• Title/Summary/Keyword: virtual digital

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The Features of Inquiry Activities Using Technology in Elementary Science Digital Textbook - Focusing on the Cases of Using Virtual Experiment, Virtual Reality and Augmented Reality - (초등학교 과학 디지털교과서에 제시된 테크놀로지를 활용한 탐구 활동의 특징 - 가상실험, 가상현실, 증강현실 활용 사례들을 중심으로 -)

  • Chang, Jina;Park, Joonhyeong;Song, Jinwoong
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.275-286
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    • 2019
  • The purpose of this study is to investigate the features of inquiry activities using technology in the 2015 revised elementary science digital textbooks. For this, we analyzed the features of inquiry context and inquiry method presented in inquiry activities using three kinds of technology: Virtual experiment, virtual reality and augmented reality. As a result, firstly, the most common types of 77 inquiry activities were realistic type which shows the phenomenon actually and vividly as possible and realistic-abstract type which shows the phenomena with the abstract concepts. Second, the ways of using three technologies were different depending on the processes of inquiry and the sub-domains of science. For example, virtual experiment technologies were mostly used in the contents of physics and chemistry with the inquiry context of realistic-abstract type for investigating the relationship between variables of experiments and describing the phenomena mechanically. On the other hand, virtual reality and augmented reality techniques tended to be used more frequently in biology and earth science contents with the inquiry context of realistic type for observing and describing the phenomena. Finally, we discussed educational implications in terms of developing and applying technology-based inquiry activities.

Implementation of Concurrent Engineering for Large Assembly Design: Part(II) -Developmen of a Digital Mock-Up System for Reducin Design Changes- (부품수가 많은 조립체 설계를 위한 동시공학의 구현: Part (II) -설계 변경을 줄이기 위한 Digital Mocj-Up 시스템의 개발-)

  • 정융호
    • Korean Journal of Computational Design and Engineering
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    • v.2 no.2
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    • pp.103-110
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    • 1997
  • In the development of large complex assembly, most design changes are from the following reasons.: 1) insufficient consideration of assembling sequence of downstream process. 2) interference and fit-up of related parts. 3) initial design changes which are not completely resolved. In order to reduce the first reason of above, the assembly-centric modeling methodology was proposed in the part (1) of the thesis. In this part (2), a Digital Mock-Up system, which is a tool to build a virtual mock-up in design stage, has been developed in order to prevent the other two reasons. The system can build a virtual assembly in various ways as followings.: 1) assembling parts which are located in user defined envelope. 2) assembling parts with the specified disciplines. 3) assembling parts that are selected in the part list. It can also make an assembly by the combination of above methods. In addition to that, it has the functions to read/write the virtual assembly and to explode parts of the assembly in desired direction. With the virtual assembly, engineers can design interference free parts without making physical mock-up. The system has been implemented with Oracle database management system in CATIA environment.

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Following Path using Motion Parameters for Virtual Characters

  • Baek, Seong-Min;Jeong, Il-Kwon;Lee, In-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1621-1624
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    • 2003
  • This paper presents a new method that generates a path that has no collision with the obstacles or the characters by using the three motion parameters, and automatically creates natural motions of characters that are confined to the path. Our method consists of three parameters: the joint information parameter, the behavior information parameter, and the environment information parameter. The joint information parameters are extracted from the joint angle data of the character and this information is used when creating a path following motion by finding the relation-function of the parameters on each joint. A user can set the behavior information parameter such as velocity, status, and preference and this information is used for creating different paths, motions, and collision avoidance patterns. A user can create the virtual environment such as road and obstacle, also. The environment is stored as environment information parameters to be used later in generating a path without collision. The path is generated using Hermit-curve and each control point is set at important places.

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Immersive Multichannel Display for Virtual Reality (가상현실을 위한 몰입형 멀티채널 디스플레이)

  • Kim, Sang Youn;Im, Sung Min;Kim, Do Yoon;Lee, Jae Hyub
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.131-139
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    • 2010
  • Virtual reality(VR) technology allows users to experience the same sensation as if they look and feel real objects, and furthermore it enables users to experience phenomena in virtual environment which are difficult to illustrate in real world. A multichannel display is one of the virtual reality systems for generating high-quality images and guaranteeing a wide view angle using multiple projectors. In this work, we present the multichannel display system whose resolution is $4096{\times}1536$. We implement an automatic calibration (geometric and color) method for compensating the distorted image and color. The results clearly show the proposed system provides continuous and smooth images.

The medium access control protocol of virtual token bus network for real time communication (실시간 통신을 위한 가상토큰버스 통신망의 매체접근제어 프로토콜)

  • 정연괘
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.33A no.7
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    • pp.76-91
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    • 1996
  • In this paper, we proposed the new medium access control protocol for the virtual token bus netowrk. The network is applied to inter-processor communication network of large capacity digital switching system and digital mobile system with distributed control architecture. in the virtual token bus netowrk, the existing medium access control protocols hav ea switchove rtime overhead when traffic load is light or asymmetric according ot arbitration address of node that has message to send. The proposed protocol optimized average message delay using cyclic bus access chain to exclude switchover time of node that do not have message to send. Therefore it enhanced bus tuilization and average message delay that degrades the performance of real time communication netowrks. It showed that the proposed protocol is more enhacned than virtual token medium access control protocol and virtual token medium access control protocol iwth reservation through performance analysis.

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Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.3
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    • pp.97-104
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    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.

A Study on Presentation Methods for Formation Ideas of Interior Spaces (실내 공간 형상화를 위한 아이디어 표현 방법에 관한 연구)

  • Lee, Jong-Ran
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.17-23
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    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

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Examining Portraits in Digital Fashion Art Non-Fungible Tokens (NFTs) through Baudrillard's Simulation

  • Yoon Kyung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.929-942
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    • 2023
  • Web 3.0 enables people and machines to connect, evolve, share, and use knowledge on an unprecedented scale and in new ways, drastically improving our Internet experience. The metaverse is a collective, virtual shared space supporting all digital activities. Prompted by the rapid growth of digital art and digital fashion, this theoretical analysis explores using Jean Baudrillard's simulation concept to create unique digital art non-fungible tokens (NFTs), allowing them to express and communicate ideas like real-world art. Specifically, this study analyzes 120 digital fashion portraits of humans and animals and classifies them under three types of simulacra covering four stages of Baudrillard's simulation process. The result shows that NFT fashion artworks reflect the core features of a digital reality by connecting and transcending the boundaries of cultures, genders, and nationalities. However, in the final simulation stage (the fourth step), the simulacrum can only coexist in the virtual world as a hyperreal object (the Type III of simulacrum): an object more real than reality.

Measurement of Drape Appearance Similarity between Real and Digital Stretch Fabric

  • Kim, Hyeon-Ah;Lim, Ho-Sun
    • Fashion & Textile Research Journal
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    • v.23 no.5
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    • pp.645-654
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    • 2021
  • This study aimed to visually compare the implementation of digital virtual fabrics for stretch fabrics mainly used in clothing that closely touch the body, using CLO. A digital fabric was used in CLO after measuring the weight, thickness, bending, and tensile force of five adhering clothing fabrics using a CLO fabric kit. The visual similarity of draftability was compared by measuring the area of the bending angle and the shape of the wrinkles of the real and digital fabric. A comparison of the bending angles showed that Fabric A was -0.75° and Fabric D was -2.5°, showing slightly lower drape properties than the real fabric. Meanwhile, Fabric B was 2.75°, Fabric C was 2.13°, and Fabric E was 1.375°, showing slightly higher drape properties in the vertical direction than the real fabric. Comparing the widths of the drape shapes, Fabric A was 0.77%, Fabric B was 1.27%, Fabric C was 0.06%, and Fabric E was 1.48%, which showed a slight difference. Fabric D showed a difference of 3.17% and was implemented where the digital fabric spread a little wider. As a result, the stretch fabric was visually expressed similarly to the real fabric as a whole in CLO. For 3D virtual clothing technology to be used widely in the close clothing industry in the future, more research on real clothing is needed.

Construction of a Verified Virtual NC Simulator for the Cutting Machines at Shipyard Using the Digital Manufacturing Technology (디지털 매뉴팩쳐링 기법을 이용한 절단기기의 검증된 가상 NC 시뮬레이터 구축)

  • Jung, Ho-Rim;Yim, Hyun-June;Lee, Jang-Hyun;Choi, Yang-Ryul;Kim, Ho-Gu;Shin, Jong-Gye
    • Journal of the Society of Naval Architects of Korea
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    • v.42 no.1 s.139
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    • pp.64-72
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    • 2005
  • Digital manufacturing is a technology to simulate the real manufacturing process using the virtual model representing the physical schema and the behavior of the real manufacturing system including resources, processes and product information. Therefore, it can optimize the manufacturing system or prevent the bottleneck processes through the simulation before the manufacturing plan is executed. This study presents a method to apply the digital manufacturing technology for the steel cutting process in shipyard. The system modeling of cutting shop is carried out using the IDEF and UML which is a visual modeling language to document the artifacts of a complex system. Also, virtual NC simulators of the cutting machines are constructed to emulate the real operation of cutting machines and NC codes. The simulators are able to verify the cutting shape and estimate the precise cycle time of the planned NC codes. The validity of the virtual model is checked by comparing the real cutting time and shape with the simulated results. It is expected that the virtual NC simulators can be used for accurate estimation of the cutting time and shape in advance of real cutting work.