• Title/Summary/Keyword: Virtual team

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Comparison of the Characteristics of Green Screen and LED Wall in Virtual Production System

  • Shan, Xinyi;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.64-70
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    • 2022
  • In recent years, with the continuous innovation and upgrading of engine software, the real-time rendering technology in film and television has been continuously improved, and the virtual production technology has also developed rapidly. This paper introduces the green screen often used in traditional film production and a virtual production technology based on light-emitting-diode background wall that was proposed and implemented last year. We analyzed the two production methods of virtual production and compared their characteristics. Based on these results, we can better understand the differences and respective advantages of the two production methods. And we also can according to the production budget, production cycle and the creative and technical capabilities of the team make better choices during the production process. We believe virtual production technology will be production in the future to provide a more solid technical guarantee for the development of the film industry, and this work will pave the way for further research on virtual production technology.

Performance Benefits of Virtual Path Tunneling for Control and Management Flows in the Broadband ATM Network

  • Choi, Jun-Kyun;Kim, Soo-Hyung;Kim, Nam;Sohn, Sung-Won;Choi, Mun-Kee
    • ETRI Journal
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    • v.21 no.4
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    • pp.23-28
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    • 1999
  • In this paper, we analyze the performance benefits of broadband ATM networks when the call control and management flows are separated from user data flows. The virtual path tunneling concept for control and management flows are applied to the same physical ATM networks. The behaviors of channel throughput and transfer delay are analyzed. It results that the proposed virtual short-cut paths can maintain the network being stable with acceptable bandwidth. They are very useful to provide the stable control and management capabilities for Internet and mobile applications in the broadband ATM networks. In our numerical results, the effective throughputs of the proposed virtual shout-ut channel are about three times than those of end-to-end user data channels with hop distances of 10, and about two times than those with hop distance of 5 when the link blocking probability increases to 0.1. It concludes that the effective channel bandwidth are greatly reduced down while physical links are not stable and user traffic flows are occasionally overflowed.

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Study on the Role of Media in the Building of Interpersonal Trust (개인간 신뢰형성 과정에서 미디어의 역할에 관한 연구)

  • Oh, Jinwouk;Cho, Namjae
    • Korean Management Science Review
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    • v.33 no.2
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    • pp.29-47
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    • 2016
  • Trust is formed from the day-to-day and persistent interaction relationship. The trust demands more and more at the age of uncertainty. Human beings are using media interaction. The area of communication with media is extended to virtual space. The purpose of this study is to qualitatively explain trust building process in virtual team by media using. In the pursuit of this purpose, we executed in-depth interview with the person who have experience communicating by media with a man of a complete stranger. They experienced the trust building process. Interview data were analyzed by a Structured Coding Techniques. The derived seven categories were reconstructed in consideration of the cause-and-effect relationship and the flow of events. We have discovered a new trust model that was the result from communication by a media using. The model presented is very useful to Individuals who need a new trust building relationship with stranger or virtual team member.

Durability Analysis on the Prototype of a Korean Light Tactical Vehicle (한국형 소형전술 시제차량의 내구성능 평가)

  • Suh, Kwonhee;Yu, Myeongkwang;Lim, Mintaek;Jeong, Chanman
    • Transactions of the Korean Society of Automotive Engineers
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    • v.21 no.3
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    • pp.148-156
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    • 2013
  • Since the demand for new military vehicle to fulfill the necessary conditions such as multi-purpose, high-mobility, and survivability has raised continuously from the army, the prototype of a Korean light tactical vehicle was developed to meet these requirements using our own technology. In particular, the new tactical vehicle was equipped with a double wishbone independent suspension to improve ride and handling and maximize off-road driving performance. In this paper, a comprehensive virtual durability process to evaluate the service life of the prototype is presented. A reliability of the trimmed body model based on CATIA data was verified by comparison result between mode analysis and modal test. The dynamic model was constructed using ADAMS/Car, and then the weight distribution and lateral slope driving performance of it were compared with the results of static weight and lateral slope tests. The validity of the VTL(Virtual Test Lab) was checked with test results from the 3-inch spaced impact road. The durability performances of trimmed body and suspension components were evaluated through MSM(Modal Superposition Method) fatigue analysis. It is shown that the virtual durability process could be a helpful tool to find out the weak areas and improve their structures in developing new military vehicle.

A Virtual Battlefield Situation Dataset Generation for Battlefield Analysis based on Artificial Intelligence

  • Cho, Eunji;Jin, Soyeon;Shin, Yukyung;Lee, Woosin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.6
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    • pp.33-42
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    • 2022
  • In the existing intelligent command control system study, the analysis results of the commander's battlefield situation questions are provided from knowledge-based situation data. Analysis reporters write these results in various expressions of natural language. However, it is important to analyze situations about information and intelligence according to context. Analyzing the battlefield situation using artificial intelligence is necessary. We propose a virtual dataset generation method based on battlefield simulation scenarios in order to provide a dataset necessary for the battlefield situation analysis based on artificial intelligence. Dataset is generated after identifying battlefield knowledge elements in scenarios. When a candidate hypothesis is created, a unit hypothesis is automatically created. By combining unit hypotheses, similar identification hypothesis combinations are generated. An aggregation hypothesis is generated by grouping candidate hypotheses. Dataset generator SW implementation demonstrates that the proposed method can be generated the virtual battlefield situation dataset.

Information Sharing and Group Learing Using Electronic Communication Media (전자매체를 통한 정보공유와 공동학습)

  • Lee Jee-Yeon;So Mae-Sil;Paik Woojin
    • Journal of the Korean Society for Library and Information Science
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    • v.39 no.3
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    • pp.105-119
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    • 2005
  • With the introduction of Internet-based education such as online learning and virtual campuses. there are increased interests and demands for electronically delivering educational contents in comparison to the traditional educational methods. Our preilminary study showed that approximately $50\%$ of virtual groups formed online for the scope of collaborative learning encountered harriers that prevented them from forming an effective learning team and making satisfactory progress toward reaching the learning objectives. In this study, we asked the undergraduate students. who were the members of the online learning team, to work on the given discussion topics through the use of emails and threaded discussion boards. Then. we investigated the roles played by two electronic communication medium during the virtual discussion with respect to the learning outcome. We also studied how information was shared amongst the virtual learning team members. The results of our study showed that the email based online learning had the advantage of individualized and friendly information transfer. However. it also caused certain difficulty in exchanging ideas due to the one-sided nature of the email-based communication. On the other hand, the threaded discussion board provided easier information sharing and broadcasting. which enabled active participation by the virtual team members. However. It also had the disadvantage of difficulty in accurate information conveyance and duplication of the posted information. In summary, our study results showed that there was a high correlation between the characteristics of the electronic communication medium and the decision that the online learners made regarding which medium to use. There was a high correlation between the type of the electronic communication medium and the online learners' experiences in using these media.

A Study on the Appropriateness of Virtual Machine for Reverse Engineering (역공학을 위한 가상머신의 적합성에 대한 연구)

  • Oh, Seokhyung;Chang, Byoungchun;Ro, Yunsik
    • Transactions of the Korean Society of Automotive Engineers
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    • v.22 no.6
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    • pp.31-38
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    • 2014
  • The purpose of this study is to make virtual machine using a 3D modeller to perform reverse engineering. Through the intuitive designer's ability, approximated model of the object is created and used to extract the data and NC tool path. The extracted data make approximated curve by using NURBS curve fitting. And the curve is used to remodel. From these series of process, the final reverse engineering data of the objects can be obtained. Two conclusions are drawn from this study. First, initial deviation of the intuitive model is one of the important factors that determine the number of repetitions of the experiment. Due to the characteristic of intuitive curve, after a certain number of repetitions the average deviation increase and radiate rather than decrease.

A Study on the Modeling of Transient Response in Automated Manual Transmission for Hybrid Trucks

  • Park, Kyung-Min;Ko, Young-Jin
    • Journal of Power System Engineering
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    • v.17 no.5
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    • pp.128-137
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    • 2013
  • Modern transmission technologies such as automated manual transmission(AMT) and dual clutch transmission(DCT) are interested to all manufactures due to their fuel efficiency and driver's convenience, especially in a hybrid system. AMT has advantages in that they have a high efficiency of manual transmissions(MT) and offer operation convenience similar to automatic transmissions(AT), but it has some disadvantages in that they have torque gap during gear shift and shift time. To reduce disadvantages, it is necessary to evaluate errors and characteristics as a developing simulation model before experimental verification. The purpose of this study is to develop virtual components and simulate the transient response of AMT. A dynamic AMT model and a control logic for an integrated vehicle model have been developed using Matlab/Simulink as a simulation platform. In this paper, the clutch model to describe the stick-slip transition mode and the transmission model to describe the neutral gear shifting is introduced and compared with each other.

Motion Generation of Articulated Figure Using Minimal Sensors (Minimal Sensors 를 이용한 관절체의 움직임 생성)

  • Lee, Ran-Hee;Lee, In-Ho;Lee, Chil-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.611-614
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    • 2001
  • 본 논문에서는 7 개의 마그네틱 센서를 이용하여 가상 캐릭터의 자연스런 동작을 재현하는 애니메이션 알고리즘에 대해 기술한다. 이 방법의 특징은 인체 특징점의 위치와 방향정보를 Inverse Kinematics 이론에 적용하고, 이 특징점이 갖는 3 차원 벡터의 법선벡터를 이용하여 관절 방향을 표현하므로서 최소한의 센서로 전 인체의 동작을 재현할 수 있다는 점이다. 이 방법은 퍼스널 컴퓨터를 플랫폼으로 하는 단순한 모션 캡쳐 환경에서도 구현할 수 있으므로 애니메이션을 활용하는 각종 영상 응용 시스템 제작에 유용하게 쓰일 수 있다.

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Design and Implementation of Web-Based Cooperative Learning System Co-Net

  • WANG, Kyungsu
    • Educational Technology International
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    • v.6 no.1
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    • pp.103-119
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    • 2005
  • This study investigated to designand implement web-based collaborative learning system Co-Net and map out students' learning procedure using the system, based upon Student Team Achievement Division (STAD Slavin, 1990, 1996). There are technical process and instructional considerations to be made during the design process. The former are those that concern equipment requirements and specifications and include Ease of Use, Speed of Access, and Flexibility. On the other hand, instructional considerationsare concerned with the delivery and access of instructional materials and their outcomes on learners. They are cooperative interactions within groups and group heterogeneity, learner control, group incentives, individual accountability, equal opportunity for earning high scores and contributing to group effort, task specialization, and competition among groups. A web site for a virtual learning environment designed and built by the authors and known as Co-Net is then explained along with the whole process learners inside the environment. The main page of Co-Net consists of 15 menus to implement cooperative learning process. The cooperative learning activities using 15 menus are composed of six phases (1) preparation of the new knowledge (2) presentation of the new knowledge (3) knowledge assimilation and application (4) team and individual evaluation (5) team and individual recognition Throughout the five phases, the appropriate use of cooperative learning techniques has been shown to have both academic and social benefits to learners.