• Title/Summary/Keyword: virtual reality system

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Design and Implementation of 3D Urban Landscape Simulation System Based on Web GIS (Web GIS 기반의 3차원 도시경관 시뮬레이션시스템 설계 및 구현)

  • Jang Mun-Hyun
    • Spatial Information Research
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    • v.13 no.1 s.32
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    • pp.103-117
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    • 2005
  • Information can be visualized as information technology and computers have recently made dramatic improvements. Thanks to the brisk effects of providing information in 3D on the web with the technological developments of Web 3D and virtual reality implementation in the Internet, there has been the trend to present geographic information in images and 3D. In this study, the Web 3D GIS technique was adopted in analyzing the current state of urban landscape and examining and predicting the urban landscape affected by new urban development businesses. As a result, it was expected that the study would be able to help the government agencies to reduce their errors in making urban landscape plans and policies and implementing them to provide objective and visual data, and to come up with a simulation system that could be used to reflect the residents opinions in plans and policies.

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Change of Brain Activation due to Change of Viewpoint in Action during Action Observation: an EEG Analysis Study (동작관찰 중 동작 수행 시 시점의 변화에 따른 뇌 활성의 변화)

  • Kim, Oi-Jin;Sim, Ji-Young;Lee, Se-Young;Jin, Hyun-Jin
    • PNF and Movement
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    • v.14 no.3
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    • pp.209-217
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    • 2016
  • Purpose: Treatments using a mirror neuron system, such as 3D virtual reality therapy, are used in stroke rehabilitation, but they need to be constructed according to a detailed procedure. The aims of this study were to analyze electroencephalograms (EEG) during relaxation and action while observing first person perspective (1AE) and third person perspective (3AE) videos of the right hand for 20's. Methods: Thirty participants (Male=4, Female=26) were recruited for this study. Participants were selected by a vividness of movement imagery questionnaire (VMIQ). EEG was measured during relaxxation and during action with 1AE and 3AE videos, focusing on the supination and pronation actions of participants' right hands. An absolute mu rhythm, a relatively high alpha power, and a relative beta power were identified. In each group, one-way repeated measures ANOVA was used for statistical analysis. Results: Measurement of absolute mu rhythms was significantly suppressed for both 1AE and 3AE compared with relaxation in C3 and C4 regions. High alpha wave measurements were significantly suppressed for both 1AE and 3AE in all regions, while beta wave measurements were significantly increased only for 3AE in F3 and F4 regions. Conclusion: Based on this study, we suggest that the mirror neuron system is activated during actions accompanied by action observation, especially actions with 3AE video observation, which can be a great therapeutic mathod in stroke rehabilitation.

Implementation of Real-time Recognition System for Continuous Korean Sign Language(KSL) mixed with Korean Manual Alphabet(KMA) (지문자를 포함한 연속된 한글 수화의 실시간 인식 시스템 구현)

  • Lee, Chan-Su;Kim, Jong-Sung;Park, Gyu-Tae;Jang, Won;Bien, Zeung-Nam
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.35C no.6
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    • pp.76-87
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    • 1998
  • This paper deals with a system which recognizes dynmic hand gestures, Korean Sign Language(KSL), mixed with static hand gesture, Korean Manual Alphabet(KMA), continuously. Recognition of continuous hand gestures is very difficult for lack of explicit tokens indicating beginning and ending of signs and for complexity of each gesture. In this paper, state automata is used for segmenting sequential signs into individual ones, and basic elements of KSL and KMA, which consist of 14 hand directions, 23 hand postures and 14 hand orientations are used for recognition of complex gestures under consideration of expandability. Using a pair of CyberGlove and Polhemus sensor, this system recognizes 131 Korean signs and 31 KMA's in real-time with recognition rate 94.3% for KSL excluding no recognition case and 96.7% for KMA.

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A Semiotic Analysis of Costumes in Fantasy Films - With a Focus on the Power Image of Super Heroes - (판타지 영화 의상에 대한 기호학적 분석 - 슈퍼영웅의 파워 이미지를 중심으로 -)

  • Rhew, Soo-Hyeon;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.57 no.10
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    • pp.112-128
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    • 2007
  • As fantasy films in which super heroes with superhuman abilities play an active part are rapidly becoming more popular, super hero stories are taking root as a new genre in fantasy films. The costumes in films play an important role in visualizing the virtual reality of fantasy films when those costumes are worn by characters so as to express and define them. In the meantime, in the antagonistic structure of good versus evil as a typical subject in these films, it may be said that the costumes of super heroes who advocate good and those of villains who represent evil have been created as an image of power. In this sense, it is necessary to establish an analytic system of how images of the power of good and evil are visually created in costumes for fantasy films. As such, this study seeks to analyze costumes in fantasy films more systemically through semiotic, which has taken root as a science of analysis in all areas of science. From the perspectives of aesthetic semiotic developed by Morris and costume aesthetics, the syntactical dimension is analyzed into formative elements and the principles of costumes; factual and expressive meanings, themes, and inherent meaning, all of which are immanent in costumes, are elicited in the semantic dimension; and the influence of costumes on viewers is described as identification in terms of pragmatics. This study provided a system to analyze costumes in fantasy films(especially 'Superman', 'Batman' and 'Spiderman') from the perspective of Morris' semiotic, and based on the analytic system, examined how 'power' is revealed in the costumes of super heroes and ruffians, and what it implies.

A Study on Creation of 3D Facial Model Using Facial Image (임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구)

  • Lee, Hea-Jung;Joung, Suck-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.21-28
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    • 2007
  • The facial modeling and animation technology had been studied in computer graphics field. The facial modeling technology is utilized much in virtual reality research purpose of MPEG-4 and so on and movie, advertisement, industry field of game and so on. Therefore, the development of 3D facial model that can do interaction with human is essential to little more realistic interface. We developed realistic and convenient 3D facial modeling system that using a optional facial image only. This system allows easily fitting to optional facial image by using the Korean standard facial model (generic model). So it generates intuitively 3D facial model as controling control points elastically after fitting control points on the generic model wire to the optional facial image. We can confirm and modify the 3D facial model by movement, magnify, reduce and turning. We experimented with 30 facial images of $630{\times}630$ sizes to verify usefulness of system that developed.

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Design of Acupuncture Controller and Dummy for Acupuncture Training System based MR (MR 기반 침술 훈련 시스템을 위한 침술 컨트롤러 및 인체모형 설계)

  • Ryu, Chang Ju;Lee, Sang Duck;Han, Seung Jo
    • Smart Media Journal
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    • v.9 no.2
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    • pp.86-91
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    • 2020
  • The current trend of the education market is the development of the fourth industrial revolution and the development of ICT, and various technologies are developing into edu-tech technology that is integrated into the education system. In particular, the market for edu-tech systems capable of lifelike immersive learning effects in virtual space is expanding. However, education in Korean medicine is not objective because of the absence of educational simulators and systems to train and evaluate acupuncture. In this paper, we propose an acupuncture controller and a human body model to increase the effectiveness of acupuncture point training as a follow-up study of "Design of Acupuncture Contents and Dummy for Acupuncture Point Training System". Through the proposed acupuncture controller and Dummy, the accuracy of acupuncture points for the acupuncture point data matching and content motion recognition rate is presented. In addition, the results of temperature and humidity and temperature change tests for evaluating the environmental reliability of the controller are presented.

A Study on Adopting an Ex Post Facto Management System and Reforming the Maritime Traffic Safety Audit Scheme (해상교통안전진단 사후관리제도의 도입 및 제도개선에 관한 고찰)

  • Kim, Inchul
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.22 no.7
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    • pp.807-813
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    • 2016
  • The Maritime Traffic Safety Audit Scheme was institutionalized in 2009 to provide for professional surveys, measurement and the evaluation of navigational hazards that might occur in coastal waters in the course of marine work. Related researches that dealt with the reform of the Maritime Traffic Safety Audit Scheme found that there were no rules or regulations for verifying whether marine work conformed to audit results and reviewing the exactitude of ship handling simulations which were a crucial part of the scheme. According to the necessity of adopting an ex post facto management system in the field of maritime traffic, this study analyzed the similar audit acts such as the Natural Environment Impact Audit Scheme and the Road Traffic Safety Audit Scheme, and proposed specific articles for revising Maritime Safety Act in order to break out from the institutional inertia of the current Maritime Traffic Safety Audit Scheme. It is expected that a newly proposed legal system for verifying the performance of audit results and the exactitude of audits will help improve maritime traffic safety by eradicating potentially hidden hazards related to marine work.

CyberClass Avatar System using Task-Level Behavior Description Language (작업 수준의 행위 표현 언어를 이용한 사이버강의용 아바타 시스템)

  • Kim, Jung-Hee;Lim, Soon-Bum
    • The KIPS Transactions:PartB
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    • v.11B no.5
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    • pp.597-602
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    • 2004
  • In spite of recent increase in the use of avatar systems in Web and Virtual Reality, there has not been a service that allows users to control directly the avatar behaviors. In addition, the conventional behavior control languages required a lot of complicated information for controlling the behaviors, so that users had difficulty using them. To apply written languages to a different task domain, moreover, it was necessary to modify or rewrite the languages. In this paper, for the avatar behavior control more simply define, “Task-Level Behavior Description Language,” which allows description the avatar behaviors in each task domain and “Motion Representation Language,” which enables writing detailed data for motion control. The system, developed in this paper, “included an Interpreter,” which automatically creates the Motion Representation Language, allowing users to easily control the avatar behaviors simply with the Behavior Description Language. The system was also applied to cyber classes, and the Task-level Behavior Description Language was compared with conventional languages to see how it was more effective in behavior description.

Construction of Information System for Cultural Heritages Management Using Web (웹을 이용한 문화재 관리 정보시스템 구축)

  • Jang, Ho-Sik;Roh, Tae-Ho;Lee, Jong-Chool
    • Journal of Korean Society for Geospatial Information Science
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    • v.12 no.1 s.28
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    • pp.63-68
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    • 2004
  • Since 20th century, the rapid growth in economy development and ill-advisable construction of infrastructure which causing injury of nature has generated an El Nino phenomenon problems. For this reason, establishment of heritage preservation plan is being required to prevent damages of important cultural assets from natural disaster. In this study, we obtained both 3D-dxf and VRML-wrl(which support 3D image) files from stone pagodas(stone cultural heritages) by using the digital photogrammetric program. Then database are formed by these two files with other attribute informations. And we made existing cultural heritages management information data format to be unified using JAVA, HTML, and Cosmo Player. Thus, we could construct the web-server for Cultural Heritages Management Information System to contribute not only effective management but also ease of use for expert or amateur user in using of cultural assets informations. And, in virtual reality system, we could make texture presented like as actual texture by using the VRML program.

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H-DsM: Distributed Simulation Middleware with HILS for Hybrid System Verification (H-DsM: 하이브리드 시스템 검증을 위한 HILS 지원 분산 시뮬레이션 미들웨어)

  • Lee, Seung-Gi;Yun, Seong-jin;Kim, Han-jin;Kim, Won-Tae
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.1073-1078
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    • 2018
  • As interest in the 4th Industrial Revolution increases, the CPS, in which things existing in the reality and things existing in the virtual interact with each other, is attracting attention as an important technology. Complex systems such as electric vehicles, autonomous driving, smart factories, and smart grid system are considered as core technology fields of the 4th Industrial Revolution, and many types of research have been conducted to develop it. The reliability of the system is directly related to the safety of people in case of the autonomous driving, and verification of the actual vehicle's hardware and software of ADAS is essential. In this paper, we proposed distributed simulation middleware supporting HILS for reliable verification of the complex hybrid systems.