• Title/Summary/Keyword: virtual entity

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Standard Model for Live Actor and Entity Representation in Mixed and Augmented Reality (혼합증강현실에서 라이브 행동자와 실체 표현을 위한 표준 모델)

  • Yooa, Kwan-Hee
    • Journal of Broadcast Engineering
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    • v.21 no.2
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    • pp.192-199
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    • 2016
  • Mixed and augmented reality technique deals with mixing content between real world and virtual world containing augmented reality and augmented virtuality excluding of pure real and pure virtual world. In mixed and augmented reality, if a live actor and entity moving in real world can be embedded more naturally in 3D virtual world, various advanced applications such 3D tele-presence, 3D virtual experience education and etc can be serviced. Therefore, in this paper, we propose a standard model which is supporting to embed the live actor and entity into 3D virtual space, and to interact with each other. And also the natural embedding and interaction of live actor and entity can be performed based on the proposed model.

A Study on Integration between an Entity-based War Game Model and Tank Simulators for Small-Unit Tactical Training (소부대 전술 훈련을 위한 개체기반 워게임 모델과 전차시뮬레이터 연동에 관한 연구)

  • Kim, Moon-Su;Kim, Dae-Kyu;Kwon, Hyog-Lae;Lee, Tae-Eog
    • Journal of the Korea Institute of Military Science and Technology
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    • v.15 no.1
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    • pp.36-45
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    • 2012
  • In this thesis, we propose an integrated simulation method of virtual tank simulators and an entity-based constructive simulation model for small unit tactical training. To do this, we first identify requirements for virtual-constructive integrated simulation in a synthetic environment. We then propose a virtual and constructive interoperation method where individual combat entities of virtual-constructive models are interacting with each others. We develop a method of aggregating individual combat entities into a larger combat unit and disaggregating an unit into entities from time to time. We also present a way of sharing synthetic environment information between the models. Finally, we suggest that for more effective interoperability, virtual and constructive models should be developed by using common combat object models. The proposed interoperation method can be extended to further live-virtual-constructive models.

Round Robin with Server Affinity: A VM Load Balancing Algorithm for Cloud Based Infrastructure

  • Mahajan, Komal;Makroo, Ansuyia;Dahiya, Deepak
    • Journal of Information Processing Systems
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    • v.9 no.3
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    • pp.379-394
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    • 2013
  • Cloud computing is an evolving computing paradigm that has influenced every other entity in the globalized industry, whether it is in the public sector or the private sector. Considering the growing importance of cloud, finding new ways to improve cloud services is an area of concern and research focus. The limitation of the available Virtual Machine Load balancing policies for cloud is that they do not save the state of the previous allocation of a virtual machine to a request from a Userbase and the algorithm requires execution each time a new request for Virtual Machine allocation is received from the Userbase. This problem can be resolved by developing an efficient virtual machine load balancing algorithm for the cloud and by doing a comparative analysis of the proposed algorithm with the existing algorithms.

ID-based group key exchange mechanism for virtual group with microservice

  • Kim, Hyun-Jin;Park, Pyung-Koo;Ryou, Jae-Cheol
    • ETRI Journal
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    • v.43 no.5
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    • pp.932-940
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    • 2021
  • Currently, research on network functions virtualization focuses on using microservices in cloud environments. Previous studies primarily focused on communication between nodes in physical infrastructure. Until now, there is no sufficient research on group key management in virtual environments. The service is composed of microservices that change dynamically according to the virtual service. There are dependencies for microservices on changing the group membership of the service. There is also a high possibility that various security threats, such as data leakage, communication surveillance, and privacy exposure, may occur in interactive communication with microservices. In this study, we propose an ID-based group key exchange (idGKE) mechanism between microservices as one group. idGKE defines the microservices' schemes: group key gen, join group, leave group, and multiple group join. We experiment in a real environment to evaluate the performance of the proposed mechanism. The proposed mechanism ensures an essential requirement for group key management such as secrecy, sustainability, and performance, improving virtual environment security.

Area-based Management and Virtual Population Units (가상자원단위를 이용한 지역 및 구역별 어업관리에 대한 연구)

  • Lee Jung-Sam;Gates J. M.
    • The Journal of Fisheries Business Administration
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    • v.35 no.2
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    • pp.139-156
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    • 2004
  • 지역별 또는 구역별 어업관리(Area-based management of Fisheries)는 해당 지역 또는 구역에 특수한 생태환경 및 지역관련 정보를 고려할 수 있는 순응적(adaptive) 관리제도로써 이에 대한 연구와 관심이 고조되고 있다. 각 지역 및 구역에 대한 총허용가능어획량(TAC)의 전통적인 할당은 각 지역 및 구역별 양륙양의 역사적 자료에 의존해왔다. 이러한 총허용가능어획량의 할당은 중앙집권적이고 해당 지역에서의 어획에 대한 어떠한 유연성을 제공하지 못하고 있다. 하지만 특정 지역 및 구역을 관리하는 법적 실체(legal entity)인 가상자원단위(Virtual Population Units: VPU)를 이용한 어업관리 하에서는 어획에 대한 유연성과 할당된 자원에 대해 상당한 자율성을 가지고 있다. 본 논문은 가상자원단위가 어떻게 지역 및 구역별 어업관리에 적용될 수 있는지를 보여준다.

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A Proposal of Safety Risk Management using Virtual Reality (시각화 기술을 이용한 안전관리 방법 제안)

  • Lee, Kwang-Pyo;Lee, Hyun-Su;Park, Mun-Seo;Kim, Hyun-Soo
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.521-524
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    • 2008
  • The main goal of construction projects from the past has been enhancing efficiency by reducing cost and time. Compared to this, it is true that for a long time not much attention was paid to safety management. For this reason, safety management is much behind cost and time management but nevertheless, not much improvement has been made. The current safety management is only focused on managing after an occurrence based on knowledge like safety standards and rules. Even though safety accident is reducing in domestic construction projects, the extent of a accident is getting greater because construction projects are getting more complex and sophisticated. Moreover, the actual loss due to accident is increasing and the severeness of a hazard is getting worse. Therefore, to improve the current conditions of safety management, we propose a more effective safety management program. This program is a safety managing method using virtual reality. Property, entity, safety library is applied and finally, aims to continuously manage and prevent rather than deal with an accident/disaster after it happens.

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A Web-based System for Embedding a Live Actor and Entity using X3DOM (X3DOM 을 이용한 라이브 행동자와 실체를 통합하기 위한 웹 기반 시스템)

  • Chheang, Vuthea;Ryu, Ga-Ae;Jeong, Sangkwon;Lee, Gookhwan;Yoo, Kwan-Hee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.1-3
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    • 2016
  • Mixed and augmented reality (MAR) refers to a spatially coordinated combination of media/information components that represent on the real world and its objects, and on the other those that are virtual, synthetic and computer generated including any combination of aural, visual and touch. The extensible 3D (X3D) is the ISO standard for defining 3D interactive web-based 3D content integrated with multimedia. In this paper, we propose a model to integrate live actor and entity that captured from Microsoft Kinect to be represented in Web-based mixed augmented reality world by using X3DOM by which X3D nodes can be integrated seamlessly into HTML5 DOM content.

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Standard Terminology System Referenced by 3D Human Body Model

  • Choi, Byung-Kwan;Lim, Ji-Hye
    • Journal of information and communication convergence engineering
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    • v.17 no.2
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    • pp.91-96
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    • 2019
  • In this study, a system to increase the expressiveness of existing standard terminology using three-dimensional (3D) data is designed. We analyze the existing medical terminology system by searching the reference literature and perform an expert group focus survey. A human body image is generated using a 3D modeling tool. Then, the anatomical position of the human body is mapped to the 3D coordinates' identification (ID) and metadata. We define the term to represent the 3D human body position in a total of 12 categories, including semantic terminology entity and semantic disorder. The Blender and 3ds Max programs are used to create the 3D model from medical imaging data. The generated 3D human body model is expressed by the ID of the coordinate type (x, y, and z axes) based on the anatomical position and mapped to the semantic entity including the meaning. We propose a system of standard terminology enabling integration and utilization of the 3D human body model, coordinates (ID), and metadata. In the future, through cooperation with the Electronic Health Record system, we will contribute to clinical research to generate higher-quality big data.

SVM-based Protein Name Recognition using Edit-Distance Features Boosted by Virtual Examples (가상 예제와 Edit-distance 자질을 이용한 SVM 기반의 단백질명 인식)

  • Yi, Eun-Ji;Lee, Gary-Geunbae;Park, Soo-Jun
    • Proceedings of the Korean Society for Bioinformatics Conference
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    • 2003.10a
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    • pp.95-100
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    • 2003
  • In this paper, we propose solutions to resolve the problem of many spelling variants and the problem of lack of annotated corpus for training, which are two among the main difficulties in named entity recognition in biomedical domain. To resolve the problem of spotting valiants, we propose a use of edit-distance as a feature for SVM. And we propose a use of virtual examples to automatically expand the annotated corpus to resolve the lack-of-corpus problem. Using virtual examples, the annotated corpus can be extended in a fast, efficient and easy way. The experimental results show that the introduction of edit-distance produces some improvements in protein name recognition performance. And the model, which is trained with the corpus expanded by virtual examples, outperforms the model trained with the original corpus. According to the proposed methods, we finally achieve the performance 75.80 in F-measure(71.89% in precision,80.15% in recall) in the experiment of protein name recognition on GENIA corpus (ver.3.0).

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Behavior Modeling of Entities in a Virtual Environment (가상환경 내의 개체 행위 설계)

  • 서진석;김정현
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.213-215
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    • 1998
  • 가상현실 시스템을 구현하고자 할 때, 그 환경에 존재하는 개체(entity)들의 복잡한 행위(behavior)를 설계 및 기술하는 것이 쉽지 않을 뿐만 아니라, 사용자와의 상호작용까지 고려한다면 매우 복잡하게 된다. 게다가, 이러한 행위와 상호작용의 설계 및 기술에 대한 정형화된 도구조차 찾기 어려운 것이 사실이다. 이 논문에서는 이러한 행위를 설계할 때, 소프트웨어 공학에서 이용되고 있는 도구 중 하나인 Statecharts와 DFD(Data Flow Diagram)을 기반으로 하는 ASADAL/SIM을 이용하여 설계하고 구현한 예를 들어 프로그래밍이 아닌 다른 도구를 통한 가상환경 내의 개체들의 행위 설계와가 가능함을 보이고, 그로 인해 얻을 수 있는 여러 장점에 관하여 소개한다.

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