• Title/Summary/Keyword: virtual stage

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Power/Clock Network-Aware Routing Congestion Estimation Methodology at Early Design Stage (설계 초기 단계에서 전력/클록 네트워크를 고려한 라우팅 밀집도 예측 방법론)

  • Ahn, Byung-Gyu;Chong, Jong-Wha
    • Journal of IKEEE
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    • v.16 no.1
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    • pp.45-50
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    • 2012
  • This paper proposes the methodology to estimate the routing congestion of modern IC quickly and accurately at the early stage of the design flow. The occurrence of over-congestion in the routing process causes routing failure which then takes unnecessary time to re-design the physical design from the beginning. The precise estimation of routing congestion at the early design stage leads to a successful physical design that minimizes over-congestion which in turn reduces the total design time cost. The proposed estimation method at the block-level floorplan stage measures accurate routing congestion by using the analyzed virtual interconnections of inter/intra blocks, synthesized virtual power/ground and clock networks.

A Study on Shamanistic Expression Method of Performances Using VR Technology: Body Ownership and Gaze

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.7 no.2
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    • pp.135-142
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    • 2018
  • Virtual reality (VR) technology has been increasingly more frequently used day by day in industries, entertainment and performances due to the development of AR and MR technologies. Performance arts also actively utilize $360^{\circ}$ VR technology due to the free expression of stage settings and auditoriums. However, technologies for systems in which performers wear VR devices firsthand rather than being in the sandpoint of bystanders while audiences wear VR head mounted displays(HMDs) to see performance stages have been rarely studied yet. This study investigated the technical possibilities of possible methods of expression that will enable performers to appear on the stage wearing VR devices. Since VR can maximize the sense of immersion with its closed HMD structure unlike augmented reality (AR), VR was judged to be suitable for studies centered on the mental interactions in the inner side of humans. Among them, to implement shamanistic expression methods with the phantoms of the body and soul, a motion capture technology linked with VR display devices and real-time cameras was realized on the stage. In this process, the importance of body ownership experienced by the performers (participants), reactions when they lost it, and the mental phenomena of the desire to possess the subjects of gaze could be seen. In addition, high possibility of development of this technology hereafter could be expected because this technology includes the technical openness that enables the audience to appear on the stage firsthand to become performers.

Design Method for the Intermediate Dies in Multi-Stage Shape Drawing: The Case for a Hollow Linear Motion Guide Rail (중공형 LM-Guide Rail 제조를 위한 다단 형상 인발공정의 중간 다이스 설계에 관한 연구)

  • Lee, K.H.;Kim, S.H.;Lee, S.B.;Kim, D.H.;Kim, S.M.;Kim, B.M.
    • Transactions of Materials Processing
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    • v.24 no.3
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    • pp.155-160
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    • 2015
  • One of the most important aspects in multi-stage shape drawing is the proper design of the intermediate dies especially to provide adequate metal distribution. In the current study, a method for designing the intermediate dies has been developed to manufacture hollow linear motion guide rails by multi-stage shape drawing. The design method is based on the modified virtual die method. The effectiveness of the proposed design method was verified by FE-simulations and experiments using Mn55Cr carbon steel. From the results of the FE-simulations and the experiments, the proposed design method led to a drawn product with a sound shape. The dimensional tolerances of the product were within the allowable specified tolerances.

A Haptic Dial System for Virtual Prototyping (실감 가상시작을 위한 햅틱 다이얼 시스템)

  • Han, Man-Chul;Kim, Lae-Hyun;Shin, Sang-Kyun;Park, Se-Hyung;Cho, Hyun-Chul
    • 한국HCI학회:학술대회논문집
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    • 2008.02c
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    • pp.25-29
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    • 2008
  • A virtual prototyping (VP) system provides realistic 3D images of product. A virtual prototype, however, can only be operated using traditional input device like keyboards or mice and cannot present physical interface of the product. This paper describes a haptic dial system for virtual prototyping, which integrates haptic effects with virtual user interface to facilitate product development. A user can interface the virtual prototype with the motor-driven haptic dial with feeling like operating mechanical dial. This system will help product designers sketch user interfaces during the whole stage of product design.

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Measuring Return and Volatility Spillovers across Major Virtual Currency Market (주요 가상화폐 시장간 수익률 및 변동성 전이효과에 관한 연구)

  • Yoo, Ju-Hyun;Kang, Ju-Young;Park, Sang-Un
    • The Journal of Information Systems
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    • v.27 no.3
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    • pp.43-62
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    • 2018
  • Purpose Since the Bitcoin, which was the first virtual currency, was made at 2009, almost 1,000 virtual currencies appeared onstage in the world. Even though virtual currencies have the function of money as a medium of exchange or contract, any of those has not yet entered the commercialization stage. Instead, some of the virtual currencies show the nature of investment assets. In the case of virtual money investment, users tend to use all the information of the world because information transfer is very easy and capital movement is almost free between different countries. In addition, as the transaction sizes of virtual currencies increase, a virtual currency price is no longer independent and is likely to be affected by the prices of other virtual currencies. Therefore, it is necessary to understand the influence among virtual currency markets, which helps successful implementation of investment strategies. Design/methodology/approach This study focuses on the investment product function of virtual money and conducts the analysis using the time series model used in the financial and economic areas. In this paper, we try to analyze the return and volatility transfer effect of virtual money markets through GJR-GARCH model. Findings This study is expected to find out whether we can make market forecasts through reflecting changes in other markets. In addition, we can reduce the trial and error of user decision making by using the information on the yield and volatility transition effect derived from the research results, and it is expected to reduce the opportunity cost of users.

Image-Based Modeling of Urban Buildings Using Aerial Photographs and Digital Maps (항공사진과 수치지도를 이용한 도시 건물의 이미지 기반 모델링)

  • Yoo, Byounghyun;Han, Soonhung
    • Journal of the Korean Association of Geographic Information Studies
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    • v.8 no.1
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    • pp.49-62
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    • 2005
  • The VR (virtual reality) simulator such as helicopter simulation needs virtual environment of existing urban area. But the real urban environment keeps changing. We need a modeling method to make use of the GIS data that are updated periodically. The flight simulation needs to visualize not only buildings in near distance but also a large number of buildings in the far distance. We propose a method for modeling urban environment from aerial image and digital map with a comparatively small manual work. Image based modeling is applied to urban model which considers the characteristic of Korean cities. Buildings in the distance can be presented without creating a lot of polygons. Proposed method consists of the pre-processing stage which prepares the model from the GIS data and the modeling stage which makes the virtual urban environment. The virtual urban environment can be modeled with the simple process which utilizes the height map of buildings.

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Development of Functional Fishing Field Game for the Elderly Based on Virtual Reality (가상현실 기반 고령자를 위한 기능성 낚시터 게임 개발)

  • Kim, Min-jeong;Kim, Young-june;Oh, Ha-hyun;Lee, Chung-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.308-311
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    • 2021
  • This paper describes the development of a functional game for preventing dementia for the elderly based on virtual reality. The game was developed using the Unity 3D engine to create a fishing spot, a virtual reality space. In consideration of the fact that the object of the game is an elderly person relatively unfamiliar with the virtual reality, the number of operation buttons is minimized and the sense of resistance and fatigue are reduced by an intuitive game configuration. In addition, the game was designed to give people a sense of accomplishment with a score system after the game, and to encourage them to participate in the game Overall, the developed game consists of main, interface, stage, score, TTS, tutorials, and ending credit. Each category stage is divided into three stages and realized in one integrated environment, and VRHMD can be used to games that enhance memory, attention, and judgment.

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Virtual Fatigue Analysis of a Small-sized Military Truck Considering Actual Driving Modes (실 주행조건을 고려한 군용 소형트럭의 가상 내구해석)

  • Suh, Kwon-Hee;Lim, Hyeon-Bin;Song, Bu-Geun;Ahn, Chang-Soon
    • Transactions of the Korean Society of Automotive Engineers
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    • v.16 no.4
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    • pp.120-127
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    • 2008
  • A military vehicle undergoes normal to extreme driving conditions, which consequently induce the fatigue and fracture of cabin and frame. So, it is important to estimate the fatigue life of two components at an initial design stage. In this paper, Modal Superposition Method(MSM) was applied to evaluate the durability performance of a small-sized military truck. For reliable durability analysis, a Virtual Test Lab(VTL) Model was established by correlation with experimental results. These data were extracted from actual driving test, modal test, and SPMD(Suspension Parameter Measuring Device) test. This process shows that Virtual Fatigue Analysis can be a useful approach in the development of military vehicles as well as commercial vehicles.

Analysis of Global virtual, augmented reality Contents States (가상, 증강현실 콘텐츠의 동향파악을 위한 국내외 선진 현황 분석)

  • Kim, Jung-Hee
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.7-16
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    • 2017
  • In this thesis, the objective is to identify and analyze trends in the evolution of virtual reality in the midst of the trend of digital content and the trend of the 4th industrial revolution. The analysis is divided into devices, development, distribution platforms and content fields, which are divided into active, static, and classical content and trend. This thesis is meaningful as a basic material in the planning stage of virtual augmented reality contents.

Emotional Responses toward 3D Space based on Virtual Reality - Focus on EEG Response to Single-Person Housing with Different Plan Configuration - (가상현실 기반 3차원 공간에 대한 감정적 반응 - 다른 평면 구성을 가진 1인 주거에 대한 뇌파 반응을 중심으로 -)

  • Myung, Jee-Yeon;Jun, Han-Jong
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.12
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    • pp.55-64
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    • 2019
  • The purpose of this study was to analyze the affection of plan configuration on human emotion using Virtual Reality. A total of four different plan configuration was selected according to the prior study and built using Virtual Reality. The EEG was measured and then calculated using FFT to measure human emotion in different plan configurations. The measurements were shown to lead there was a significant statistical difference in four types of brainwaves between the plan types(p<0.05). This indicates that there is a possibility of plan configuration may exacerbate psychological disorder among single-person household and suggests that it is possible to counteract those stress among single-person household by changing the plan configuration in the earlier designing stage.