• Title/Summary/Keyword: Virtural environment

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Multimedia network system

  • Fukuda, Toshio;Arai, Fumihito
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10a
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    • pp.13-16
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    • 1996
  • Based on the technical innovation of the recent communication system technologies, systems are linked by the worldwide network. We introduce some examples of the multimedia network systems. Especially, we introduce our recent attempt to realize the multimedia tele-surgery system using high speed optical fiber network. At first, we shows the technical problems of the multimedia tele-surgery. We applied this idea to the intravascular neurosurgery. System configuration for the prototype experiments and experimental results are shown.

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Virtural Index System to Reduce Amount of Data Transmission in WWW Environment (WWW환경에서 데이터 전송량 절감을 위한 가상인덱스 시스템)

  • Gang, Jae-Cheol;Kim, Chang-Hwa
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.6
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    • pp.693-705
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    • 1999
  • 최근에 사용중인 검색엔진은 증가하는 지역사이트의 정보를 로봇사이트에 인덱스하는데 많은 문제점이 있다. 첫째, 지역사이트의 문서 전체를 로봇사이트로 전송하므로 네트워크의 트래픽을 증가시킨다. 왜냐하면 인덱스 하는데 불필요한 불용어와 특수문자, 중복된 키워드 전체를 전송하기 때문이다. 둘째 지역사이트의증가로 인해 로봇의 방문주기가 길어지므로 최근의 정보를 유지하는데 어려움이 있다. 마지막으로 문서를 로봇사이트에서 파싱하므로 파싱 시간이 길다. 이러한 문제점을 해결하기 위해 본 논문에서는 VITAR 방식을 제안하고 중앙집중식 인덱스방식과 성능을 비교분석한다. 이 방식은 지역사이트에서 문서를 생성,갱신, 삭제하고 지역 인덱스에이전트에 의해 파싱한후 푸싱기법을 이용하여 가상인덱스에 키워드 메시지만을 전송한다. VITAR방식의 장점은 키워드메시지만을 전송하므로 네트워크 트래픽을 줄일 수 있고 지역사이트에서 미리 파싱하므로 파싱 시간을 줄일 수 있으며 , 각 지역사이트의 문서가 변경되는 즉시 가상인덱스가 변경되므로 인해 최근의 자료를 유지할 수있다. 특히 중앙집중식 인덱스방식과 성능을 비교분석한 결과 생성타입인 경우 80.3%의 전송절감효과를 얻을 수있었다.

Design of a Virtual Walking Machine for Virtural Reality Interface (가상현실 대화용 가상걸음 장치의 설계)

  • 윤정원;류제하
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.11
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    • pp.1044-1051
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    • 2004
  • This paper described a novel locomotion interface that can generate infinite floor for various surface, named as virtual walking machine. This interface allows users to participate in a life-like walking experience in virtual environments, which include various terrains such as plains, slopes and stair ground surfaces. The interface is composed of two three-DOF (X, Y, Yaw) planar devices and two four-DOF (Pitch, Roll, Z, and relative rotation) footpads. The planar devices are driven by AC servomotors for generating fast motions, while the footpad devices are driven by pneumatic actuators for continuous support of human weight. To simulate natural human walking, the locomotion interface design specification are acquired based on gait analysis and each mechanism is optimally designed and manufactured to satisfy the given requirements. The designed locomotion interface allows natural walking(step: 0.8m, height: 20cm, load capability: 100kg, slope:30deg) for various terrains.

A Study on the Effects of Virtural Learning in Structural Design - Constructing Databse of Structural Component based on the virtual Reality Engine - (가상현실을 이용한 구조설계 시스템의 학습효과에 관한 연구 - 구조 요소의 데이터베이스 구축방법에 관하여 -)

  • Kim, Han-Joong
    • Journal of The Korean Society of Agricultural Engineers
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    • v.54 no.3
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    • pp.81-89
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    • 2012
  • This paper presents a set of controlled simulated statical and engineering mechanical experiments accessible via the virtual world environment (VWE) and virtual physics lab S/W. Online courses of the university offering courses and/or programs online are growing and the number of students want education in ways which fit their personal places, e-learning is becoming more important and ubiquitous each year. In this study, first of all, question is rather 'How do we execute the learning effectiveness of e-learning courses?' than 'Why does they need e-learnig or VW-learning?'. In particular, is it possible to effectively teach mechanical engineering courses online? The answer was 'No'. So, there is little research on many of these questions. And another important question is 'Is e-learning cost effective?'. For the answer, This research provided that an instructional design model is used to 'How to think and apply the Newtonian forces' in the virtual physics lab S/W. Collected data from student are administered in the spring semester when students studied 'Introduction to Bio-resources and Systems Engineering'. Results show that a cadre of students can take highly interactively physical properties of mechanical engineering in the virtual laboratory environment. Those show that VWE is greater than that of a similar real world presentation or experimental lab, since most of students are delighted to modify and retry modeling works in the VWE.

Development of high performance universal contrller based on multiprocessor (다중처리기를 갖는 고성능 범용제어기의 개발과 여유자유도 로봇 제어에의 응용)

  • Park, J.Y.;Chang, P.H.
    • Journal of the Korean Society for Precision Engineering
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    • v.10 no.4
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    • pp.227-235
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    • 1993
  • In this paper, the development of a high performance flexible controller is described. The hardware of the controller, based on VME-bus, consists of four M68020 single-board computers (32-bit) with M68881 numerical coprocessors, two M68040 single board donputers, I/O devices (such as A/D and D/A converters, paraller I/O, encoder counters), and bus-to-bus adaptor. This software, written in C and based on X-window environment with Unix operating system, includes : text editor, compiler, downloader, and plotter running in a host computer for developing control program ; device drivers, scheduler, and mathemetical routines for the real time control purpose ; message passing, file server, source level debugger virtural terminal, etc. The hardware and software are structured so that the controller might have both flexibility and extensibility. In papallel to the controller, a three degrees of freedom kinematically redundant robot has been developed at the same time. The development of the same time. The development of the robot was undertaken in order to provide, on the one hand, a computationally intensive plant to which to apply the controller, and on the other hand a research tool in the field of kinematically redundant manipulator, which is, as such, an important area. By using the controller, dynamic control of the redundant manipulator was successfully experimented, showing the effectiveness and flexibility of the controller.

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User Centered Information of Navigation Process Saving Techniques Based on X3D Virtual Environment (X3D 기반 사용자 중심 가상환경 탐색항해를 위한 의미정보 저장 기법)

  • Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.627-630
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    • 2007
  • XML is becoming a de facto standard for exchanging data in Internet data processing environments due to the inherent characteristics such as hierarchical self-describing structures. Nowadays the number of 3D VE(Virtural Environment) available on the internet is constantly increasing, most of them focused low-level geometric data that lack any semantic information. VRML is composed of simple science graph. X3D is constructed based on XML and has many advantage. However, previous researches can not apply various advantage of XML. This work proposes an alternate approach for association semantic information to X3D VE based on XML. These information use navigation to VE. Moreover, we study extraction method of sematic information to XML document. In this work, we study saving techniques for navigation processing.

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Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.85-96
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    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

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