• Title/Summary/Keyword: virtual city model

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The Interactive Modeling Method of Virtual City Scene Based on Building Codes

  • Ding, Wei-long;Zhu, Xiao-jie;Xu, Bin;Xu, Yan;Chen, Kai;Wan, Zang-xin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.1
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    • pp.74-89
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    • 2021
  • For higher-level requirements of urban planning and management and the recent development of "digital earth" and "digital city", it is urgent to establish protocols for the construction of three-dimensional digital city models. However, some problems still exist in the digital technology of the three-dimensional city model, such as insufficient precision of the three-dimensional model, not optimizing the scene and not considering the constraints of building codes. In view of those points, a method to interactively simulate a virtual city scene based on building codes is proposed in this paper. Firstly, some constraint functions are set up to restrict the models to adhere to the building codes, and an improved directional bounding box technique is utilized to solve the problem that geometric objects may intersect in a virtual city scene. The three-dimensional model invocation strategy is designed to convert two-dimensional layouts to a three-dimensional urban scene. A Leap Motion hardware device is used to interactively place the 3D models in a virtual scene. Finally, the design and construction of the three-dimensional scene are completed by using Unity3D. The experiment shows that this method can simulate urban virtual scenes that strictly adhere to building codes in a virtual scene of the city environment, but also provide information and decision-making functions for urban planning and management.

A Study on Construction Site of Virtual Desktop Infrastructure (VDI) System Model for Cloud Computing BIM Service

  • Lee, K.H.;Kwon, S.W.;Shin, J.H.;Choi, G.S.;Moon, D.Y.
    • International conference on construction engineering and project management
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    • 2015.10a
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    • pp.665-666
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    • 2015
  • Recently BIM technology has been expanded for using in construction project. However its spread has been delayed than the initial expectations, due to the high-cost of BIM infrastructure development, the lack of regulations, the lack of process and so forth. In construction site phase, especially the analysis of current research trend about IT technologies, virtualization and BIM service, data exchange such as drawing, 3D model, object data, properties using cloud computing and virtual server system is defined as a most successful solution. The purpose of this study is enable the cloud computing BIM server to provide several main function such as edit a model, 3D model viewer and checker, mark-up, snapshot in high-performance quality by proper design of VDI system. Concurrent client connection performance is a main technical index of VDI. Through test-bed server client, developed VDI system's multi-connect control will be evaluated. The performance-test result of BIM server VDI will effect to development direction of cloud computing BIM service for commercialization.

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Digital Twin and Visual Object Tracking using Deep Reinforcement Learning (심층 강화학습을 이용한 디지털트윈 및 시각적 객체 추적)

  • Park, Jin Hyeok;Farkhodov, Khurshedjon;Choi, Piljoo;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.145-156
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    • 2022
  • Nowadays, the complexity of object tracking models among hardware applications has become a more in-demand duty to complete in various indeterminable environment tracking situations with multifunctional algorithm skills. In this paper, we propose a virtual city environment using AirSim (Aerial Informatics and Robotics Simulation - AirSim, CityEnvironment) and use the DQN (Deep Q-Learning) model of deep reinforcement learning model in the virtual environment. The proposed object tracking DQN network observes the environment using a deep reinforcement learning model that receives continuous images taken by a virtual environment simulation system as input to control the operation of a virtual drone. The deep reinforcement learning model is pre-trained using various existing continuous image sets. Since the existing various continuous image sets are image data of real environments and objects, it is implemented in 3D to track virtual environments and moving objects in them.

An Application of RASA Technology to Design an AI Virtual Assistant: A Case of Learning Finance and Banking Terms in Vietnamese

  • PHAM, Thi My Ni;PHAM, Thi Ngoc Thao;NGUYEN, Ha Phuong Truc;LY, Bao Tuyen;NGUYEN, Truc Linh;LE, Hoanh Su
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.5
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    • pp.273-283
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    • 2022
  • Banking and finance is a broad term that incorporates a variety of smaller, more specialized subjects such as corporate finance, tax finance, and insurance finance. A virtual assistant that assists users in searching for information about banking and finance terms might be an extremely beneficial tool for users. In this study, we explored the process of searching for information, seeking opportunities, and developing a virtual assistant in the first stages of starting learning and understanding Vietnamese to increase effectiveness and save time, which is also an innovative business practice in Use-case Vietnam. We built the FIBA2020 dataset and proposed a pipeline that used Natural Language Processing (NLP) inclusive of Natural Language Understanding (NLU) algorithms to build chatbot applications. The open-source framework RASA is used to implement the system in our study. We aim to improve our model performance by replacing parts of RASA's default tokenizers with Vietnamese tokenizers and experimenting with various language models. The best accuracy we achieved is 86.48% and 70.04% in the ideal condition and worst condition, respectively. Finally, we put our findings into practice by creating an Android virtual assistant application using the model trained using Whitespace tokenizer and the pre-trained language m-BERT.

Towards Designing Human Interactions for Learning Support System using Virtual Reality Technology

  • Iwane, Noriyuki
    • International journal of advanced smart convergence
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    • v.3 no.1
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    • pp.11-14
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    • 2014
  • We have been designing human interactions for some learning support system or education system. The design is based on a symbol grounding model. The model is applicable to many learning domains using virtual reality technology. The design policy is simple and compact. In order to realize the policy we use/reuse some devices from the viewpoint of virtual reality. This paper introduces basic ideas and explains several example cases based on the idea.

Exploring the Influence of Virtual Reality and Augmented Reality on User Satisfaction in Virtual Tourism

  • Thich Van NGUYEN;Tho Van NGUYEN;Dat Van NGUYEN
    • Journal of Distribution Science
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    • v.22 no.6
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    • pp.33-44
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    • 2024
  • Purpose: This study aims to measure how information quality, system quality, security, usefulness, and ease of use of Augmented Reality (VR) and Virtual Reality (AR) influence user satisfaction, motivating intelligent travel technology developers to improve VR/AR quality to meet customer requirements. Research design, data and methodology: This study investigates users interested in travelling in Ho Chi Minh City and Nha Trang City, Vietnam. The research model was implemented using an online questionnaire and face-to-face from 405 valid samples. To evaluate the scale's reliability, the study used the software SPSS 20. Test research hypotheses and evaluate measurement and structural models. This research uses AMOS 20 software. The proposed model is firmly grounded in the Information System Success model (ISS) and the Technology Acceptance Model (TAM), providing a solid theoretical foundation for our research. Results: Results show that consumer perceptions of information quality, system quality, security, usefulness, and ease of use have a positive impact on the perceived quality of VR/AR, thereby influencing tourists' travel intention. Conclusions: The results of this research enrich the theoretical understanding of consumer behaviour toward intelligent technology products in tourism, providing management implications for manufacturers to improve the quality of tourism products and satisfy user requirements in experience before considering choosing a destination.

Smart City Governance Logic Model Converging Hub-and-spoke Data Management and Blockchain Technology (허브 앤 스포크형 데이터 관리 및 블록체인 기술 융합 스마트도시 거버넌스 로직모델)

  • Choi, Sung-Jin
    • Journal of KIBIM
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    • v.14 no.1
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    • pp.30-38
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    • 2024
  • This study aims to propose a smart city governance logic model that can accommodate more diverse information service systems by mixing hub-and-spoke and blockchain technologies as a data management model. Specifically, the research focuses on deriving the logic of an operating system that can work across smart city planning based on the two data governance technologies. The first step of the logic is the generation and collection of information, which is first divided into information that requires information protection and information that can be shared with the public, and the information that requires privacy is blockchainized, and the shared information is integrated and aggregated in a data hub. The next step is the processing and use of the information, which can actively use the blockchain technology, but for the information that can be shared other than the protected information, the governance logic is built in parallel with the hub-and-spoke type. Next is the logic of the distribution stage, where the key is to establish a service contact point between service providers and beneficiaries. Also, This study proposes the establishment of a one-to-one data exchange relationship between information providers, information consumers, and information processors. Finally, in order to expand and promote citizen participation opportunities through a reasonable compensation system in the operation of smart cities, we developed virtual currency as a local currency and designed an open operation logic of local virtual currency that can operate in the compensation dimension of information.

Adjustment of texture image for construction of a 3D virtual city (3D 가상도시 구축을 위한 건물 텍스쳐 이미지의 왜곡보정)

  • Kim, Sung-Su;Kim, Byung-Guk
    • Journal of Korean Society for Geospatial Information Science
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    • v.10 no.2 s.20
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    • pp.49-56
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    • 2002
  • Many users of 3D virtual city are Utilize a texture image for the cognition of real object. In this study, building's facet images were achieved by a digital camera and adjusted its distortion by use of the 2D projective transformation method. After then, Images are mapped to a 3D building model by means of the OpenGL. Application program is able to offer an automation solution to construction process of the 3D virtual city.

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A Study on the valid verification of virtual space experience through the web (Web기반 공간가상체험의 유효성 검증에 관한 연구)

  • Kim, Tae-Hwan
    • Korean Institute of Interior Design Journal
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    • v.16 no.1 s.60
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    • pp.126-134
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    • 2007
  • This study researches the effectiveness of virtual experiences as an evaluation method in design. For the study, I researched the result on the spatial recognition before, abstracted visual objects and factors in recognition process and made up 43 inquiries for the evaluation through the experts group. Besides, set the analytical code between recognition factor and spatial constituents, made analysis the result from it. From April 1st to June 30th in 2004, the virtual model of educational place, college main building and city library was established as a subject of the research and studied the result. The methods that are used for the study are frequent analysis, T-test, reliability analysis, factor analysis etc. and SPSSWIN Package is used for the statistic analysis. There were two times of analysis on the evaluation to analyze the effect of virtual models on the web basis, one group evaluated the virtual building same as real and the other group evaluated the building site. Then analyzed the differences and correlation between the two. In result, college building, the first subject of study, and the second city library shows that made little differences between on the spot evaluation and virtual evaluation. Therefore, it is considered that the design evaluation with virtual model on the web basis has a vantage. But some problems founded that solved between preceding and present research through the feedback. It is as follows, 1. detection of problems that insufficience validity in the first survey. 2. found some not-validity inquiries. 3. detection of necessities that qualitative improvement and technical repletion in virtual environment.

Research on Digital twin-based Smart City model: Survey (디지털 트윈 기반 스마트 시티 모델 연구 동향 분석)

  • Han, Kun-Hee;Hong, Sunghyuck
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.172-177
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    • 2021
  • As part of the digital era, a digital twin that simulates the weak part of a product by performing a stress test that reduces the lifespan of some expensive equipment that cannot be done in reality by accurately moving the real world to virtual reality is being actively used in the manufacturing industry. Due to the development of IoT, the digital twin, which accurately collects data collected from the real world and makes it the same in the virtual space, is mutually beneficial through accurate prediction of urban life problems such as traffic, disaster, housing, quarantine, energy, environment, and aging. Based on its action, it is positioned as a necessary tool for smart city construction. Although digital twin is widely applied to the manufacturing field, this study proposes a smart city model suitable for the 4th industrial revolution era by using it to smart cities and increasing citizens' safety, welfare, and convenience through the proposed model. In addition, when a digital twin is applied to a smart city, it is expected that more accurate prediction and analysis will be possible by real-time synchronization between the real and virtual by maintaining realism and immediacy through real-time interaction.