• Title/Summary/Keyword: the virtual

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Construction of Virtual Environment for a Vehicle Simulator (자동차 시뮬레이터의 가상환경 구성에 대한 연구)

  • Chang, Chea-Won;Son, Kwon;Choi, Kyung-Hyun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.8 no.4
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    • pp.158-168
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    • 2000
  • Vehicle driving simulators can provide engineers with benefits on the development and modification of vehicle models. One of the most important factors to realistic simulations is the fidelity given by a motion system and a real-time visual image generation system. Virtual reality technology has been widely used to achieve high fidelity. In this paper the virtual environment including a visual system like a head-mounted display is developed for a vehicle driving simulator system by employing the virtual reality technique. virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Accordint to the object model a three dimensional graphic model is developed with CAD tools such as Rhino and Pro/E. For the real-time image generation the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. Compared with the single loop apprach the proposed methodology yields an acceptable image generation speed 20 frames/sec for the simulator.

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Development of the SVPG(Sungkyunkwan Univ. Virtual Proving Ground) : System Configuration and Application of the Virtual Proving Ground (가상주행시험장(SVPG) 개발: 가상주행시험장의 시스템 구성 및 운영)

  • 서명원;구태윤;권성진;신영수;조기용;박대유
    • Transactions of the Korean Society of Automotive Engineers
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    • v.10 no.1
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    • pp.195-202
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    • 2002
  • By using modeling and simulation. today's design engineers are simultaneously reducing time to market and decreasing the cost of development, while increasing the quality and reliability of their products. A driving simulator is the best example of this method and allows virtual designs of control systems, electronic systems, mechanical systems and hydraulic system of a vehicle to be evaluated before costly prototyping. The objective of this Paper is to develop the virtual Proving: ground using a driving simulator and to show its capabilities of an automotive system development tool. For this purpose, including a real-time vehicle dynamics analysis system, the PC-based driving simulator and the virtual proving ground are developed by using VR(Virtual Reality) techniques. Also ABS HIL(Hardware-In-the-Loop ) simulation is performed successfully.

EVALUATION OF COMFORT OR PAIN BY VIRTUAL HUMAN IN USING OF SOME PRODUCT

  • Maekawa, Yoshinori;Hasegawa, Bunzo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.34-38
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    • 2002
  • A virtual human which can evaluate Kansei such as comfort, pain, etc. when the virtual human uses some product is developed. In this paper, method of the evaluation of Kansei by the virtual human is presented. The body of our virtual human is modeled as an uniform non-linear elastic one with a skeleton. The deformation of the body on the contact with some product is simulated using a FEM analysis, and by using of the simulated results (load distribution, strain, etc.) on the contact surface the Kansei is predicted. As examples of the application, comfort of buttocks on seating and pain of arm on hanging of bag are shown. This virtual human can apply for the design of virtual products and also the simulation of medical care.

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The Virtual Simulation Data Element based on LMS (LMS 기반의 가상 시뮬레이션 데이터 요소)

  • Oh, Sang-Hun;Son, Nam-Rye
    • Journal of Digital Convergence
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    • v.4 no.1
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    • pp.17-30
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    • 2006
  • Recently, Modeling and Simulation, which have been received attention in various in dustries such as national defence, eduction and entertainment, have been researched, and related applications have been developed actively. Especially, it is focused on the to chnology of a virtual reality and a virtual simulation which represents the implementation technology for the simulation education related to the e-Learning industry. However, a solution is needed to fulfill the lack of technology and research about standardize d data elements which could be applied to virtual simulation technologies in common. Therefore, this article suggests the virtual simulation data elements to increase the educational effect of a virtual simulation and interoperability of data among LMS through reference to korean and international standards and the result of related area analysis. In other words, this article aims to define the expression of data element and to propose the guideline elements in the virtual simulation scope.

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Introduction of Virtual Enterprise in Small & Medium Export Business (중소수출기업(中小輸出企業)의 가상기업(假想企業) 도입방안(導入方案))

  • Lee, Young-Soo
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.16
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    • pp.267-293
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    • 2001
  • The telecommunications-based information technology and the provision of electronic commerce are broadening possibility of the virtual enterprise. The purpose of this paper is to enhance academic and practical understanding virtual enterprise as one of the most promising new concepts in electronic commerce area. I strive to establish the concept of virtual enterprise as a strategic source of competitive advantage in small & medium business. I analyze several new trends and concepts in strategic business area which will eventually lead small & medium business to the virtual enterprise. It has great potential benefits for small & medium businesses which are placed in difficult circumstances. They must build IT infrastructure and make use of co-sourcing for the utilization of virtual enterprise. This paper also suggests the strategic methods which enable the conventional enterprise to introduce the virtual enterprise.

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Development of a Virtual Pitching System in Screen Baseball Game

  • Min, Meekyung;Kim, Kapsu
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.66-72
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    • 2018
  • In recent years, indoor simulated sports have become widely used, and screen baseball system has emerged that can play baseball in indoor space. In this paper, we propose a virtual pitching system that can improve the realism of screen baseball game. This virtual pitching system is characterized in that it uses a transmissive screen in the form of a pitching machine without a pitching hole and installed on the back of the screen. Therefore, unlike existing systems where pitching holes are formed on the screen, it enhances the immersion feeling of displayed images. Also, in this pitching system, the synchronization algorithm between the pitching machine and the virtual pitcher is used to form a sense of unity between the virtual pitcher and the ball according to various types of virtual pitchers, thereby enhancing the reality of baseball games.

Development of a Tangible Snowboard Training Simulator based on Virtual Reality (가상현실 기반의 체감형 스노우보드 시뮬레이터 개발)

  • Park, Changhoon
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.87-94
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    • 2014
  • In recent years, there has been an increasing interest in tangible sports simulators with the success of golf simulator. The main purpose of this study is to develop a tangible snowboard simulator for the beginner using virtual reality technology. This paper proposes an interactive virtual coach and high fidelity virtual environment for snowboard training. The virtual coach offers an intuitive guidance and personalized coaching feedback about the 5 fundamental riding skills. The virtual training environment uses the stereoscopic display system and motion platform to create more realistic training situation. We expect virtual reality will be used as a training aids in many sports such as taekwondo, baseball, archery and so on.

The Effects of Relation-based Activity on Virtual Community Toward Commitment and Community Citizenship behavior (가상공동체의 관계지향적 활동이 몰입 및 친 공동체 행동에 미치는 영향에 관한 연구)

  • Oh Se-Gu;Jung Sang-Chul
    • Journal of Information Technology Applications and Management
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    • v.12 no.4
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    • pp.71-92
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    • 2005
  • As the Internet establishes and reinforces connections between people, virtual community is becoming one of considerable business model. We believe that benefits of the virtual community go to both customer and vendor organizing virtual community. Despite the explosive growth of virtual communities on the Internet, empirical research has been focused to study the issues related to characteristics of virtual community The objective of this study is to enhance the understanding about virtual communities as an e-business model by Customer Relation Management and by empirically validating their effect on the performance of website. Through path analysis, we find support for relations behavior influence the online commitment. we also find that the online commitment enhance the organization citizenship behavior. Finally, we discuss several theoretical and practical Implications, and suggest limitations for research and future research issue.

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Force Arrow: An Efficient Pseudo-Weight Perception Method

  • Lee, Jun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.7
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    • pp.49-56
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    • 2018
  • Virtual object weight perception is an important topic, as it heightens the believability of object manipulation in immersive virtual environments. Although weight perception can be achieved using haptic interfaces, their technical complexity makes them difficult to apply in immersive virtual environments. In this study, we present a visual pseudo-haptic feedback system that simulates and depicts the weights of virtual objects, the effect of which is weight perception. The proposed method recognizes grasping and manipulating hand motions using computer vision-based tracking methods, visualizing a Force Arrow to indicate the current lifting forces and its difference from the standard lifting force. With the proposed Force Arrow method, a user can more accurately perceive the logical and unidirectional weight and therefore control the force used to lift a virtual object. In this paper, we investigate the potential of the proposed method in discriminating between different weights of virtual objects.

Implementation of a BPMS-based Virtual Enterprise in the Port Logistics Industry (BPMS 기반 항만물류 가상기업의 구현)

  • Han, Yong-Ho
    • Korean Management Science Review
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    • v.25 no.3
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    • pp.73-85
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    • 2008
  • First we provide an overview of how virtual enterprise works, including the lifecycle of a virtual enterprise, expected benefits from a virtual enterprise, and various types of collaborative networks. Next we focus on a problem encountered in the port logistics industry and suggest that implementation of a virtual enterprise can be a good solution to the problem. Then we suggest a prototype of the virtual enterprise in the port logistics industry and a freight transportation process as a business process in the prototype. And then we introduce major functions of the business process management system (BPMS) which, in general, can be regarded as a tool to create the virtual enterprise. Finally by adopting a specific BPMS, we illustrate how to design and implement the freight transportation process in the prototype.