• 제목/요약/키워드: virtual structure

검색결과 801건 처리시간 0.036초

Intelligent System Predictor using Virtual Neural Predictive Model

  • 박상민
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 1998년도 The Korea Society for Simulation 98 춘계학술대회 논문집
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    • pp.101-105
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    • 1998
  • A large system predictor, which can perform prediction of sales trend in a huge number of distribution centers, is presented using neural predictive model. There are 20,000 number of distribution centers, and each distribution center need to forecast future demand in order to establish a reasonable inventory policy. Therefore, the number of forecasting models corresponds to the number of distribution centers, which is not possible to estimate that kind of huge number of accurate models in ERP (Enterprise Resource Planning)module. Multilayer neural net as universal approximation is employed for fitting the prediction model. In order to improve prediction accuracy, a sequential simulation procedure is performed to get appropriate network structure and also to improve forecasting accuracy. The proposed simulation procedure includes neural structure identification and virtual predictive model generation. The predictive model generation consists of generating virtual signals and estimating predictive model. The virtual predictive model plays a key role in tuning the real model by absorbing the real model errors. The complement approach, based on real and virtual model, could forecast the future demands of various distribution centers.

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ATM 가상종단시스템의 ABR 서비스 제어 기능 설계 (Design of ABR Service Control Functions for ATM Virtual End Systems)

  • 이숭희
    • 융합신호처리학회논문지
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    • 제2권1호
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    • pp.71-79
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    • 2001
  • 장거리 링크를 가지는 ATM 망에서는 긴 전파지연의 영향을 고려하여 설정된 가상종단시스템을 이용하여 ABR 서비스를 제공할 수 있다. 본 논문에서는 가상종단시스템을 이용하여 ABR 서비스를 제공하는 데에 필요한 조건인 많은 개수의 가상연결들에 대한 ABR 서비스 제어 기능을 설계하기 위한 제반 고려 사항들을 살펴보고 구현을 위한 설계 구조를 제시하였다. 제시한 설계 구조에서는 많은 개수의 가상연결들에 대해 ABR 서비스를 수용해 줄 수 있도록 공유 메모리 구조를 이용한 셀 송출 제어 구조를 적용하였다.

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Video Segmentation and Video Segment Structure for Virtual Navigation

  • Choi, Ji-Hoon;Kim, Seong-Baek;Lee, Seung-Yong;Lee, Jong-Hun
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2003년도 Proceedings of ACRS 2003 ISRS
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    • pp.783-785
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    • 2003
  • In recent years, the use of video in GIS is considered to be an important subject and many related studies result in VideoGIS. The virtual navigation is an important function that can be applied to various VideoGIS applications. For virtual navigation by video, the following problems must be solved. 1) Because the video route may be not exactly coincided with route that user wants to navigate, parts of several video clips may be required for single navigation. Virtual navigation should allow the user to move from one video to another at the proper position. We suggest the video segmentation method based on geographic data combined with video. 2) From a point to a destination, the change frequency of video must be minimized. The frequent change of video make user to mislead navigation route and cause the wasteful use of computing resource. We suggest methods that structure video segments and calculate weight value of each node and link.

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

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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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.

이동속도의 변화에 따른 가로경관의 평가 -Virtual Reality를 이용한 실험- (An Evaluation of the Streetscape According to the Change of Moving Speed -Through the Experiment of the Virtual Reality-)

  • 정재희
    • 한국조경학회지
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    • 제28권5호
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    • pp.15-25
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    • 2000
  • The purpose of this paper is to examine the visual evaluation structure about the formal changes of streetscape by the different moving speed in two alternative control plans for the building height and the setback regulation. The virtual reality system is applied to the experimental tool. Eighty-two experimental models are made in consideration of the height and the setback of the building regulation cased by Midou-suji street in Osaka City, Japan. and ten typical models are selected by pre-experiment. Since the changes of the landscape structure consists of the height and the setback of the building, four the evaluation items are set: grade of continuity, order, openness, preference. As there are eighty-two landscape models which are too many to be applied in this experiment, ten role models are drawn out and used in this experiment. The mean difference test, discriminant analysis, and multiple linear regression methods had been used for the statistical analysis methods. The results of this study are as follows; 1) It is found out the fact of the difference evaluation structure amount experiments models. 2) From the sketch analysis and interview, it is found out difference cognition structure by the moving speed and alternatives. 3) From the discriminant and regression analysis, it is found out that the evaluation value about continuity becomes low by the moving speed change from walking speed to driving speed. We suggest that continuous experiment should be made with a variety of groups and models, and general and universal results should also be come out of the experiments above.

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ATM 망의 가상경로 루팅 최적화 (Virtual Path Routing Optimization in ATM Network)

  • 박구현
    • 한국경영과학회지
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    • 제20권1호
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    • pp.35-54
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    • 1995
  • Routing in ATM network is set up by combination of both virtual path routing and virtual channel routing. While virtual channel is similar concept to virtual circuit of data networks, virtual path is a special concept which is not used in traditional data networks. Virtual path can rearrange in structure and size by simply changing virtual path routing tables and giving the network the capability to eash allocate network resources according to the demand needs. This paper provides reconfiguration models of virtual path network which give the bandwidth of link and the routing path for each traffic class. The reconfiguration models are network optimization problems of multicommodity network flow type. The numerical examples are also included.

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Virtual Prototyping of Area-Based Fast Image Stitching Algorithm

  • Mudragada, Lakshmi Kalyani;Lee, Kye-Shin;Kim, Byung-Gyu
    • Journal of Multimedia Information System
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    • 제6권1호
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    • pp.7-14
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    • 2019
  • This work presents a virtual prototyping design approach for an area-based image stitching hardware. The virtual hardware obtained from virtual prototyping is equivalent to the conceptual algorithm, yet the conceptual blocks are linked to the actual circuit components including the memory, logic gates, and arithmetic units. Through the proposed method, the overall structure, size, and computation speed of the actual hardware can be estimated in the early design stage. As a result, the optimized virtual hardware facilitates the hardware implementation by eliminating trail design and redundant simulation steps to optimize the hardware performance. In order to verify the feasibility of the proposed method, the virtual hardware of an image stitching platform has been realized, where it required 10,522,368 clock cycles to stitch two $1280{\times}1024$ sized images. Furthermore, with a clock frequency of 250MHz, the estimated computation time of the proposed virtual hardware is 0.877sec, which is 10x faster than the software-based image stitch platform using MATLAB.

이종 플랫폼 간 협업을 위한 분산 가상 환경 (Distributed Virtual Environment for Collaboration between Heterogeneous Platform)

  • 이석희;이영호;우운택
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 컴퓨터소사이어티 추계학술대회논문집
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    • pp.141-144
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    • 2003
  • This paper proposes the distributed virtual environment framework for collaboration between heterogeneous platforms. The proposed system consists of Client, Content Server(CS), and Reflector Server(RS). The Client is composed of VR library(VRL), Interaction Manager(IM), Distributed Interaction Manager(DIM), and Network Interface(NI). The proposed Client structure can support various display environments. The XML-based IM and DIM lets the users define and add the interactions. The proposed Server structure synchronizes the distributed interaction between heterogeneous platforms and provides transparency to the users. Therefore, the proposed framework enables the users to implement virtual collaboration environment for their tasks. Moreover, it can also be used for research and development activities between a large number of the remote users. The usefulness of the framework was verified by applying it to the virtual heritage tour system.

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보이스 코일형 모터를 이용한 햅틱 장치의 설계 및 제어 (Design and Control of Haptic Device using Voice Coil Type Motor)

  • 성하경;범진환
    • 대한전기학회논문지:시스템및제어부문D
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    • 제51권10호
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    • pp.439-445
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    • 2002
  • In this paper force feedback control system is investigated for improving the quality of the haptic feedback in virtual reality applications. We suggested the method of controlling the haptic device and modelling the virtual environment. Haptic device is composed of five bar link structure, voice coil motor, control board, and virtual environment modeling program. We applied voice coil motor in the actuating system for simple structure and easy control. Virtual environment modelling is constructed in PC, and the control signals of the actuators and the encoder data are transferred to the control system through USB. Experiment is performed to evaluate the characteristics of the haptic device.

Identification of Potent Leukocyte Common Antigen-Related Phosphatase Inhibitors via Structure-Based Virtual Screening

  • Park, Hwangseo;Pham, Ngoc Chien;Chun, Ha-Jung;Ryu, Seong Eon
    • Bulletin of the Korean Chemical Society
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    • 제34권7호
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    • pp.2006-2010
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    • 2013
  • Leukocyte common antigen-related phosphatase (LAR) has been considered a promising target for the development of therapeutics for neurological diseases. Here, we report the first example for a successful application of the structure-based virtual screening to identify the novel small-molecule LAR inhibitors. Five of these inhibitors revealed micromolar inhibitory activities with the associated $IC_{50}$ values ranging from 2 to 6 ${\mu}M$. Because the newly identified inhibitors were also screened for having desirable physicochemical properties as a drug candidate, they may serve as a starting point of the structure-activity relationship study to optimize the medical efficacy. Structural features relevant to the stabilization of the new inhibitors in the active site of LAR are discussed in detail.