• Title/Summary/Keyword: virtual dimension

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Evaluation of Tooth Movement and Arch Dimension Change in the Mandible Using a New Three-dimensional Indirect Superimposition Method

  • Oh, Hyun-Jun;Baek, Seung-Hak;Yang, Il-Hyung
    • Journal of Korean Dental Science
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    • v.7 no.2
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    • pp.66-79
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    • 2014
  • Purpose: To analyze the amount and pattern of tooth movement and the changes in arch dimension of mandibular dentition after orthodontic treatment using a new three-dimensional (3D)-indirect superimposition method. Materials and Methods: The samples consisted of fifteen adult patients with class I bialveolar protrusion and minimal anterior crowding, treated by extraction of four first premolars with conventional sliding mechanics. After superimposition of 3D-virtual maxillary models before and after treatment using best-fit method, 3D-virtual mandibular model at each stage was placed into a common coordinate of superimposition using 3D-bite information, which resulted in 3D-indirect superimposition for mandibular dentition. The changes in mandibular dental and arch dimensional variables were measured with Rapidform 2006 (INUS Technology). Paired t-test was used for statistical analysis. Result: The anterior teeth moved backward, displaced laterally, and inclined lingually. The posterior teeth showed statistically significant contraction toward midsagittal plane. The amounts of backward movement of anterior teeth and forward movement of posterior teeth showed a ratio of 6 : 1. Although the inter-canine width increased slightly (0.8 mm, P<0.05), the inter-second premolar, inter-first molar, and inter-second molar widths decreased significantly with similar amounts (2.2 mm, P<0.05; 2.3 mm, P<0.01; 2.3 mm, P<0.001). The molar depth decreased (6.7 mm, P<0.001) but canine depth did not change. Conclusion: A new 3D-indirect superimposition of the mandibular dentitions using best-fit method and 3D-bite information can present a guideline for virtual treatment planning in terms of tooth position and arch dimension.

Estimation of External Prestressing Tendon Tension Using Sl Technique Based on Evolutionary Algorithm (진화 알고리즘기반의 SI기법을 이용한 외부 프리스트레싱으로 보강된 텐던의 장력 추정)

  • Jang, Han-Teak;Noh, Myung-Hun;Lee, Sang-Youl;Park, Tae-Hyo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.156-159
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    • 2008
  • This paper introduces a remained tensile force estimation method using SI technique based on evolutionary algorithm for externally prestressed tendon. This paper applies the differential evolutionary scheme to SI technique. A virtual model test using ABAQUS 3 dimensional frame model has been made for this work The virtual model is added to the tensile force(28.5kN). Two set of frequencies are extracted respectively from the virtual test and the self-coding FEM 2 dimension model. The estimating tendon tension for the FEM model is 28.31kN. It is that the error in the tendon tension is 1% through the differential evolutionary algorithm. The errors between virtual model and the self-coding FEM model are assumed as the model error.

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Optimal Route Location using Possible Traffic Capacity and Virtual Running and Application at Road Design in the City Centre (도심지 도로설계에서 가능교통량과 가상 주행을 통한 최적노선선정)

  • Choi, Hyun;Song, Suck-Jin;Kang, In-Joon
    • Journal of Korean Society for Geospatial Information Science
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    • v.13 no.4 s.34
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    • pp.39-46
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    • 2005
  • This paper use virtual running after possible traffic capacity application for optimal route location. General road is designed the design after we examine an alternate adequacy investigation and an execution design sufficiently. Various road user's requirement must be reflected from the beginning. But it is difficult to contain the various suitable design criteria because we consider the existing 2-dimension element. First of all, this study chose optimal route, used traffic assignment and 3D simulation. Then selected optimal route through the consistent road construction by analyzing road driving simulation of 3-dimension data and the urban landscape. possible traffic capacity and virtual running will be able to do the urban landscape analysis harmonizing with the environment; equally, it could be objectively solve the problem of a civil appeal.

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Tangible Interaction : Application for A New Interface Method for Mobile Device -Focused on development of virtual keyboard using camera input - (체감형 인터랙션 : 모바일 기기의 새로운 인터페이스 방법으로서의 활용 -카메라 인식에 의한 가상 키보드입력 방식의 개발을 중심으로 -)

  • 변재형;김명석
    • Archives of design research
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    • v.17 no.3
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    • pp.441-448
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    • 2004
  • Mobile devices such as mobile phones or PDAs are considered as main interlace tools in ubiquitous computing environment. For searching information in mobile device, it should be possible for user to input some text as well as to control cursor for navigation. So, we should find efficient interlace method for text input in limited dimension of mobile devices. This study intends to suggest a new approach to mobile interaction using camera based virtual keyboard for text input in mobile devices. We developed a camera based virtual keyboard prototype using a PC camera and a small size LCD display. User can move the prototype in the air to control the cursor over keyboard layout in screen and input text by pressing a button. The new interaction method in this study is evaluated as competitive compared to mobile phone keypad in left input efficiency. And the new method can be operated by one hand and make it possible to design smaller device by eliminating keyboard part. The new interaction method can be applied to text input method for mobile devices requiring especially small dimension. And this method can be modified to selection and navigation method for wireless internet contents on small screen devices.

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The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

Implementation of Virtual Manufacturing Technology to Manual Spot Welding Process in Automotive Body Shop (자동차 차체공장의 매뉴얼 점용접 공정에 가상생산기술 적용)

  • Jung, Kwang-Jo;Lee, Kun-Sang;Park, Young-Jin
    • Proceedings of the KSME Conference
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    • 2003.04a
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    • pp.1166-1172
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    • 2003
  • The extremely strong competition among the world automobile industries has introduced the concept of PLM in the total production activities, one of whose major components is VM(Virtual Manufacturing). If the production lines are equipped with robots, the application of OLP in the virtual space is fully mature. However, in the point of the investment's and the maintenance's view, there are always some activities, which can not be automated: for example, typically the manual welding for prefixing in the automobile body shop and the material loading. Process planning for these activities, therefore, are decided mainly by experiences, which caused many repeated rework of the processes and the inconvenience of the workers, and resulted consequently in the reduction of the productivity and the safety of the workers. In this paper, the optimal dimension of the welding gun and its handle position and the optimal working path is simulated and decided by use of DELIMN/IGRIP and DELMIA/Ergo and the working area modelized in the virtual workcell of DELMIA.

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Energy-aware Multi-dimensional Resource Allocation Algorithm in Cloud Data Center

  • Nie, Jiawei;Luo, Juan;Yin, Luxiu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.9
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    • pp.4320-4333
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    • 2017
  • Energy-efficient virtual resource allocation algorithm has become a hot research topic in cloud computing. However, most of the existing allocation schemes cannot ensure each type of resource be fully utilized. To solve the problem, this paper proposes a virtual machine (VM) allocation algorithm on the basis of multi-dimensional resource, considering the diversity of user's requests. First, we analyze the usage of each dimension resource of physical machines (PMs) and build a D-dimensional resource state model. Second, we introduce an energy-resource state metric (PAR) and then propose an energy-aware multi-dimensional resource allocation algorithm called MRBEA to allocate resources according to the resource state and energy consumption of PMs. Third, we validate the effectiveness of the proposed algorithm by real-world datasets. Experimental results show that MRBEA has a better performance in terms of energy consumption, SLA violations and the number of VM migrations.

An Adaptive Wormhole Routhing using Virtual Channels in K-ary n-cubes (K-ary n-cubes에서 가상채널을 사용한 적응적 웜홀 라우팅)

  • Lee, Sung-Mok;Kim, Chagn-Soo
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.11
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    • pp.2732-2744
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    • 1997
  • This paper is based on multicasting model in k-ary n-cubes, and Proposes an adaptive wormhole routing algorithm which allows faults and channel contention. The proposed algorithm only requires $2{\times}n$ virtual channels per physical channel which is proportional to the dimension n in order to allow (n-1) faults in a k-ary n-cube. This method uses smaller number of virtual channels than the previously Proposed adaptive routing algorithms [5, 18]. Through a chaos simulator, we have measured message delay considering fault-tolerant as well as message traffic to our adaptive routing algorithm.

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Ukrainian Students' Analysis of Abuse Treatment by Parents: Retrospective and Perspective in Virtual and Real Environments

  • Stoliarchuk, Olesia;Kokhanova, Olena;Prorok, Nataliia;Khrypko, Svitlana;Shevtsova, Olena;Tkachyshyna, Oksana;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.197-207
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    • 2022
  • Given the prevalence of violence in Ukrainian families, measures to prevent parental abusive treatment against children are urgent. It is important to study today's youth awareness about violence within families in order to enhance a culture of engagement with spouses and children in future. The aim of the study is to examine students' reflective experiences and their attitudes towards forms, frequency, causes and effects of parental abusive treatment. During the research the following methods were used step-by-step: theoretical analyses of scientific resources, anonymous questionnaire, quantitative and correlation analyses. According to result of survey 98 students who were interviewed, none of them fell victim of sexual abuse in their families. However, more than a half (51%) of the students surveyed experienced some forms of parental physical punishment. All the interviewed students encountered psychological cases of parental violence. The mostprevalent forms of parental abuse among the interviewees are criticism, negative comparison, emotional detachment, arrogance, intimidation, blackmail and humiliation. The most prevalent consequences of parental abuse among students are anxiety, low self-esteem, insecurity, impatience, suspiciousness, constraint in communication. Students agree that budget limitations, forced labor, criticism, spanking, emotional detachment, ignoring type of communication, reproach, blackmail are acceptable methods of punishment to use when raising their own children. These results clearly demonstrate the problem of the impact of parental abuse on children and its consequences in the future. A virtual dimension of the actualized problem is considered, namely: - virtualization of aggression and cruelty in the postmodern world. - the level of determining the factor of cruelty from the space of virtual culture. - the mirror image of everyday cruelty in the virtual environment; - the phenomenon of video games as a source and context of representation of the factor of cruelty in behavioral realities; - cybercrime as a virtualized result of cruelty in family and everyday realities. - futurological perspectives of virtualization of cruelty in communicative culture in general and in family relations in particular. The postmodern world is fundamentally different from the traditions and culture of the past, primarily due to the development of computer technologies and the virtualization of life in general. So, for example, virtual communities have become, in a certain way, another world, a second reality of life in general. And certain behavioral factors, in particular cruelty in the private environment, became a projection of such a phenomenon as cybercrime. Video games are a unique modern phenomenon, which multipolarly absorb all facets of human potential, communicative tendencies, behavioral and characterological factors, from the warmth of interpersonal relationships to the extreme degree of cruelty.

The Study of the Analysis of a User's Perception of Screen Component for Inducing Emotion in the 3D Virtual Reality Environment (3차원 가상현실 환경에서의 감성 유발 화면 구성 요소에 대한 사용자 인식 분석 연구)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.165-176
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    • 2018
  • With the development of information and communication technology, the possibility of utilizing 3D virtual reality in education has been sought. Especially, the screen composition in the virtual reality has the possibility of inducing the emotion of the user which may affect the learning. However, there is little research on what aspects of the screen can cause emotions. The purpose of this study is to analyze the user's perception of screen components inducing emotion in virtual reality learning environment. Using Multi Dimensional Scaling (MDS), the user's perception of the main screen in a representative virtual reality learning environment platform was investigated. As a result, the dimension of depth on the screen and the dynamics of the avatar related to the movement were confirmed. This study is meaningful to explore technical variables that can induce emotions among screen elements in virtual reality contents.