• Title/Summary/Keyword: x-reality

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Modified multi-sense skip-gram using weighted context and x-means (가중 문맥벡터와 X-means 방법을 이용한 변형 다의어스킵그램)

  • Jeong, Hyunwoo;Lee, Eun Ryung
    • The Korean Journal of Applied Statistics
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    • v.34 no.3
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    • pp.389-399
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    • 2021
  • In recent years, word embedding has been a popular field of natural language processing research and a skip-gram has become one successful word embedding method. It assigns a word embedding vector to each word using contexts, which provides an effective way to analyze text data. However, due to the limitation of vector space model, primary word embedding methods assume that every word only have a single meaning. As one faces multi-sense words, that is, words with more than one meaning, in reality, Neelakantan (2014) proposed a multi-sense skip-gram (MSSG) to find embedding vectors corresponding to the each senses of a multi-sense word using a clustering method. In this paper, we propose a modified method of the MSSG to improve statistical accuracy. Moreover, we propose a data-adaptive choice of the number of clusters, that is, the number of meanings for a multi-sense word. Some numerical evidence is given by conducting real data-based simulations.

A Study on the Efficient Occlusion Culling Using Z-Buffer and Simplified Model (Z-Buffer와 간략화된 모델을 이용한 효율적인 가려지는 물체 제거 기법(Occlusion Culling)에 관한 연구)

  • 정성준;이규열;최항순;성우제;조두연
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.2
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    • pp.65-74
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    • 2003
  • For virtual reality, virtual manufacturing system, or simulation based design, we need to visualize very large and complex 3D models which are comprising of very large number of polygons. To overcome the limited hardware performance and to attain smooth realtime visualization, there have been many researches about algorithms which reduce the number of polygons to be processed by graphics hardware. One of these algorithms, occlusion culling is a method of rejecting the objects which are not visible because they are occluded by other objects, and then passing only the visible objects to graphics hardware. Existing occlusion culling algorithms have some shortcomings such as the required long preprocessing time, the limitation of occluder shape, or the need for special hardware implementation. In this study, an efficient occlusion culling algorithm is proposed. The proposed algorithm reads and analyzes Z-buffer of graphics hardware using Microsoft DirectX, and then determines each object's visibility. This proposed algorithm can speed up visualization by reading Z-buffer using DirectX which can access hardware directly compared to OpenGL, by reading only the region to which each object is projected instead of reading the whole Z-Buffer, and the proposed algorithm can perform more exact visibility test by using simplified model instead of using bounding box. For evaluation, the proposed algorithm was applied to very large polygonal models. And smooth realtime visualization was attained.

Flight Training Efficiency about Basic Aviation Training Device (BATD) Using VR Head Mount Display (VR Head Mount Display를 이용한 기초 모의비행 훈련장치 조종 훈련 효율 연구)

  • Jeong, Gu Moon;Kim, Mu Kyeom;Nguyen, LV Thang;Lee, Jae-Woo
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.26 no.2
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    • pp.1-7
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    • 2018
  • In this paper, pilot flight training procedure of VFR (Visual Flight Rule) flight procedure was investigated through basic aviation training device (BATD) using VR HMD (Virtual Reality Head Mount Display). In order to evaluate the efficiency of the pilot training, the experimental pilot group was divided according to the similar piloting ability, then same VFR flight procedure was carried out using both the VR BATD and the conventionl BATD. The comparison of the X, Y and Z position of the aircraft from the extracted flight data was conducted. As a result, it was confirmed that the VR BATD shows better steering training efficiency tendency than the conventional BATD.

Design of a Virtual Walking Machine for Virtural Reality Interface (가상현실 대화용 가상걸음 장치의 설계)

  • 윤정원;류제하
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.11
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    • pp.1044-1051
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    • 2004
  • This paper described a novel locomotion interface that can generate infinite floor for various surface, named as virtual walking machine. This interface allows users to participate in a life-like walking experience in virtual environments, which include various terrains such as plains, slopes and stair ground surfaces. The interface is composed of two three-DOF (X, Y, Yaw) planar devices and two four-DOF (Pitch, Roll, Z, and relative rotation) footpads. The planar devices are driven by AC servomotors for generating fast motions, while the footpad devices are driven by pneumatic actuators for continuous support of human weight. To simulate natural human walking, the locomotion interface design specification are acquired based on gait analysis and each mechanism is optimally designed and manufactured to satisfy the given requirements. The designed locomotion interface allows natural walking(step: 0.8m, height: 20cm, load capability: 100kg, slope:30deg) for various terrains.

Demand for Silver Products Versus Lifestyle Among Elderly Consumers (노인소비자의 라이프스타일 유형에 따른 실버상품 수요에 관한 연구)

  • Ahn, Hye-Im;Kim, Hea-Seon
    • Journal of Families and Better Life
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    • v.27 no.2
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    • pp.45-61
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    • 2009
  • The purpose of this study was to develop an understanding of older consumers' lifestyle, and to provide the basic information for developing silver commodities and, in turn, to stimulate the silver industry which has received attention as a next-generation industry. The study divided elderly consumers into four lifestyle categories and analyzed the difference in demographic characteristics among these categories as well as differences in demand for silver products. Data were collected with questionnaire and analyzed with frequency analysis, factor analysis, K-means cluster analysis, one-way ANOVA, and a $x^2$ test using SPSS 15.0. Four different lifestyles categories were identified among elderly consumers : conservative and stability oriented (22 persons, 33.3% of the sample), progressive and relation oriented (22 persons, 15.0%), reality adapted (52 persons, 35.4%), and traditional (24 persons, 16.4%). The demand for silver products demands was significantly different among elderly consumers in the four different lifestyle groups.

Develipment of a hand motion analysis system using a 3-D Glove (3-D Glove를 이용한 손동작의 분석 시스템 개발)

  • 윤명환;권오채;한수미;박재희;이경태
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.393-397
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    • 1997
  • 본 연구에서는 손동작(Hand Motion)과 수작업(Manual Task) 분석에 VR환경에서 사용되는 각도 측정 장갑(3-D Glove)을 이용하는 방법을 제안하였다. 본 연구에서 개발된 손동작(Hand Motion)과 수작업(Manual Task)의 분석 시스템은 18-sensor $Cyberglove^{TM}$정 시스템으로부터 측정된 angle data를 기초로 손동작이나 수작업에 대한 totalmuscle moment값과 total muscle excursion값을 구하고, digit와 joint의 moment값을 X,Y.Z방향별고 구하는 기능을 가지고 있다. 시스템의 구성은 : (1) $Cyberglove^{TM}$ System과 분석 시스템의 digital data 처리를 기반으로 하는 손동작의 측정 시스템 ; (2) $Cyberglove^{TM}$ System에서 얻어진 자료를 바탕으로 3차원 공간에서 손동작을 표현할 수 있는 Kinematic Hand Model ; (3) Hand Model과 $Cyberglove^{TM}$ Systme을 기반으로 3차원에서 손동작의 역학적 분석을 할 수 있는 3-D Hand Biomechanical Model ; 등으로 되어있다. 본 시스템은 Telerobotics, Medicine, Virtual Reality 등 다양한 분야에 응용이 가능하며, 수작업에 관련되는 Product Design, Manual Control Device, Computer I/O Device의 설계에도 도움이 될 것으로 기대된다.

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Task Scheduling on Cloudlet in Mobile Cloud Computing with Load Balancing

  • Poonam;Suman Sangwan
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.73-80
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    • 2023
  • The recent growth in the use of mobile devices has contributed to increased computing and storage requirements. Cloud computing has been used over the past decade to cater to computational and storage needs over the internet. However, the use of various mobile applications like Augmented Reality (AR), M2M Communications, V2X Communications, and the Internet of Things (IoT) led to the emergence of mobile cloud computing (MCC). All data from mobile devices is offloaded and computed on the cloud, removing all limitations incorporated with mobile devices. However, delays induced by the location of data centers led to the birth of edge computing technologies. In this paper, we discuss one of the edge computing technologies, i.e., cloudlet. Cloudlet brings the cloud close to the end-user leading to reduced delay and response time. An algorithm is proposed for scheduling tasks on cloudlet by considering VM's load. Simulation results indicate that the proposed algorithm provides 12% and 29% improvement over EMACS and QRR while balancing the load.

Real-World Physical Length Comparison in Virtual Environments (가상환경에서의 실세계 물리적 길이 비교)

  • Jung, Chul-Hee;Im, Chang-Hyuck;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.3
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    • pp.19-24
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    • 2007
  • In this paper, we describe a method of defining an object's real length in order to compare objects' lengths precisely using all real length units in the real world. The browser in our study represents an object's length by referencing to the physical length property defined at modeling when it displays the object. Since objects' lengths are appropriately scaled according to these units, objects can be precisely and visually compared in sire using real world length units. The concept of defining the real length unit is extended to the X3D specification. The units are ranged from $10^{-24}(yotta)\;to\;10^{24}(yocto)$. In addition, we explain the method for processing LOD (Levels Of Detail) and for applying the property of LOLD (Levels of Length Detail) when objects with different LOLD are read into the browser.

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Development of a Model for Winner Prediction in TV Audition Program Using Machine Learning Method: Focusing on Program (머신러닝을 활용한 TV 오디션 프로그램의 우승자 예측 모형 개발: 프로듀스X 101 프로그램을 중심으로)

  • Gwak, Juyoung;Yoon, Hyun Shik
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.155-171
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    • 2019
  • In the entertainment industry which has great uncertainty, it is essential to predict public preference first. Thanks to various mass media channels such as cable TV and internet-based streaming services, the reality audition program has been getting big attention every day and it is being used as a new window to new entertainers' debut. This phenomenon means that it is changing from a closed selection process to an open selection process, which delegates selection rights to the public. This is characterized by the popularity of the public being reflected in the selection process. Therefore, this study aims to implement a machine learning model which predicts the winner of , which has recently been popular in South Korea. By doing so, this study is to extend the research method in the cultural industry and to suggest practical implications. We collected the data of winners from the 1st, 2nd, and 3rd seasons of the Produce 101 and implemented the predictive model through the machine learning method with the accumulated data. We tried to develop the best predictive model that can predict winners of by using four machine learning methods such as Random Forest, Decision Tree, Support Vector Machine (SVM), and Neural Network. This study found that the audience voting and the amount of internet news articles on each participant were the main variables for predicting the winner and extended the discussion by analyzing the precision of prediction.

Smart Glasses Cannula Guide System Development for Interventional Cardiology Procedures (중재적 심장 질환 시술을 위한 스마트 글래스 삽입관 가이드 시스템 개발)

  • Jang, Ik Gyu;Heo, Yeong Jun;Jeon, Geum Sang;Choi, Jaesoon
    • Journal of Biomedical Engineering Research
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    • v.41 no.5
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    • pp.173-178
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    • 2020
  • Remote control intervention surgery robotic system improves treatment effect on cardiovascular patients and reduces X-ray exposure. However, at the time of the first procedure, CT (computerized tomography) and other ultrasound diagnostic equipment should be used because the operator must insert the cannula directly into the patient's leg. Improvements to this have been un-met-needs of hospitals. In this paper, we developed a system that can insert the cannula intuitively and quickly by displaying blood vessels at a glance through the system using smart wearable glasses. The core development method is as follows. In order to project augmented reality onto the surgical image, CT scan angiography image is extracted and processed. In the process, three CT-Markers are used to create a coordinate system of blood vessel images. Additionally, a reference marker is photographed on a single camera to obtain a camera coordinate system. Since the CT marker and the reference marker are in the same position, 3D registration is performed. In the text, a detailed explanation will be given.