• Title/Summary/Keyword: the virtual

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A Study on the Basic Design Education Using WWW (WWW를 활용한 기초디자인교육에 관한 연구)

  • 김소영;임창영
    • Archives of design research
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    • v.11 no.1
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    • pp.161-172
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    • 1998
  • The evolution of computing environments caused various dharges in our society. The change cj instruction media is one of these effects. WWW using network techndogy is regarded as a pov.powerful tool for rerrote instruction. The methods of utilizing network technologies in design instrudion and design process rould be diversified comparing with those of other general instruction. Computer graphics has been regarded as a very use!u design tool for its accuracy and rapidty. Network can help us to do creative work using cornplter graphics. The merits of this technology are sharing resources and rraking it easy to roIlaborate. Recent cxxnputer graphics instruction has some defects in oontents and methods. The oontents have a weak relationship with other industrial design subjects. From above, the purpose of this thesis is to use computer graphics and netv.urk technology for supporting basic design instruction. Virtual gallery using WWW can be a cyberspare v.tlere the evaluation of results and the exchange of information take plare. This tool makes it easier to oomrunicate and oollaborate with dassmates. A casestudy-Composition with basic objectswas exea.rted by individual for distributed asynchronous rmde. The results of this thesis are summarized for four factors. Rrst, it was easy to transform idea. Serond, student-oriented working was performed. Third, interaction among students was activated. Fourth, not only final results, but also midterm results was oonsidered for evaluation. These methods also have problems as rerent instruction methods, but it rould be used as a instruction tool to compensate for existing instruction methods.

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The Study of Effectiveness of 3 Spot DR for the Whole Spine Radiography with Comparison of Phantom Distortions (3 Spot DR를 이용한 척추 전장 촬영 시 모형 왜곡도 비교를 통한 유용성 연구)

  • Kim, Sang-Hyun;Lee, Mi-Hwa
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.345-351
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    • 2014
  • The purpose of this study is to offer more accurate information in whole spine examination of 3 spot DR through the comparative study about image distortion as making the flat phantom and measuring horizontal, vertical ratio and cobb angle of the virtual. We produced $H(40cm){\times}V(116cm){\times}D(2.3cm)$ flat acrylic phantom with lattice type of lead plate. We took projection respectively 3 times, total 9 times in each equipments using manufactured phantom as changing OFD to 6, 12, 18 cm. We measured a horizontal and vertical length of lead lattice and calculated the ratio. As appointing arbitrary points in the phantom and we measured cobb angle. The results of horizontal, vertical ratio measured CR type 0.98~1.01, scan DR type 0.96~0.97 and 3 spot DR 0.99~1.01. Cobb angle measured $52.5{\sim}53.3^{\circ}$, $52.1{\sim}54.3^{\circ}$ and $52.8{\sim}53.2^{\circ}$. Finally we can say that 3 spot DR method is an accurate method without any distortion in whole spine radiography.

Implementation of Smartphone Adaptor for Real-Time Live Simulations (실시간 Live 시뮬레이션을 위한 스마트폰 연동기 구현)

  • Kim, Hyun-Hwi;Lee, Kang-Sun
    • Journal of the Korea Society for Simulation
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    • v.22 no.1
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    • pp.9-20
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    • 2013
  • Defense M&S for weapons effectiveness is a realistic way to support virtual warfare similar to real warfare. As the war paradigm becomes platform-centric to network-centric, people try to utilize smartphones as the source of sensor, and command/control data in the simulation-based weapons effectiveness analysis. However, there have been limited researches on integrating smartphones into the weapon simulators, partly due to high modeling cost - modeling cost to accomodate client-server architecture, and re-engineering cost to adapt the simulator on various devices and platforms -, lack of efficient mechanisms to exchange large amount of simulation data, and low-level of security. In this paper, we design and implement Smartphone Adaptor to utilize smartphones for the simulationbased weapons effectiveness analysis. Smartphone Adaptor automatically sends sensor information, GPS and motion data of a client's smartphone to a simulator and receives simulation results from the simulator on the server. Also, we make it possible for data to be transferred safely and quickly through JSON and SEED. Smartphone Adaptor is applied to OpenSIM (Open simulation engine for Interoperable Models) which is an integrated simulation environment for weapons effectiveness analysis, under development of our research team. In this paper, we will show Smartphone Adaptor can be used effectively in constructing a Live simulation, with an example of a chemical simulator.

Evaluation of Open-source Software for Participatory Digital Archives: Understanding System Requirements for No Gun Ri Digital Archives (참여형 아카이브 구축을 위한 오픈소스 소프트웨어 평가 - 노근리디지털아카이브 구축을 위한 예비분석 -)

  • Park, Taeyeon;Sinn, Donghee
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.1
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    • pp.121-150
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    • 2016
  • This paper reports the evaluation of six open-source software systems for participatory digital archives. This is an effort to create a digital platform for the social memory of No Gun Ri, which was first recognized in 1999 as a civilian massacre. The process of how it was reported and investigated is critical to understanding this brutal incident. In addition, the course of its cultural recovery has witnessed the reconstruction of the No Gun Ri memory. Thus, it is important to embrace the social memory around the massacre in these archives. In consideration of a virtual space for memory, this study takes the form of participatory archives to provide a mechanism in which anyone can share their memories. As a way to find a digital archives system for No Gun Ri, this study analyzed open-source software based on identified functions and requirements for participatory digital archives. Knowing the details of digital systems, this study discussed how contents for social memory can be stored and used in a digital system.

Analysis on Disaster Information Effect Process to Occupant Behaviour : Focusing on Relationship to Egress Time (피난시간을 중심으로 본 재실자특성에 대한 재난정보의 작용 과정 분석)

  • Ji, Donghoon;Lee, Seulbi;Lee, Hyun-Soo;Park, Moonseo
    • Korean Journal of Construction Engineering and Management
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    • v.19 no.3
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    • pp.11-22
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    • 2018
  • Existing efforts to reduce total egress time actually focused on reducing travel time. However, consideration to reduce perception time or response time was insufficient although the ratio of travel time is one-third of total egress time and situations which the safety cannot be ensured by only reducing travel time were aroused. Therefore, the concept of disaster information, which could reduce both perception time and response time got attention To analyze the effect of disaster information on occupant behaviour, this study identified a relationship between 10 major disaster information and 3 occupant behaviour factors in terms of reducing egress time. By referring the relationship, this study conducted an virtual egress experiment with survey on 4 cases, the elderly, intellectual disabled, hearing disabled and visual disabled, to identify disaster information which reduce total egress time effectively. Finally, by analyzing the experiment result, this study proposed the process of disaster information effect on occupant behaviour as complementing insufficient occupant behaviour to ensure the minimum level of safety and maximizing relatively high occupant behaviour to ensure enough level of safety. The results are expected to account for relationship between disaster information and occupant behaviour with more explanatory power in terms of egress time. With further studies of disaster information and group behaviour, these series of studies could provide basic references for disaster information and occupant behaviour.

GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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A Study for Performance Improvement of Fire Detector and Sprinkler Head in Apartment Houses (공동주택 화재감지 및 소화성능개선에 관한 연구)

  • Lee, Chae-Won;Son, Bong-Sei
    • Fire Science and Engineering
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    • v.29 no.1
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    • pp.38-44
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    • 2015
  • This study suggested the problems and their improvement measures for the operation of fire detectors and sprinkler heads installed at apartment houses. According to a census on population and housing in 2010, apartment houses account for 71.6% of the total housing facilities. And by fire statistics data of the National Emergency Management Agency, approximately 25.0% of fire accidents and 46.4% of casualties occur at apartment houses every year. Therefore, this study conducted for identifying the causes and characteristics of fire to establish the fire safety improvement measures for apartment houses. And this study was carried out virtual fire simulation at domestic apartment houses. The scenario of the simulation contains a comparative analysis on the operation time of standard sprinkler heads and residential sprinkler heads, heat detectors and smoke detectors. As a result of simulation, it was found that standard sprinkler heads and heat detectors installed at the existing apartment houses should be replaced with residential sprinkler heads and smoke detectors for rapid fire suppression. In addition, sprinkler systems should be considered to be installed for excluded floor at apartment houses. Especially, it is necessary to construct remote inspect systems like advanced countries for efficiency of apartment houses safety management.

Effect of Robot Assisted Rehabilitation Based on Visual Feedback in Post Stroke Pusher Syndrome (푸셔 증후군이 있는 뇌졸중 환자에서 시각적 피드백기반 로봇보조 재활치료의 효과)

  • Kim, Min-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.562-568
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    • 2016
  • This study to investigated the therapeutic effect of robot-assisted rehabilitation (Lokomat) with virtual reality (VR) on Pusher syndrome (PS) after stroke. A total of 10 patients presented with PS after stroke were recruited. The participants were divided into two groups: Lokomat (n=5) and control groups (n=5). Lokomat and conventional physical therapy (CPT) were performed together in the experimental group, and the patients in the control group were treated with CPT only twice a day. One session of intervention was carried out for 30 minutes five times per week for 4 weeks. Scale for contraversive pushing (SCP), Berg balance scale (BBS), falling index (FI), and Timed up and go test (TUG) were measured before and after the intervention. The Lokomat group produced significantly better outcomes in SCP (p=0.046), BBS (p=0.046), FI (p=0.038), and TUG (p=0.038) compared with the control group after 4 weeks of intervention. In addition, there were significant correlations between SCP and BBS (p=0.024), FI (p=0.039), and TUG (p=0.030). In conclusion, Lokomat with VR more effectively aided recovery from PS after stroke, and restoration of PS symptoms was related with improvement of balance and gait function.

A Review on 3D Structure Formation, Analysis and Performance Prediction Technique for All-solid-state Electrode and Battery (3차원 전고체 전극 구조체 형성, 분석 및 성능 예측 기술 동향)

  • Park, Joonam;Jin, Dahee;Kim, Dohwan;Bae, Kyung Taek;Lee, Kang Taek;Lee, Yong Min
    • Journal of the Korean Electrochemical Society
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    • v.22 no.4
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    • pp.139-147
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    • 2019
  • Lithium-ion battery (LiB) with high energy density and efficiency has been utilized for the electric vehicle (EV) and energy storage system (ESS) as well as portable devices. However, as explosion accidents have frequently happened till lately, all-solid-state lithium secondary battery (ALSB) began to get in a spotlight because it can secure a very high safety and energy density by substituting flammable organic liquid electrolyte to nonflammable inorganic solid electrolyte. In spite of ALSB's certain merits, it has shown much poorer performance of cells than one of LiB due to some challenges, which have been small or never dealt with in the LiB system. Hence, although plenty of studies made progress to solve them, an approach about design of all-solid-state electrode (ASSE) has been limited on account of difficulty of ALSB's experiments. That is why the virtual 3D structure of an all-solid-state electrode has to be built and used for the prediction of cell performance. In this study, we elucidate how to form the 3D ASSE structure and what to be needed for the simulation of characteristics on ALSB. Furthermore, the ultimate orientation of 3D modeling and simulation for the study of ALSB are briefly suggested.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.