing market and new policy may have on the housing market needs to be developed. Thus, this research intends to develop Multi-Agent Housing Market Model and simulation system in Jinju City as a study area. Analyzing the local housing market of Jinju City, then multi-agent model of housing market that consolidates 3 sub-models, house choice model, hedonic model of house price and location choice model is developed. Moreover in order to develop simulation system the model is programmed in the virtual space of which the size is $150{\times}100$ cell including physical shape of city such as road, urban facilities, land use, etc. With the system, simulations are performed to confirm the impact of urban development on the pattern of residential location. As a result, it is found that the residential location can not be easily induced when only road, commercial and convenient facilities are supplied. However, it is also found that since supplying green results in very many residences, arrangement of infrastructure and environmental factor should be considered at the same time for urban development. As conclusion, it is confirmed that the model and simulation system developed in this research smoothly works to be utilized for the analysis of diverse policy experiment and housing market.

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Some Conditions of Seeking Happiness: How Can We Feel Happy? (행복의 조건: 우리는 '어떻게' 행복을 느끼는가?)

  • Lee, Eul-sang
    • Journal of Korean Philosophical Society
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    • v.139
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    • pp.133-167
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    • 2016
  • Happiness is no more than a pleasant mental state that we can feel everyday. How to seek happiness is the key subject of positive psychology, for which we also need a clear neural system so that our emotional life can be accomplished. This is an issue in people with neural problems (such as psychopathy or hypochondria) as they can not achieve such emotional clarity. In this sense neuroscience is thought of as a new approach that can replace the traditional rational insight which has been aimed at completing a virtual life. But there is also a limit: we can not reach a virtual life with only a confirmation of our transitive state. A practice of virtue which our moral ethos aims at, has been a problem of rational insight. Here is a gap between our emotional life and our rational insight in which an anguish of psychology results. So a task we should combine organically is band between neuroscientific fact and ethical practice; a new addition to psychology. But unfortunately psychology can not solve this problem by itself, for it is a meta-question arising beyond psychology. Thus an explication of this meta-question is, I believe, a new theory of moral philosophy; one that can only be explored using an interdisciplinary approach.

A Study on the Improvement of Public Cloud Technology and Policy (공공 클라우드 기술과 정책의 개선방안에 대한 연구)

  • Kim, So Hui;Lee, Yu Rim;Lee, Il-Gu
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.11-20
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    • 2021
  • Due to the Covid-19 Pandemic, the world is facing the most serious crisis since the Great Depression, and is facing a new paradigm of the Untact era. Korea has also announced various policies and legal systems, including the 'Korean version of the New Deal', but it is conflicting between the use of information and the protection of information. In this paper, we derive thresholds by analyzing policies, statutes and technologies in the public cloud. Based on this, we propose to introduce the "Building a Nationwide Public Virtual Machine" as a key task to secure the next-generation national growth engine so that all citizens can use digital services in a secure and reliable environment with equal access to information. Through this, all citizens can use various digital new technology services only with low-priced and low-specification terminals, and by establishing a dedicated center for information protection, we want to respond to rapidly increasing security threats. It also points out that the domestic cloud-related legal system only emphasizes the use of information while overlooking the importance of security, and suggests the right direction for the legal system to move forward.

The Future of NVH Research - A Challenge by New Powertrains

  • Genuit, Ing. K.
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2010.05a
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    • pp.48-48
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    • 2010
  • Sound quality and NVH-issues(Noise, Vibration and Harshness) of vehicles has become very important for car manufacturers. It is interpreted as among the most relevant factors regarding perceived product quality, and is important in gaining market advantage. The general sound quality of vehicles was gradually improved over the years. However, today the development cycles in the automotive industry are constantly reduced to meet the customers' demands and to react quickly to market needs. In addition, new drive and fuel concepts, tightened ecological specifications, increase of vehicle classes and increasing diversification(increasing market for niche vehicles), etc. challenge the acoustic engineers trying to develop a pleasant, adequate, harmonious passenger cabin sound. Another aspect concerns the general pressure for reducing emission and fuel consumption, which lead to vehicle weight reductions through material changes also resulting in new noise and vibration conflicts. Furthermore, in the context of alternative powertrains and engine concepts, the new objective is to detect and implement the vehicle sound, tailored to suit the auditory expectations and needs of the target group. New questions must be answered: What are appropriate sounds for hybrid or electric vehicles? How are new vehicle sounds perceived and judged? How can customer-oriented, client-specific target sounds be determined? Which sounds are needed to fulfil the driving task, and so on? Thus, advanced methods and tools are necessary which cope with the increasing complexity of NVH-problems and conflicts and at the same time which cope with the growing expectations regarding the acoustical comfort. Moreover, it is exceedingly important to have already detailed and reliable information about NVH-issues in early design phases to guarantee high quality standards. This requires the use of sophisticated simulation techniques, which allow for the virtual construction and testing of subsystems and/or the whole car in early development stages. The virtual, testing is very important especially with respect to alternative drive concepts(hybrid cars, electric cars, hydrogen fuel cell cars), where complete new NVH-problems and challenges occur which have to be adequately managed right from the beginning. In this context, it is important to mention that the challenge is that all noise contributions from different sources lead to a harmonious, well-balanced overall sound. The optimization of single sources alone does not automatically result in an ideal overall vehicle sound. The paper highlights modern and innovative NVH measurement technologies as well as presents solutions of recent NVH tasks and challenges. Furthermore, future prospects and developments in the field of automotive acoustics are considered and discussed.

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A Study on the Performance Evaluation of G2B Procurement Process Innovation by Using MAS: Korea G2B KONEPS Case (멀티에이전트시스템(MAS)을 이용한 G2B 조달 프로세스 혁신의 효과평가에 관한 연구 : 나라장터 G2B사례)

  • Seo, Won-Jun;Lee, Dae-Cheor;Lim, Gyoo-Gun
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.157-175
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    • 2012
  • It is difficult to evaluate the performance of process innovation of e-procurement which has large scale and complex processes. The existing evaluation methods for measuring the effects of process innovation have been mainly done with statistically quantitative methods by analyzing operational data or with qualitative methods by conducting surveys and interviews. However, these methods have some limitations to evaluate the effects because the performance evaluation of e-procurement process innovation should consider the interactions among participants who are active either directly or indirectly through the processes. This study considers the e-procurement process as a complex system and develops a simulation model based on MAS(Multi-Agent System) to evaluate the effects of e-procurement process innovation. Multi-agent based simulation allows observing interaction patterns of objects in virtual world through relationship among objects and their behavioral mechanism. Agent-based simulation is suitable especially for complex business problems. In this study, we used Netlogo Version 4.1.3 as a MAS simulation tool which was developed in Northwestern University. To do this, we developed a interaction model of agents in MAS environment. We defined process agents and task agents, and assigned their behavioral characteristics. The developed simulation model was applied to G2B system (KONEPS: Korea ON-line E-Procurement System) of Public Procurement Service (PPS) in Korea and used to evaluate the innovation effects of the G2B system. KONEPS is a successfully established e-procurement system started in the year 2002. KONEPS is a representative e-Procurement system which integrates characteristics of e-commerce into government for business procurement activities. KONEPS deserves the international recognition considering the annual transaction volume of 56 billion dollars, daily exchanges of electronic documents, users consisted of 121,000 suppliers and 37,000 public organizations, and the 4.5 billion dollars of cost saving. For the simulation, we analyzed the e-procurement of process of KONEPS into eight sub processes such as 'process 1: search products and acquisition of proposal', 'process 2 : review the methods of contracts and item features', 'process 3 : a notice of bid', 'process 4 : registration and confirmation of qualification', 'process 5 : bidding', 'process 6 : a screening test', 'process 7 : contracts', and 'process 8 : invoice and payment'. For the parameter settings of the agents behavior, we collected some data from the transactional database of PPS and some information by conducting a survey. The used data for the simulation are 'participants (government organizations, local government organizations and public institutions)', 'the number of bidding per year', 'the number of total contracts', 'the number of shopping mall transactions', 'the rate of contracts between bidding and shopping mall', 'the successful bidding ratio', and the estimated time for each process. The comparison was done for the difference of time consumption between 'before the innovation (As-was)' and 'after the innovation (As-is).' The results showed that there were productivity improvements in every eight sub processes. The decrease ratio of 'average number of task processing' was 92.7% and the decrease ratio of 'average time of task processing' was 95.4% in entire processes when we use G2B system comparing to the conventional method. Also, this study found that the process innovation effect will be enhanced if the task process related to the 'contract' can be improved. This study shows the usability and possibility of using MAS in process innovation evaluation and its modeling.

Hand Haptic Interface for Intuitive 3D Interaction (직관적인 3D 인터랙션을 위한 핸드 햅틱 인터페이스)

  • Jang, Yong-Seok;Kim, Yong-Wan;Son, Wook-Ho;Kim, Kyung-Hwan
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.53-59
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    • 2007
  • Several researches in 3D interaction have identified and extensively studied the four basic interaction tasks for 3D/VE applications, namely, navigation, selection, manipulation and system control. These interaction schemes in the real world or VE are generally suitable for interacting with small graspable objects. In some applications, it is important to duplicate real world behavior. For example, a training system for a manual assembly task and usability verification system benefits from a realistic system for object grasping and manipulation. However, it is not appropriate to instantly apply these interaction technologies to such applications, because the quality of simulated grasping and manipulation has been limited. Therefore, we introduce the intuitive and natural 3D interaction haptic interface supporting high-precision hand operations and realistic haptic feedback.

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Kinematic Template Generation Methodology for 3D JIG Models (3D JIG 모델의 Kinematic 템플릿 생성 방법론)

  • Ko, Min-Suk;Kwak, Jong-Geun;Wang, Gi-Nam;Park, Sang-Chul
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.3
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    • pp.212-221
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    • 2010
  • Proposed in the paper is a methodology to generate kinematic template for 3D JIG models. Recently, according to increase of the rate of automatic facility in manufacturing system, the 3D manufacturing and verification research and development have been issued. So, unlike in the past, moving 3D facilities are very various like JIGs, turn table, AS/RS worked in the automated manufacturing industry. Because 3D mesh models are used in these kinds of 3D simulation, users have to define the kinematic information manually. This 3D mesh data doesn't have parametric information and design history of the 3D model unlike the design level data. So, it is lighter than 3D design level data and more efficient to render on the 3D virtual manufacturing environment. But, when user wants to find a common axis located between the links, the parameter information of the model has to reconstruct for defining kinematic construction. It takes a long time and very repetitive to define an axis and makes a joint using 3D mesh data and it is non-intuitive task for user. This paper proposed template model that provides kinematic information of the JIG. This model is kinds of a state diagram to describe a relation between links. So, this model can be used for a kinematic template to the JIG which has a same mechanism. The template model has to be registered in the template library to use in the future, after user made the model of the specific type of the 3D JIG model.

Post-Rendering 3D Warping using Projective Texture (투영 텍스춰를 이용한 렌더링 후 3차원 와핑)

  • Park, Hui-Won;Ihm, In-Seong
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.8
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    • pp.431-439
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    • 2002
  • Due to the recent development of graphics hardware, real-time rendering of complex scenes is still a challenging task. As results of researches on image based rendering, the rendering schemes based on post-rendering 3D warping have been proposed. In general, these methods produce good rendering results. However, they are not appropriate for real-time rendering since it is not easy to accelerate the time-consuming algorithms within graphics subsystem. As an attempt to resolve this problem of the post-rendering 3D warping technique, we present a new real-time scheme based on projective texture. In our method, two reference images obtained by rendering complicated objects at two consecutive points of time are used. Rendering images of high quality for intermediate points of time are obtained by projecting the reference images onto a simplified object, and then blending the resulting images. Our technique will be effectively used in developing real-time graphics applications such as 3D games and virtual reality software and so on.