• Title/Summary/Keyword: virtual structure

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Unveiling Zoological Realms: Exploring the Virtual Frontier, Analyzing Data Export Techniques, and Crafting Immersive Experiences

  • Jumamurod Aralov Farhod Ugli;Narzulloev Oybek Mirzaevich;Leehwan Hwang;Seunghyun Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.242-252
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    • 2024
  • This study introduces a prototype for a virtual zoo initiative, aimed at optimizing resource utilization and minimizing animal displacement from their natural habitats. The prototype features a thoughtfully developed three-dimensional representation of an emperor penguin, with animations designed to emulate real-life behaviors. An investigation into file format distinctions for scientific research, encompassing Wavefront(OBJ), Collada(DAE), and Filmbox(FBX) formats, was conducted. The research utilized the Hololens 2 device for visualization, Unity for environment development, Blender for modeling, and C# for programming, with deployment facilitated through Visual Studio 2019 and the Mixed Reality Toolkit. Empirical examination revealed the OBJ format's suitability for simple geometric shapes, while DAE and FBX formats were preferred for intricate models and animations. DAE files offer detailed preservation of object structure and animations albeit with larger file sizes, whereas FBX files provide compactness but may face scalability constraints due to extensive data integration. This investigation underscores the potential of virtual zoos for conservation and education, advocating for further exploration and context-specific implementation.

A Study on the Deduction of 3-Dimmensional Visual Structure and measurement of Quantitative Openness in Accordance with Spatial Probe Routes (공간탐색경로에 따른 3차원 시각구조 도출과 정량적 개방도 측정에 관한 연구)

  • Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.112-120
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    • 2010
  • Human can recognize the environment by detecting spatial perception, and most of environmental perception depends on visual perception. In view that the acquisition of spatial information is accomplished through visual recognition, analysis of visual structure contained in the space is thought to be very important sector in studying the characteristic of the space. The history of studies on visual structure of space, however, wasn't too long, and furthermore most of the theories up to now focused on static and planar principles. Under this circumstance, this study is intended to suggest new theory by combining Isovist theory and VGA theory that have been actively discussed as the theory on visual perception-based spatial structure and supplementing them between each other to expand into 3-dimensional model. The suggested theory is a complex principle in dimensional and dynamic form in consideration of visual direction, which forms 3-dimentional virtual model that enables visualization of the property of spatial structure as the routine discriminating whether visual connection is made between viewing point and target point, and the target point is included in the visual field quadrangular pyramid or not. Such model was built up by an analysis application where four probe paths were applied to simulate the visual structure that occurs in virtual space, and then the characteristics were analyzed through quantification. In result, in spite of the path with equal space and equal length, significant difference in the acquired quantity of spatial information could be found depending on the probe sequence. On the contrary, it was found that probe direction may not affect the acquired quantity of information and visual property of the space.

Deep-learning Prediction Based Molecular Structure Virtual Screening (딥러닝 예측 기반의 OLED 재료 분자구조 가상 스크리닝)

  • Jeon, Yerin;Lee, Kyu-Hwang;Lee, Hokyung
    • Korean Chemical Engineering Research
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    • v.58 no.2
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    • pp.230-234
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    • 2020
  • A system that uses deep-learning techniques to predict properties from molecular structures has been developed to apply to chemical, biological and material studies. Based on the database where molecular structure and property information are accumulated, a deep-learning model looking for the relationship between the structure and the property can eventually provide a property prediction for the new molecular structure. In addition, experiments on the actual properties of the selected molecular structure will be carried out in parallel to carry out continuous verification and model updates. This allows for the screening of high-quality molecular structures from large quantities of molecular structures within a short period of time, and increases the efficiency and success rate of research. In this paper, we would like to introduce the overall composition of the materiality prediction system using deep-learning and the cases applied in the actual excavation of new structures in LG Chem.

The Development of the Virtual Reality System for Augmenting Scientific Inquiry Learning Environments (과학적 탐구학습을 지원하는 가상현실 시스템 개발에 관한 연구)

  • Im, Jae-Won;Kim, Seok-Hwan;Cho, Yong-Joo;Park, Kyoung-Shin
    • The KIPS Transactions:PartB
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    • v.15B no.2
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    • pp.95-102
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    • 2008
  • The interactive virtual reality technology has used in scientific inquiry learning since it can overcome the restriction of real world and it draws user's interest and foster active participation. However, prior works are mostly designed for a specific inquiry learning lesson and it is quite difficult to use them for constructing other inquiry learning environments. Hence, we developed the integrated virtual reality system, SASILE (System for Augmenting Scientific Inquiry Learning Environments), that helps ease the development of the scientific inquiry learning environment. In this paper, we first describe the related works on supporting VR scientific inquiry learning systems, followed by the SASILE system architecture and implementation. Then, we illustrate the use of this system to develop a Virtual Moyangsung application for teaching a scientific structure of Korean traditional house by exploring and observing the convection currents as well as a Mars Rover application for estimating the asteroid impacts on Mars by measuring rock properties. Finally, we will discuss the future research directions for this system.

An Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World (가상현실 속의 상황 표현을 위한 시공간 그래프의 구현)

  • Park, Jong-Hee;Jung, Gung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.9-19
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    • 2013
  • In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. An event in general occupies not only a space but a time. Hence a crucial premise for the simulation of virtual situations is to position events in the multi-dimensional context, that is, 3-D space extended by the temporal dimension. Furthermore an event tends to have physical, social and mental aspects intertwined. As a result we need diverse information structures and functions to model entities and relations associated with events and to describe situations in different stances or perspectives of the virtual agents. These structures and functions are implemented in terms of integrated and intuitive representation schemes at different levels such as Ontology View, Instance View, ST View, Reality View. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. The viability of this knowledge representation scheme is demonstrated with a typical scenario applied to a simulator implemented based on the ST Graph. The virtual stage based on the ST graph can be used to provide natural contexts for situated learning or next-generation simulation games.

A Study on Tactile Sensation Application for Computer Game and Virtual Reality (컴퓨터게임과 가상현실을 위한 촉각 응용에 관한 연구)

  • 이영재
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.646-654
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    • 2002
  • The human sense of touch provides us with an important source of information about our surroundings. Because of its unique position at interface between our bodies and the out world, touch sensation supplies sensory data which helps us manipulate and recognize objects and warn of harmful situation. But tactile sensation was recognized less important than visual sense and auditory sense but it plays an important immersing role in virtual reality and computer game. Tactile sensation can be used to influence to objects according to power and supplied sensory feedback to the player in a virtual environment. This paper investigated the characteristics of tactile sensation of human being and proposed method of sturdy using force sensing sensor, simple force modeling and data structure form for virtual reality and computer game. As a result, force distribution, depth, center point can be calculated using sensor output and this information is very effective to specific position for actions and reactions. This study can used as basic information for tactile sensation and it's application in computer game and virtual realty.

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Performance Analysis of Operation Strategy of Dual Virtual Cell-based System under The Overlay Convergent Networks of Cognitive Networking (인지 네트워킹 기반 중첩 융합 네트워크에서 이중 가상 셀 운영방안의 성능분석)

  • Choi, Yu-Mi;Kim, Jeong-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.6B
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    • pp.483-488
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    • 2012
  • With the fast growing data traffic, the performance of the convergent overlay network environment under the cognitive networking environment is crucial for the implementation of the efficient network structure. In order to achieve high capacity and reliable link quality in wireless communication of the overlay convergent networks with the cognitive networking based on the advanced capability of the mobile terminal, a Distributed Wireless Communication System (DWCS) can provide the capability of ambient-aware dual cell system's operation. This paper has considered virtual cell: the Dual Virtual Cell (DVC), and also proposes DVC employment strategy based on DWCS network. One is the Active Virtual Cell which exists for user's actual data traffic and the other is the Candidate Virtual Cell which contains a set of candidate antennas to protect user's link quality from performance degradation or interruption. The considered system constructs DVC by using cognitive ability of finding useful virtual signals. Also, for multi-user high-rate data transmission, the DWCS system exploits Space-Time Trellis Codes. The effects of changing environments on the system performance has been investigated thereafter.

A Study on the Effects of a Virtual-Users Model Computing the Semantics of Spaces for the Operation and Understanding of Human Behavior Simulation of Architecture-Major Students (공간의 의미를 연산하는 가상 사용자 모델이 건축설계 전공학생들의 인간행동 시뮬레이션 운용과 이해도에 미치는 효과에 관한 연구)

  • Hong, Seung-Wan
    • Journal of KIBIM
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    • v.6 no.3
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    • pp.34-41
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    • 2016
  • The previous studies argue that using the semantic properties of BIM objects is efficient for simulating the behaviors of autonomous, computer agents, called virtual-users, but such assumption is not proven via evidence-based research approaches. Hence, this present study aims to investigate the empirical effects of a human behavior simulation model equipped the semantics of spaces on the architecture-major students' operation and understanding of the simulation system, compared to a typical path-finding model. To achieve the aim, this study analyzed the survey and interview data, collected in the authentic design projects. The analysis indicates that (1) using a simulation model equipped the semantics of spaces helps the students' operation of the simulation, and (2) it also aids understanding the relationship between the variables of spaces and virtual-users (${\alpha}=0.74$). In addition, the qualitative data inform that the advantages of the simulation model that computes the semantics of spaces stem in the automatic behavioral changes of massive numbers of virtual-users, and efficient detection and activation on the what-if situations. The analysis also reveals that the simulation model has shortcomings in orchestrating the complex data structure between the semantics properties of spaces and virtual-users under multi-sequential scenarios. The results of this study contribute to develop a future design system combining BIM with human behavior simulation.

A study on an investigation procedure of digital forensics for VMware Workstation's virtual machine and a method for a corrupted image recovery (VMware Workstation 가상 머신 이미지에 대한 디지털 포렌식 조사 절차 및 손상된 이미지 복구 방안)

  • Lim, Sung-Su;Yoo, Byeong-Yeong;Park, Jung-Heum;Byun, Keun-Duck;Lee, Sang-Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.2
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    • pp.61-70
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    • 2011
  • Virtualization is a technology that uses a logical environment to overcome physical limitations in hardware. As a part of cost savings and green IT policies, there is a tendency in which recent businesses increase the adoption of such virtualization. In particular, regarding the virtualization in desktop, it is one of the most widely used technology at the present time. Because it is able to efficiently use various types of operating systems in a physical computer. A virtual machine image that is a key component of virtualization is difficult to investigate. because the structure of virtual machine image is different from hard disk image. Therefore, we need researches about appropriate investigation procedure and method based on technical understanding of a virtual machine. In this research, we suggest a procedure of investigation on a virtual machine image and a method for a corrupted image of the VMware Workstation that has the largest number of users.

A Study on Presence of Collaboration based Multi-user Interaction in Immersive Virtual Reality (몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구)

  • Park, Seongjun;Park, Wonjun;Heo, Hayoung;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.11-20
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    • 2018
  • This study proposes collaboration based multi-user interaction to provide improved presence and satisfying experience to multiple HMD users in immersive virtual reality. The core of the proposed multi-user interaction is to present the direction in which HMD users in virtual reality environment can interact through communication and collaboration with each other based on their separate roles and behaviors. Each user in the virtual collaborative environment uses a hand to interact with a virtual environment or virtual objects. Based on the basic structure, this study designs methods (synchronization and communication) that can be achieved a common goal together through communication and collaboration. Then, this study creates a virtual reality application of arcade genre that considers communication and collaboration in order to verify whether the proposed multi-user interaction provides improved presence and satisfaction experience. And, the survey experiments are conducted for participants. Through these processes, it is confirmed that the interaction in the proposed immersive virtual collaborative environments provide the presence and experience that is satisfactory to all users.