• Title/Summary/Keyword: virtual university

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가상 프로토타입 기반 임베디드 소프트웨어의 테스트 기법 (A Testing Technique based on Virtual Prototype for Embedded Software)

  • 류호동;정수용;이성희;김지훈;박흥준;이승민;이우진
    • 대한임베디드공학회논문지
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    • 제9권6호
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    • pp.307-314
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    • 2014
  • Recently, software reliability and safety issues are seriously considered since failures of embedded systems may cause the damages of human lifes. For verifying and testing embedded software, execution environment including sensors and actuators should be prepared in the actual plants or virtual forms on PC. In this paper, we provide the virtual prototype based code simulation techniques and testing framework on PC. Virtual prototypes are generated by combining the Adobe's Flash SWF images corresponding to the state machine of HW or environment components. Code simulation on PC is possible by replacing the device drivers into virtual drivers which connect to virtual prototypes. Also, testing is performed by controlling the states of virtual prototype and simulators. By using these tools, embedded software can be executed in the earlier development phase and the efficiency and SW quality can be enhanced.

DEVELOPMENT OF A VIRTUAL FORGING FACTORY FRAMEWORK

  • Kao Yung-Chou;Sung Wen-Hsu;Huang Wei-Shin
    • 한국소성가공학회:학술대회논문집
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    • 한국소성가공학회 2003년도 The 8th Asian Symposium on Precision Forging ASPF
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    • pp.115-122
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    • 2003
  • This paper presents the development of a virtual forging factory framework. The technologies of virtual reality and relational database had been integrated in the developed framework using Microsoft $Windows^{(R)}$ programming as the main technique so as to emulate a physical forging factory. The developed virtual forging factory consists of forging cells and a forging cell is comprised of forging machine, forging die, and forging operations forming a forging production line. The technology of virtual reality had been successfully adopted in the production simulation of manufacturing such as CNC and robotics. However, the application in virtual forging factory seems to have not been studied yet. Potential application of a virtual forging factory can be beneficial to (1) computer aided instruction, (2) shorten the learning curve of a novice, (3) remote diagnosis and monitoring when remote monitoring and control technology and signal inspection is considered, (4) improve adverse forging environment when remote forging technology is applied, and (5) virtual reality application.

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A Comparison on the Reproducibility of Parametric Bodies Used in the Virtual Garment System

  • Choi, Hee Eun;Nam, Yun Ja;Kim, Hye Suk
    • 한국의류산업학회지
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    • 제16권2호
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    • pp.266-274
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    • 2014
  • Parametric bodies reproduce the actual shape of human body parts and should be convenient for general users to change size to judge the visual fit of clothes on-line. In this study, three parametric bodies(i.e. I, C, D ) were compared to verify the accuracy of the provided body dimensions and reproducibility to a target model. To compare reproducibility, the 20s female standard virtual model developed for an apparel industry by Korean agency for technology and standards is used. The investigation of existing parameters showed that the numbers and kinds of parameters provided by each program were different with some errors in notation; in addition, some of virtual body dimensions went beyond the maximum allowable error. The result of changing each parametric body to the 20s female standard body showed that D, C, I in order produced better reproducibility for body dimensions. There were different levels of protrusion and concavity in the virtual cross sections and virtual longitudinal sections despite the small differences in body dimensions and cross sectional areas; in addition, some parametric body was not bilateral symmetry. The results of this study can be used as basic information in the standardization of a virtual model used in a virtual garment program.

럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구 (An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show)

  • 정효조;고은주
    • 패션비즈니스
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    • 제27권2호
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

메타버스 기반 브랜드 가상 공간 내 플로우가 만족과 가상 및 실제 패션 제품 구매의도에 미치는 영향 (The Effects of Flow in a Metaverse-based Virtual Brand Space on Satisfaction and Purchase Intention of Virtual and Actual Fashion Products)

  • 서혜심;여은아
    • 한국의류학회지
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    • 제47권5호
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    • pp.891-906
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    • 2023
  • The essence of fashion brands' marketing with metaverse-based virtual spaces is to capture more potential consumers and boost the sales of companies' virtual and physical products. However, existing research has not fully addressed customer responses and behavioral outcomes regarding fashion virtual brand spaces. This study uses flow theory to address this gap and explores the factors that lead to the flow experience in virtual brand spaces. It also establishes the causal relationships between the flow experience, satisfaction with virtual spaces, the intention to purchase virtual products, and the intention to purchase actual products. We chose "Ralph Lauren World" of Ralph Lauren on Zepeto as the virtual brand space for this study and analyzed 239 valid data sets. We tested the hypotheses using structural equation modeling and bootstrapping for the mediation analyses. The findings indicate that the flow experience in virtual brand spaces positively and indirectly affects the purchase intention of virtual products via satisfaction with virtual brand spaces. In addition, virtual space satisfaction had an indirect, positive effect on actual product purchase intention through virtual product purchase intention. The research emphasizes that the purchase intention of virtual and actual products has a positive causal relationship.

An method for building 2D virtual environment for a remote controlled mobile robot

  • Kim, Woo-Kyoung;Hyun, Woong-Keun;Park, Jea-Yong;Yoon, In-Mo;Jung, Y.K.
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1430-1434
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    • 2004
  • Recently, Virtual reality parts is applied in various fields of industry. In this paper we developed basic components for virtual robot control system interfaced with real environment. For this, a real robot with virtual interface module is developed and virtual robot of similar image with real robot is created by putting on 3D graphic texture to the real robot. To build an unknown environment to be linked with virtual environment, we proposed a hough transformation based algorithm. Our proposed algorithm consists of navigation module by using fuzzy engine and map building module. Experiments using a developed robot illustrate the method.

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The Effects of Joystick-controlling and Walking-around on Navigating a Virtual Space

  • RYU, Jeeheon;PARK, Sanghoon;YANG, Eunbyul;JEONG, Museok
    • Educational Technology International
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    • 제21권2호
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    • pp.125-153
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    • 2020
  • The advancement of virtual reality technology offers various locomotion options that support users' navigation behaviors in a virtual reality environment. This study was aimed at examining the effects of two navigation methods-joystick-controlling and walking-around-on users' perceived usability, behavioral engagement, and virtual presence. Fifty South Korean college students were recruited in the study, and they were assigned randomly to one of the two navigation conditions. Participants from each group were asked to observe a 3D object and complete the surveys. They were then asked to repeat the procedure with a 2D image. Using repeated-measures ANOVAs and MANOVA, we found that users using joystick-controlling reported higher usability and showed superior performance to the walking-around group on two tasks. Participants reported a higher behavioral engagement when observing the 2D image. Besides, they perceived a significantly higher virtual presence when observing the 2D image. Finally, we discussed the implications of the findings for the navigation method design.

메타버스 시대의 버추얼 스트리머 분석과 시사점 (Analysis and Implications of Virtual Streamer in the Metabus Era)

  • 강지원;윤정빈;한혜정;최훈
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 추계학술대회
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    • pp.499-501
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    • 2022
  • 최신 기술의 발전으로 인한 메타버스의 등장으로 디지털 휴먼이 재유행하기 시작했다. 이를 활용하여 '버추얼 휴먼'이라는 개념을 정의하고 가상 공간에서 활동하던 '버추얼 스트리머'가 현실의 영역을 넘나들며 활동하고 있다. 본 연구에서는 메타버스와 아바타, 버추얼 스트리머, 버추얼 스트리밍에 대한 분석을 통해 과거와 어떤 점이 달라졌는지 파악하고 이와 관련한 시사점을 통해 현재 버추얼 스트리밍에 대한 한계와 방향성을 제시한다.

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유니티 게임엔진을 활용한 메타버스 가상세계 구현 (Implementation of Metaverse Virtual World using Unity Game Engine )

  • 이강인;한석호;이용환
    • 반도체디스플레이기술학회지
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    • 제22권2호
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    • pp.120-127
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    • 2023
  • Recently, metaverse has attracted great attention worldwide with the development of related technologies and the demand for on-tact systems. The ideal metaverse should constitute a virtual world more similar to the realistic society with physical interactions. However, there are many constraints when we construct a virtual world using the existing commercialized metaverse platform. In this paper, we design and implement a university campus-based metaverse which minimizes the constraints, and create a virtual environment maps very similar to the real-world using Unity engine, Photon cloud and Playfab SDK for multi-user accessible to virtual world as a personal avatar. Also, this work includes attractive interaction based on exchange between users. Lastly, we illustrate our implemented metaverse works on Android phone, and it works without difficulty in terms of performance.

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가상과 실제 손의 동기화를 통한 촉각환상 유발연구 (The Tactile Illusion evoked by a synchronous Visual Stimulus on Virtual and Real Hand)

  • Jeonghun Ku;Kim, Hosung;Kim, Kwanguk;Wonyoung Hahn;Lee, Jang-Han;Kim, Sun I.
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2003년도 춘계학술대회 논문집
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    • pp.84-89
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    • 2003
  • The virtual reality(VR) technology can provide various stimuli, including, visual and auditory stimuli, simultaneously in the virtual environment and encourage the user to interact. Virtual reality is a set of computer technologies, which when combined, provide an interactive interface to a computer generated world. In this world the subject can see, hear and navigate in a dynamically changing environment in which he participates as an active player, by modifying the environment according to his will. Moreover, the subject can get a feeling for the virtual environment in much the same way as one feels real life situations. In the real world, a plethora of information from various modalities may be in conflict, and modulate each other to form an illusion. In this study we investigated whether a tactile illusion on a real hand could be evoked by a virtual stimulus, the time required to generate this illusion and its duration. This study shows that the illusion occurred, and that was correlated with presence score in the virtual environment.

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