• 제목/요약/키워드: virtual

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Virtual Assets as the Newest Object of Property Rights

  • Davydova, Iryna;Zhurylo, Serhii;Tserkovna, Olena;Herasymchuk, Lidiia;Tokareva, Vira
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.115-120
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    • 2022
  • New realities of social relations are changing the understanding of certain phenomena, including the emergence of new concepts among the objects of property rights, such as: virtual assets, and the circulation of virtual assets. The rapid development of the virtual assets market involves the legislative consolidation of the status of such assets, changes in taxation, their circulation, and so on. These circumstances increase the interest in the study of virtual assets as the latest object of property rights and necessitate the study of this topic. The work aims to explore the theoretical developments and regulations on virtual assets in the modern world, as well as to summarize the conclusions about virtual assets as the latest object of property rights. The object of research is the content of the concept of "virtual asset" and its legal status. The methodology of work is represented by a set of methods and techniques that were used to achieve this goal, namely: hermeneutic, historical, extrapolation, comparative law, generalization, analysis, synthesis, and deduction. The study analyzed different approaches to understanding virtual assets, analyzed the characteristics of virtual assets, and concluded that in today's conditions there is no single unified legal regulation of virtual assets, although many countries are moving towards consolidating the status of virtual assets.

Comparison of Avatar Posture Formation According to 3D Virtual Garment Modeling Programs -Focusing on Cycling Movements of High-School Male Cyclist-

  • Park, Hyunjeong;Do, Wolhee
    • 한국의류학회지
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    • 제45권6호
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    • pp.965-977
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    • 2021
  • The study aimed to analyze the functional differences in 3D virtual garment programs and compare body scan data with the corresponding 3D virtual models. We selected 3D virtual garment programs, formed virtual models in a representative size for high-school male cyclists, and analyzed them using the Design-X program. The results were as follows. In the 3D virtual garment programs, the anthropometric items for virtual model forming differed significantly from the standard anthropometric items suggested by Size Korea. Comparing the lower body scan data and virtual models formed by the 3D virtual garment programs, the biggest difference was in the shapes of the waist and hips, i.e., the flatness values of the waist and hips were different for each program in the cross-section view. In the lower body, a data-input-based program was needed for changing the exact measurement position of the waist circumference and hips' shape in detail. If a 3D virtual garment program provides functions for the virtual model's joint angle input and free motion transformation, it is expected to be widely used in the sportswear industry.

가상현실 기술과 융합된 현대패션에 나타난 공간적 미학 특성 연구 -패션쇼, 패션전시, 패션디자인 앱을 중심으로- (A Study on Spatial Aesthetic Characteristics in Modern Fashion Converged with Virtual Reality Technology -Focusing on Fashion Shows, Fashion Exhibitions, and Fashion Design Apps-)

  • 유수;권미정
    • 패션비즈니스
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    • 제23권5호
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    • pp.96-110
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    • 2019
  • With the continuous development of artificial intelligence using computers in the Fourth Industrial Age, the virtual space created by virtual reality experiences boosted by the power of artificial intelligence, provides a new experience for us. The purpose of this study is to explore the new aesthetics that the fashion industry provides to users in virtual space created by virtual reality technology. This research method is based on theoretical research on virtual reality technology and virtual space and constructs a research model applied to this research. The scope of this study is the application of virtual reality technology to fashion shows, fashion exhibitions, and fashion design apps on the website of professional virtual reality technology and fashion for the last five years from 2014 to 2019, which actively merged virtual reality technology with modern fashion. We will analyze the cases one by one. The results of this study are as follows. First, this study shows that the constructed virtual space of modern fashion using virtual reality technology creates three kinds of physical space, perceptual space, and imaginary space based on the commutative theory of virtual space formed by Swedish scholar J. $Widestr{\ddot{o}}m$. Second, virtual reality technology applied to fashion shows, fashion exhibitions, and fashion design apps is characterized by four aesthetic characteristics of presence, perceptual expansion, interactivity, and immersion in physical space, perception space, and imagination space.

일차홀드 방식과 가상 댐퍼가 가상 스프링의 안정성 영역에 미치는 영향 (Effects of a First-order-hold Method and a Virtual Damper on the Stability Boundary of a Virtual Spring)

  • 이경노
    • 한국산학기술학회논문지
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    • 제20권6호
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    • pp.396-401
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    • 2019
  • 가상환경 속 가상 강체는 가상 스프링과 가상 댐퍼의 병렬구조로 모델링되며 가상 강체의 현실감을 증강시키기 위해서는 가상 모델로부터의 반력을 안정적으로 최대한 크게 제시해야 한다. 따라서 햅틱 인터페이스의 안정성을 유지시킬 수 있는 가상 스프링과 가상 댐퍼의 영역을 분석하여 가상 강체모델을 선정하는 것이 중요하다. 기존에는 영차홀드를 이용하는 시스템에 대해 안정성 영역이 분석되었으나, 본 논문에서는 일차홀드 방식과 가상 댐퍼를 이용하는 햅틱 시스템에 대한 안정성 영역을 분석한다. 안정적인 가상 댐퍼 영역의 경계값은 샘플링 주기와 반비례 관계를 가지며, 안정적인 가상 스프링 영역의 최대값은 샘플링 주기의 제곱에 반비례 관계를 갖는다. 그리고 그 최대값은 일차홀드 방식을 이용하여 기존의 영차홀드의 경우보다 약 110% 향상시킬 수 있다. 가상 댐퍼의 크기가, 일차홀드 방식에서의 안정적인 가상댐퍼 경계값의 약 50% 보다 작다면, 일차홀드를 이용함으로써 기존의 영차홀드의 경우보다 안정적인 가상 스프링의 영역을 수 배 더 크게 할 수 있다.

Finite Type Invariants and the Kauffman Bracket Polynomials of Virtual Knots

  • Jeong, Myeong-Ju;Park, Chan-Young;Yeo, Soon Tae
    • Kyungpook Mathematical Journal
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    • 제54권4호
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    • pp.639-653
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    • 2014
  • In [9], Kauffman introduced virtual knot theory and generalized many classical knot invariants to virtual ones. For example, he extended the Jones polynomials $V_K(t)$ of classical links to the f-polynomials $f_K(A)$ of virtual links by using bracket polynomials. In [4], M. Goussarov, M. Polyak and O. Viro introduced finite type invariants of virtual knots. In this paper, we give a necessary condition for a virtual knot invariant to be of finite type by using $t(a_1,{\cdots},a_m)$-sequences of virtual knots. Then we show that the higher derivatives $f_K^{(n)}(a)$ of the f-polynomial $f_K(A)$ of a virtual knot K at any point a are not of finite type unless $n{\leq}1$ and a = 1.

Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • 제8권2호
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

독거노인용 가상 휴먼 제작 툴킷 (Virtual Human Authoring ToolKit for a Senior Citizen Living Alone)

  • Shin, Eunji;Jo, Dongsik
    • 한국정보통신학회논문지
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    • 제24권9호
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    • pp.1245-1248
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    • 2020
  • Elderly people living alone need smart care for independent living. Recent advances in artificial intelligence have allowed for easier interaction by a computer-controlled virtual human. This technology can realize services such as medicine intake guide for the elderly living alone. In this paper, we suggest an intelligent virtual human and present our virtual human toolkit for controlling virtual humans for a senior citizen living alone. To make the virtual human motion, we suggest our authoring toolkit to map gestures, emotions, voices of virtual humans. The toolkit configured to create virtual human interactions allows the response of a suitable virtual human with facial expressions, gestures, and voice.

The feasibility and properties of dividing virtual machine resources using the virtual machine cluster as the unit in cloud computing

  • Peng, Zhiping;Xu, Bo;Gates, Antonio Marcel;Cui, Delong;Lin, Weiwei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권7호
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    • pp.2649-2666
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    • 2015
  • In the dynamic cloud computing environment, to ensure, under the terms of service-level agreements, the maximum efficiency of resource utilization, it is necessary to investigate the online dynamic management of virtual machine resources and their operational application systems/components. In this study, the feasibility and properties of the division of virtual machine resources on the cloud platform, using the virtual machine cluster as the management unit, are investigated. First, the definitions of virtual machine clusters are compared, and our own definitions are presented. Then, the feasibility of division using the virtual machine cluster as the management unit is described, and the isomorphism and reconfigurability of the clusters are proven. Lastly, from the perspectives of clustering and cluster segmentation, the dynamics of virtual machines are described and experimentally compared. This study aims to provide novel methods and approaches to the optimization management of virtual machine resources and the optimization configuration of the parameters of virtual machine resources and their application systems/components in large-scale cloud computing environments.

Exploring the Effects of the Virtual Human with Physicality on Co-presence and Emotional Response

  • Shin, Kwang-Seong;Jo, Dongsik
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.67-71
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    • 2019
  • With continued technology innovation in the fields of computer graphics (CG) and virtual reality (VR), digital animated avatars (or virtual humans) are evolving into ones that are more interactive at a suitable location such as museum, airport, and shopping mall. Specially, the form of the avatar (or the virtual human) realistically need to be expressed in a way that matches the users' physical space. In recent many researches, the form of virtual human has been expressed as mixed-reality human (MRH)-the virtual human combines with the physicality as the real part. In this paper, we propose to carry out a study comparing various MRH on co-presence and emotional response in two-typed virtual humans depending on how many actual parts are included: (1) (Level 1) small parts in the virtual human combined virtual components (e.g., the head only) and (2) (Level 2) large parts in the virtual human with the physicality as the real part such as head, arms, and upper body). We report on the implemented results of our virtual humans and experimental results on co-presence and emotional response.

파워숄더 재킷의 실루엣에 따른 가상착의 재현 (Reproducibility of Virtual Power Shoulder Jacket by Silhouette Variation)

  • 박정아;이정란
    • 한국의류산업학회지
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    • 제24권3호
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    • pp.315-324
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    • 2022
  • This study aims to verify the sewing technology and the expression of the virtual garment program by comparing the appearance similarity between the real and the virtual power shoulder jacket. To this end, the H and the X silhouettes of the power shoulder jacket were selected as the reference designs. After making the reference designs into real jackets by applying the human body dimensions of women in their twenties, virtual avatars and jackets were produced using CLO 3D programs. The results showed that the H-type with only expanded shoulders and less design variation had a high similarity between the reference photo and real garment, the real and virtual garment, and the reference photo and virtual garment. The power shoulder jacket of the reference picture was well reproduced in the real and virtual garments. Conversely, the X-type jacket, which is a tight fit and has many design variations, showed somewhat low similarity in the circumference items and the basic construction line. Especially in tight-fitted power shoulder jackets, the fact that shoulder angles and the essential items for pattern making cannot be reflected in reproducing virtual models was found to be a limitation in increasing the similarity of virtual clothing. Furthermore, the sewing system gap between the real and the virtual clothing exposed a difference in the appearance of virtual clothing.