• Title/Summary/Keyword: reality improvement

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Implementation of augmented reality using parallel structure (병렬구조를 이용한 증강현실 구현)

  • Park, Tae-Ryong;Heo, Hoon;Kwak, Jae-Chang
    • Journal of IKEEE
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    • v.17 no.3
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    • pp.371-377
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    • 2013
  • This thesis propose an efficient parallel structure method for implementing a FAST and BRIEF algorithm based Augmented Reality. SURF algorithm that is well known in the object recognition algorithms is robust in object recognition. However, there is a disadvantage for real time operation because, SURF implementation requires a lot of computation. Therefore, we used a FAST and BRIEF algorithm for object recognition, and we improved Conventional Parallel Structure based on OpenMP Library. As a result, it achieves a 70%~100% improvement in execution time on the embedded system.

Behavior and Motor Skill of Children with Intellectual Disabilities Participating Functional Games (지적장애아동의 기능성 게임 참여에 따른 행동변화 및 운동수행능력)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.15 no.4
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    • pp.149-154
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    • 2015
  • The aim of this study is to suggest the change of behavior and motor skill of children with intellectual disabilities participating functional games using virtual reality. For this purpose, 5 children with intellectual disabilities completed a 16-week functional game program twice a week. The result was as following; the application of functional games using virtual reality has positive effect on behavior and motor skill -static coordination, hand motion coordination, normal motion coordination, motor speed, simultaneous spontaneous motion, single motion competency. The application and utilization of functional games using virtual reality systematically of children with intellectual disabilities can bring an improvement on their overall development.

Effects of Virtual Reality Based Exercise Program on Gross Motor Function and Balance of Children with Spastic Cerebral Palsy (가상현실 프로그램이 경직성 뇌성마비 아동의 대동작 기능 및 균형에 미치는 영향)

  • Lee, Hyojeong;Go, Jieun
    • Journal of The Korean Society of Integrative Medicine
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    • v.4 no.4
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    • pp.53-65
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    • 2016
  • Purpose : The purpose of this study is to evaluate the effects of virtual reality based exercise program on gross motor function and balance of children with spastic cerebral palsy. Method : Subjects of this study, among the children who received the diagnosis spastic cerebral palsy, for children total of 8 people have agreed to research. Experimental group 4 people, control group 4 people, was a total of 8 people. Group-specific arbitration method, was applied to Nintendo Wii Fit game (experimental group) and exercise program (control group). Each training courses 30 minutes for 4 weeks, examined the changes in Gross Motor Function Measure(GMFM) and Pediatrics Balance Scale(PBS) ability to examine a total of 4-week course effectively. The intervention were compared by measuring before and after. Result : There were significant improvements in the subscales of the gross motor function and balance test of those who practiced with the Nintendo Wii Fit game, while the control group showed no significant changes. Conclusion : Therefore, the virtual based on exercise is effective in improvement of to improve the gross motor function and balance in children with spastic cerebral palsy.

Development of the VR Simulation System for the Dynamic Characteristics of the Adaptive Cruise Controlled Vehicle (ACC 차량의 동특성 해석을 위한 VR 시뮬레이션 시스템 개발)

  • Kwon, Seong-Jin;Jang, Suk;Yoon, Kyoung-Han;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.12 no.4
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    • pp.163-172
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    • 2004
  • Nowadays, to analyze the dynamic characteristics of the automotive driving system, the computer simulation linked up with VR(Virtual Reality) technology is treated as the useful method with the improvement of computing ability. In this paper, the VR simulation system has been developed to investigate the driving characteristics of the ASV(Advanced Safety Vehicle) equipped with an ACC(Adaptive Cruise Control) system. For the purpose, VR environment which generates 3D graphic and sound information of the vehicle, the road, the facilities, and the terrain has been organized for the driving reality. Mathematical models of vehicle dynamic analysis including the ACC model have been constructed for computer simulation. The ACC modulates the throttle and brake functions to regulate the vehicle speed so that vehicles could keep proper spacing. Also, the real-time simulation algorithm synchronizes vehicle dynamic simulation with the graphic rendering. With the developed VR simulation system, simple scenarios are applied to analyze the dynamic characteristics. It is shown that the VR simulation system could be useful to evaluate the adaptive cruise controlled vehicle on various driving conditions.

Multiple GPU Scheduling for Improved Acquisition of Real-Time 360 VR Game Video (실시간 360 VR 스테레오 게임 영상 획득 성능 개선을 위한 다중 GPU 스케줄링에 관한 연구)

  • Lee, Junsuk;Paik, Joonki
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.974-982
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    • 2019
  • Real-time 360 VR (Virtual Reality) stereo image acquisition technique based on game engine was proposed. However, GPU (Graphics Processing Unit) resource is not fully utilized due to bottlenecks. In this paper, we propose an improved GPU scheduling technique to solve the bottleneck of the existing technique and measure the performance of the proposed technique using the sample games of the commercial game engine. As a result, proposed technique showed an improvement of performance up to 70% and usage of GPU resources more evenly compared existing technique.

Nanotechnology in elastomers- Myth or reality

  • Shanmugharaj, A.M.;Ryu, Sung-Hun
    • Rubber Technology
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    • v.12 no.1
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    • pp.1-7
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    • 2011
  • Nanotechnology is the fast becoming key technology of the $21^{st}$ century. Due to its fascinating size-dependent properties, it has gained significant important in various sectors. Myths are being formed on the proverbal nanotechnology market, but the reality is the nanotechnology is not a market but a value chain. The chain comprises of - nanomaterials (nanoparticles) and nanointermediates (coatings, compounds, smart fabrics). Elastomer based nanocomposites reinforced with low volume fraction of nanofillers is the first generation nanotechnology products and it has attracted great interest due to their fascinating properties. The incorporation of nanofillers such as nanolayered silicates, carbon nanotubes, nanofibers, metal oxides or silica nanoparticles into elastomers improves significantly their mechanical, thermal, barrier properties, flame retardency etc., Extremely small particle size, high aspect ratio and large interface area yield an excellent improvement of the properties in a wide variety of the materials. Uniform dispersion of the nanofillers is a general prerequisite for achieving desired properties. In this paper, current developments in the area of elastomer based nanocomposites reinforced with layered silicate and carbon nanotube fillers are highlighted.

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Analysis of the Reality of the Undergraduate Research Assistant Program in Engineering College (공학계열내 학부연구생 프로그램의 실태 분석)

  • Han, Jiyoung
    • Journal of Engineering Education Research
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    • v.20 no.1
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    • pp.10-17
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    • 2017
  • This study proposes a means of guiding undergraduate research assistants programs in a more positive direction. This will be achieved by researching the reality of the programs operated in engineering departments for graduate school students and by analyzing the problems thereof. To achieve this objective, a literature study and research were conducted, which comprised of a survey on 204 graduate school students within the metropolitan area of Korea. The results of the study demonstrated that experience as an undergraduate research assistant has a positive influence on the adaptation to and life in graduate school. However, the role of the student and the level of salary varied depending on the role of the student, based on the capacity and support of individual professors. Thus, it is deemed that there will be a need for systematic program improvement and the development of a program that can provide significant academic activities, rather than simple experimental assistance.

Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

A Study on the Development of an Electronic Component Assembly Training System Using Leap Motion (Leap Motion을 이용한 전자부품 조립 훈련 시스템 개발에 관한 연구)

  • In-Chul Lee
    • Journal of the Korean Society of Industry Convergence
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    • v.26 no.3
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    • pp.463-470
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    • 2023
  • In this study, an electronic parts assembly training system using Leap Motion was developed in consideration of the processes actually operated in the assembly process of electronic products. Based on Leap Motion and Oculus VR equipment, the system was developed to transfer user's hand movement data in real time and convert it into hand movement in virtual space so that electronic parts assembly simulation can be performed step by step. Through this, it was confirmed that the user can obtain an experience similar to the actual electronic parts assembly work, prevent errors that may occur during the assembly process, and improve proficiency. It is expected that this thesis will provide directions for the quality improvement and development of various education and training programs for virtual reality-based manufacturing processes.

A Study on Reality and Quality Improvement of Aviation Security Equipments Performance Certification System in Korea (항공보안장비 성능 인증제의 현실과 품질개선에 관한 연구)

  • Lee, Wonjoo;You, Sangwoo;Park, Soohong;Kim, Kyunghoon;Seol, Eunsuk;Han, Soojin;Park, Seoha;Lee, Jisu;Kim, Chanhwi;Kang, Jingu;Lee, Kiyoung
    • Journal of Korean Society for Quality Management
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    • v.49 no.2
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    • pp.113-125
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    • 2021
  • Purpose: This study focused on reality and quality improvement of aviation security equipment performance certification system. Methods: For this propose, we analyzed aviation security equipment performance certification system related legislations. Using analyzed data, we suggested advancement plan of aviation security equipment performance certification system. Results: In results, South Korea has been implementing aviation security performance certification system since October 2018. Parts for improvement of system are mutual certification with major countries that operate aviation security equipment performance certification systems, the spread of the defense industry's system, development of similar substances for handling explosives, and introduction of preliminary inspections. Conclusion: The research result could be used as a basic data for upgrading Korea's aviation security performance certification system.