• Title/Summary/Keyword: virtual digital

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Research on Construction Strategy of Agricultural Digital Twins (농업 디지털 트윈 구축 전략에 대한 연구)

  • Han jae Keem;Jun young Do;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.23 no.1
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    • pp.79-83
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    • 2024
  • Digital Twin technology is rapidly transforming various industries by providing comprehensive virtual models that replicate physical objects or processes. In the context of agriculture, digital twin can be a game-changer. This technology can help in creating precise simulations of farming scenarios, thereby enabling farmers to make data-driven decisions and optimize farm operations. The potential benefits include improved crop yields, resource efficiency, and environmental sustainability. However, the implementation of digital twin technology in agriculture poses challenges, such as data management issues and the need for robust IoT infrastructure. Despite these hurdles, the future of digital twin in agriculture looks promising, with ongoing research and developments aimed at overcoming these obstacles.

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Twin-Image Elimination in In-line Digital Holography Microscope (In-line 디지털 홀로그래피 현미경에서 쌍둥이 상 제거연구)

  • Cho, Hyung-Jun;Yu, Young-Hun
    • Korean Journal of Optics and Photonics
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    • v.18 no.2
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    • pp.117-121
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    • 2007
  • A fundamental problem in the in-line digital holography microscope is that the real image and virtual image and zero-order image are not separated spatially. In this paper, we have eliminated the zero-order noise by an averaging method and the twin image is divided using a geometrical set-up in an in-line digital holographic microscope. The size of the virtual image depends on the distance between the objective lens and the hologram plane and on the distance between the hologram plane and the image plane. We found that the virtual image size is smallest when the distance between the objective lens and the hologram plane is equal to the back focal length of the objective lens. We could divide the virtual image and real image by controlling the distance between the hologram plane and the objective lens.

Digital Storytelling of a Performance with a Virtual Marionette and an Actual Marionette (가상 마리오네트와 실재 마리오네트를 동시에 이용한 퍼포먼스의 디지털스토리텔링 -가상 세계와 실재 세계의 통제 관계에 대한 스토리텔링)

  • Ihm, So-Young;Kim, Sang-Tae;Yoo, Won-Dae;Chi, Ju-Min;Kim, Tak-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1287-1292
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    • 2009
  • There have been many experiments and researches of virtual marionettes which mostly focused on controlling the marionettes more delicately and precisely. This paper will prove that performances using virtual marionettes can show more than simply controlling other objects delicately and precisely. The performance that this paper is discussing about used not only a virtual marionette but also an actual marionette. In this performance, a human manipulated an actual marionette and the actual marionette controlled a virtual marionette. This performance is meant to represent a controlling relationship between an actual world and a virtual world. This recursive and duplicate process will show that experiments using virtual marionettes can express more diverse objectives than existing experiments.

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Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

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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