• 제목/요약/키워드: virtual digital

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

  • 김한재;도준영;이용환
    • 반도체디스플레이기술학회지
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    • 제23권1호
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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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In-line 디지털 홀로그래피 현미경에서 쌍둥이 상 제거연구 (Twin-Image Elimination in In-line Digital Holography Microscope)

  • 조형준;유영훈
    • 한국광학회지
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    • 제18권2호
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    • pp.117-121
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    • 2007
  • In-line 디지털 홀로그래피가 가지고 있는 가장 근본적인 단점은 실상과 허상 그리고 영차 회절광이 공간적으로 분리 되지 않는 것이다. 본 연구에서는 영차 회절광은 소프트웨어를 이용하여 제거하고, 실상과 허상의 구분은 in-line 홀로그래피 현미경의 기하학적 배치를 이용하여 구분하였다. in-line 홀로그래피 현미경에서 허상의 크기는 대물렌즈와 홀로그램간의 거리에 의존한다. 본 연구에서는 허상의 크기가 대물렌즈의 후방 초점거리와 대물렌즈와 홀로그램 면까지의 거리가 일치할 때 최소가 되는 것을 알았으며, 이를 이용하여 실상과 허상을 구분하였다.

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

  • 임소영;김상태;유원대;지주민;김탁환
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.1287-1292
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    • 2009
  • 가상 마리오네트를 이용한 기존 연구들의 경우 어떻게 가상으로 마리오네트를 정교하고 사실적으로 통제할 것인가에 초점이 맞추어져 있었다. 이에 본 논문은 가상 마리오네트를 이용한 퍼포먼스가 정교하게 통제하는 것 이상을 보여줄 수 있음을 밝힐 것이다. 본 논문에서 언급하는 퍼포먼스에는 가상 마리오네트 뿐만이 아니라 실재 마리오네트도 이용하였다. 사람이 실재 마리오네트를 조정하고, 그 마리오네트가 가상의 마리오네트를 통제하는 이 퍼포먼스는 실재 세계와 가상 세계의 통제 관계에 대해 표현하고 있다. 이중의 마리오네트 통제 과정을 통해 가상 마리오네트를 이용한 실험이 기존 연구와 다른 표현과 활용이 가능함을 주장할 것이다.

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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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    • 제13권4호
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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.

초등학교 과학 디지털교과서에 제시된 테크놀로지를 활용한 탐구 활동의 특징 - 가상실험, 가상현실, 증강현실 활용 사례들을 중심으로 - (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 -)

  • 장진아;박준형;송진웅
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권2호
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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.

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

  • 정융호
    • 한국CDE학회논문집
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    • 제2권2호
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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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    • 제어로봇시스템학회 2003년도 ICCAS
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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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