• Title/Summary/Keyword: 가상의

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The Development of Authoring Tool for 3D Virtual Space Based on a Virtual Space Map (가상공간지도 기반의 3차원 가상공간 저작도구의 개발)

  • Jung Il-Hong;Kim Eun-Ji
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.177-186
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    • 2006
  • This paper presents the development of a certain highly efficient authoring tool for constructing realistic 3D virtual space using image-based rendering techniques based on a virtual space map. Unlike conventional techniques such as TIP, for constructing a small 3D virtual space using single image, the authoring tool developed herein produces a wide 3D virtual space using multiple images. This tool is designed for constructing each small 3D virtual space for each input image, and for interconnecting these 3D virtual spaces into a wide 3D virtual space using a virtual space map. The map consists of three elements such as specific room, link point and passageway, and three directions. It contains various information such as the connection structure, the navigation information and so on. Also, the tool contains a user interface that let users construct the wide 3D virtual space easily.

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Study on Characteristics of Digital Realism Aspect for HMD based Virtual Reality Films (HMD 기반 가상현실 영화의 디지털 리얼리즘적 특성에 대한 연구)

  • Kang, Jiyoung
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.849-858
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    • 2017
  • With the fast improvement of software and hardware technology of Virtual Reality, VR(Virtual Reality) film get attention for the new possibility of future film. Already, the production of virtual reality film festivals and Hollywood films is highly active, but it is still poorly related to virtual reality films in Korea. Due to this, this research analyze VR film with Realism films and Post-modernism films in four aspects that are film's frame(Mise-en-$Sc{\grave{e}}ne$), shot(montage), vew point and interactivity to deduct characteristics of VR film. Moreover, we also deduct an esthetical characteristic of VR films beyond the Realism films and Post-modern Films through analysing various VR films. This can be said as 'Digital Realism' that is come from the viewers' positive interaction and realization of Realism through Virtual Reality technology. There will be a successful development of VR film based on this research that analyse suitable directing method for Virtual Reality environment. At last, this research focused on characteristics of digital realism aspect for HMD based first person view VR animation .

A Migration Method of Virtual Machines based Dynamic Threshold in Virtualization Environments (가상화 환경에서 동적 임계치 기반 가상 머신 이주 기법)

  • Choi, Hogun;Park, JiSu;Shon, Jin Gon
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.83-90
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    • 2015
  • In an virtualization environment, several virtual machines use physical resources together. If a specific virtual machine uses to much of the computing resources, other machines may not be working properly. There are various method to solve this problem. Most representative study is to migrate a specified virtual machines to a different server, a target server. In this study, server load can be transferred to a target server by the remigrate of the load imposed on virtual machine. It is still problematic that virtual machine has to remigrate to a different server. This thesis has proposed the algorithm determining the remigration targets by applying dynamic thresholds to solve those problems. The migration algorithm applies dynamic thresholds according to the following criteria. Firstly, the usage of CPU, network and memory; secondly, decide the set of artificial machine and the target server based on the resources surpassed thresholds; thirdly, determine artificial machines based on the resource usage in the target server.

Performance Comparison of Virtualization Domain in User Level Virtualization (사용자 레벨 가상화에서 가상화 영역 성능 비교)

  • Jeong, Chan-Joo;Kang, Tae-Geun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.11
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    • pp.1741-1748
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    • 2013
  • In this paper, we proposed new virtualization technology that is more convenient and stable in local computing environment, then found technique elements need to desktop virtualization which is based on clients in various virtualization technologies. After running excution of process explorer utility in user level virtualization and VMWare, we found memory capacity that is used 30.1MB in VMWare and 16.6MB in user level virtualization respectively to compare private bytes each of process. We found no significant difference of CPU utilization which is executed application program in local computing environment and user domain with user level virtualization. In this result, proposed virtualization technology is able to minimize performance degradation of local computing environment.

GPGPU Task Management Technique to Mitigate Performance Degradation of Virtual Machines due to GPU Operation in Cloud Environments (클라우드 환경에서 GPU 연산으로 인한 가상머신의 성능 저하를 완화하는 GPGPU 작업 관리 기법)

  • Kang, Jihun;Gil, Joon-Min
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.9
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    • pp.189-196
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    • 2020
  • Recently, GPU cloud computing technology applying GPU(Graphics Processing Unit) devices to virtual machines is widely used in the cloud environment. In a cloud environment, GPU devices assigned to virtual machines can perform operations faster than CPUs through massively parallel processing, which can provide many benefits when operating high-performance computing services in a variety of fields in a cloud environment. In a cloud environment, a GPU device can help improve the performance of a virtual machine, but the virtual machine scheduler, which is based on the CPU usage time of a virtual machine, does not take into account GPU device usage time, affecting the performance of other virtual machines. In this paper, we test and analyze the performance degradation of other virtual machines due to the virtual machine that performs GPGPU(General-Purpose computing on Graphics Processing Units) task in the direct path based GPU virtualization environment, which is often used when assigning GPUs to virtual machines in cloud environments. Then to solve this problem, we propose a GPGPU task management method for a virtual machine.

Estimating the Virtual Water by Industry Using Inter-Industry Analysis (산업연관분석법을 활용한 산업별 가상수 산정)

  • Park, Sung je;Park, Eun hee;Lee, Hyun hwa;Ryu, Si saeng
    • Proceedings of the Korea Water Resources Association Conference
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    • 2017.05a
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    • pp.426-426
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    • 2017
  • 국가간 지역간 물의 이동을 개념화하여 물 부족 현상을 정치경제학적 관점에서 접근하려는 가상수(virtual water) 연구가 국제적으로 진행되고 있다. 가상수를 양적 측면에서 산정하여 정확한 물 수지를 파악하면 수자원에 대한 국가의 계획과 전략 수립에 매우 유리한 여건이 조성된다. 우리나라의 국가계획인 수자원장기종합계획은 국가 간의 물 이동을 고려하지 않고 국내에서 발생하는 용수의 수요와 공급 측면만을 산정하고 있다. 그러나 현재에도 국내에서 소비하는 농산물과 축산물의 상당량은 수입에 의존하고 있으며, 향후 국제교역과 FTA의 확대 등으로 그 의존도는 더욱 증대될 것으로 추산된다. 따라서 국가 간 물 이동에 대한 양적 규모를 파악하여 국가전략을 수립하는 기초자료로 활용하기 위한 연구가 필요하다. 이에 본 연구에서는 산업연관분석법을 활용하여 국내 산업별(제조업, 서비스업) 가상수를 산정하여 국가 수자원계획 수립에 필요한 기초자료로서 제공하고자 한다. 산업연관분석(Inter-industry analysis)은 산업연관표를 바탕으로 산업 간의 상호 연관관계를 수량적으로 파악하는 방법이다. 이를 가상수 산정에 활용하여 직접수와 간접수를 포함한 물의 전체 사용량을 산정할 수 있다. 본 연구에서는 각 산업의 용수량을 총 생산량으로 나누어 물 강도($m^3$/원)를 계산하고, 생산유발계수와 최종수요를 곱하는 방식으로 산업별 가상수량을 산정하였다. 산업별 가상수 산정 결과는 경제총조사의 용수비와 산업연관표의 생산유발계수를 적용하였으며, 제2차 산업인 제조업 분야의 연간 가상수량은 60.4억 $m^3$, 제3차 산업인 서비스 분야의 가상수량은 연간 43.1억 $m^3$으로 분석하였다. 또한 향후 10년의 OECD 기술수준 제품군별 무역수지 전망을 고려한 결과, 기술수준 중 및 고 기술제품의 가상수 수출량이 2020년에는 2010년에 비해 약 3배 증가하는 것으로 산정하였다. 이와 같은 방법으로 산정된 산업별 가상수는 각 산업의 물 사용량을 추정하고 산업 전반의 수자원 활용도를 파악하는데 이용 가능하다. 더불어 국제 환경 및 기후변화가 반영된 가상수 시나리오 연구를 통해 장래 용수 수요변화예측 등 효과적인 물 관리 정책 수립에 기여할 수 있다.

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Automatic Adaptation Based Metaverse Virtual Human Interaction (자동 적응 기반 메타버스 가상 휴먼 상호작용 기법)

  • Chung, Jin-Ho;Jo, Dongsik
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.2
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    • pp.101-106
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    • 2022
  • Recently, virtual human has been widely used in various fields such as education, training, information guide. In addition, it is expected to be applied to services that interact with remote users in metaverse. In this paper, we propose a novel method to make a virtual human' interaction to perceive the user's surroundings. We use the editing authoring tool to apply user's interaction for providing the virtual human's response. The virtual human can recognize users' situations based on fuzzy, present optimal response to users. With our interaction method by context awareness to address our paper, the virtual human can provide interaction suitable for the surrounding environment based on automatic adaptation.

Study of Hard Disk Layout for Xen Virtualization Environment (Xen 가상화 환경을 위한 하드디스크 레이아웃 연구)

  • Lee, Nam-Su;Kang, Dong-Woo;Kim, Se-Woog;Choi, Jong-Moo;Kim, Jun-Mo
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.155-157
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    • 2012
  • 최근 클라우드 컴퓨팅의 핵심 기술로서 가상화 기술이 대두되고 있다. 가상화는 컴퓨터 자원의 물리적인 특징을 추상화하여 사용자에게는 논리적 자원을 제공하고 이를 통해 기술적 및 관리적 이점을 제공한다. Xen 가상화 환경에서 가상머신에 디스크 공간을 할당하는 한 가지 방식으로 하나의 하드디스크 파티션을 가상머신에 할당하는 방식이 있다. 위와 같은 환경에서는 같은 하드디스크에 존재하는 가상머신들임에도 불구하고 데이터에 접근하는 물리적 특성으로 인해 읽기/쓰기 성능 불균형이 발생하고, 가상머신의 수가 증가함에 따라 파티션 간의 최단 탐색거리 증가로 인해 동시적 읽기/쓰기의 성능이 저하되는 문제점이 발생한다. 본 논문은 이러한 문제점을 해결하기 위해 새로운 파티션 구조인 Onion 파티션 구조를 제안한다. Xen버전 4.1의 환경에서 Domain-0 커널버전 2.6.32를 수정하여 구현 및 실험을 하였다. 실험 결과, 각 가상머신의 독립적 읽기/쓰기 성능 편차가 기존대비 8%, 10%수준으로 개선되었으며, 가상머신들의 동시적 읽기/쓰기 성능은 기존대비 156.76%, 119.01%의 성능 향상을 보였다.

Digital Storytelling of a Performance with a Virtual Marionette and an Actual Marionette (가상 마리오네트와 실재 마리오네트를 동시에 이용한 퍼포먼스의 디지털스토리텔링 -가상 세계와 실재 세계의 통제 관계에 대한 스토리텔링)

  • Ihm, So-Young;Kim, Sang-Tae;Yoo, Won-Dae;Chi, Ju-Min;Kim, Tak-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1287-1292
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    • 2009
  • There have been many experiments and researches of virtual marionettes which mostly focused on controlling the marionettes more delicately and precisely. This paper will prove that performances using virtual marionettes can show more than simply controlling other objects delicately and precisely. The performance that this paper is discussing about used not only a virtual marionette but also an actual marionette. In this performance, a human manipulated an actual marionette and the actual marionette controlled a virtual marionette. This performance is meant to represent a controlling relationship between an actual world and a virtual world. This recursive and duplicate process will show that experiments using virtual marionettes can express more diverse objectives than existing experiments.

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A Study on the Design of Cyber lecture Component (가상강의 Component 설계에 관한 연구)

  • 강정배;김선경
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.3
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    • pp.42-50
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    • 2003
  • E-Learning is a modern main teaching method starting from the concept of remote education. This research is aimed for proposing cyber lecture library system and designing a cyber lecture component that becomes a basis for e-Learning system Cyber lecture library is a storage system of cyber lectures that can supply high quality data to the needed developers. Component consists of 5 categories and those are text voice, image, animation, and flash. By using this system the developers can save the necessary time and effort in education development. This system also helps students. The students can access various lecture data on a given subject and select the best fit for them.

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