• Title/Summary/Keyword: 가상의

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Research on Virtual Simulator Sickness Using Field of View Restrictor According to Human Factor levels (FOV Restrictor를 활용한 가상 멀미 저감 요소 기술연구)

  • Kim, Chang-seop;Kim, So-Yeon;Kim, Kwanguk
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.49-59
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    • 2018
  • Simulator sickness is one of the important side effect of virtual reality. Simulator sickness is influenced by various factors, and field of view (FOV) is one of them. The FOV is a viewing angle limited by the screen, and when the FOV is reduced, the simulator sickness is reduced, and the presence is lowered. Previous study developed a Dynamic FOV Restrictor (Center-fixed FOV Restrictor) to reduce simulator sickness while maintaining presence. It is a method that limits the FOV dynamically by reflecting the speed and angular velocity of the avatar. We also developed Eye-tracking Based Dynamic FOV Restrictor (Eye-tracking FOV Restrictor) by adding head rotations and eye movements. This study attempts to compare the simulator sickness and the presence of the No FOV Restrictor condition, the Center-fixed FOV Restrictor condition, and the Eye-tracking FOV Restrictor condition. The results showed that the simulator sickness of the Center-fixed FOV Restrictor condition is significantly lower than other two conditions. The results also showed that there were no significant differences in presence in three conditions. The interpretations and limitations of this study are discussed in this paper.

Interaction Augmented Reality System using a Hand Motion (손동작을 이용한 상호작용 증강현실 시스템)

  • Choi, Kwang-Woon;Jung, Da-Un;Lee, Suk-Han;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.425-438
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    • 2012
  • In this paper, We propose Augmented Reality (AR) System for the interaction between user's hand motion and virtual object motion based on computer vision. The previous AR system provides inconvenience to user because the users have to control the marker and the sensor like a tracker. We solved the problem through hand motion and provide the convenience to the user. Also the motion of virtual object using a physical phenomenon gives a reality. The proposed system obtains geometrical information by the marker and hand. The system environments like virtual space of moving virtual ball and bricks are made by using the geometrical information and user's hand motion is obtained from the hand's information with extracted feature point through the taping hand. And it registers a virtual plane stably by getting movement of the feature points. The movement of the virtual ball basically is parabolic motion with a parabolic equation. When the collision occurs either the planes or the bricks, we show movement of the virtual ball with ball position and normal vector of plane and the ball position is faulted. So we showed corrected ball position through experiment. and we proved that this system can replaced the marker system to compare to jitter of augmented virtual object and progress speed with it.

Construction of Virtual Public Speaking Simulator for Treatment of Social Phobia (대인공포증의 치료를 위한 가상 연설 시뮬레이터의 실험적 제작)

  • 구정훈;장동표;신민보;조항준;안희범;조백환;김인영;김선일
    • Journal of Biomedical Engineering Research
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    • v.21 no.6
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    • pp.615-621
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    • 2000
  • A social phobia is an anxiety disorder characterized by extreme fear and phobic avoidance of social and performance situations. Medications or cognitive-behavior methods have been mainly used in treating it. These methods have some shortcomings such as being inefficient and difficult to apply to treatment. Lately the virtual rcality technology has been applied to dcal with the anxiety disorders in order to compcnsate for these defects. A virtual environment provides a patient with stimuli which cvokes a phobia. and the patient's exposure to the virtual phobic situation make him be able to overcome it. In this study, we suggested the public speaking simulator based on a personal computer for the treatment of social phobia. The public speaking simulator was composed of a position sensor. head mount display and audio system. And a virtual environment for the treatment was suggested to be a seminar room where 8 avatars are sitting. The virtual environment includes a tracking system the trace a participant's head-movement using a HMD with position sensor and 3D sound is added to the virtual environment so that he might fcel it realistic. We also made avatars' motion and facial expression change in reaction to a participant's speech. The goal of developing public speaking simulator is to apply to treat fear of public speaking efficiently and economically. In a future study. we should get more information about immergence and treatment efficiency by clinical test and apply it to this simulator.

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Correlation between Self-Evaluation Factor, Satisfaction, Utilization Frequency and Academic Achievement in Cyber Anatomical Education according to Major (전공에 따른 해부학 가상강의의 자기평가요인, 가상강의실 활용도, 학업성취도 간의 상관관계 비교)

  • Kim, Kwang-Hwan;Kim, Jee-Hee;Lee, Young-Il;Park, Jeong-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.281-287
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    • 2011
  • In anatomical education, cyber class has been studied as a strong strategy coincided with academic characterestics. In the present study, we investigated the correlation between self-evaluation factors, use of cyber classroom and academic achievement of health allied undergraduate students according to application of cyber class in the anatomical education. The subjects of study were totally 231 students who were majored in nursing science (n=143) and sports science (n=88) in last 3 years (2007-2009). Based on frequency of log-in, survey and grade of score, we analyzed correlation of their factors and their scores using frequency analysis, T-test and analysis of variance. Regardless of their major, most of students gave high scores in all of self-evaluation factors, convinience of cyber classroom, suitability of assignment. The frequency of log-in correlated highly with academic achievement(r=0.246, p<0.01, nursing science; r=0.234, p<0.05 sports medicine). The academic achievement also had a high correlation of 0.218(p<0.01) with the level of difficulty in nursing science students, 0.499(p<0.05) with the levels of satisfaction difficulty and interest. in sports science students. This study suggested that cyber class was very useful and would be a promising strategy in anatomical education.

A Study on the Analysis of the Potential FT(Financing of Terrorism) Threat Using Virtual Currencies and Its Response (가상통화를 활용한 테러자금조달 위협 분석과 국내 대응방안에 관한 연구)

  • Kang, Taeho;Cha, Jang-Hyeon;Kim, Gunin
    • Korean Security Journal
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    • no.62
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    • pp.9-33
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    • 2020
  • This study presents aspects of the financing of terrorism using virtual-currencies. Fisrt of all, this introduces the conventional threat of the financing of terrorism and the analysis of current legal system regarding virtual-currency in South Korea. Next, the financing of terrorism cases are analyzed. With given analysis, the paper deals with its response and future extensions by technical and institutional aspects. The threats of the financing of terrorism are going higher after the appearance of virtual-currencies such as Bitcoin. There are two typical ways to use virtual-currencies by terrorist groups. One is to conduct public fund-raising in the social network system and the dark web. The other is to hack into virtual-currency exchange network in order to steal virtual currencies for developing the weapon of mass destruction. Specifically South Korea is top three country of trading virtual currencies and has been subject to virtual-currency hacking more than 10 cases. However, many countries including South Korea deal with virtual currencies as only innovative technology and means of investment, not the threats of the financing of terrorism. Under these circumstances, there a the legal contradiction. This article points this limit and absurdity. Also, it shows reasonable alternatives. All in all, given these aspects, the article proposes detailed policy directions.

Adaptive VM Allocation and Migration Approach using Fuzzy Classification and Dynamic Threshold (퍼지 분류 및 동적 임계 값을 사용한 적응형 VM 할당 및 마이그레이션 방식)

  • Mateo, John Cristopher A.;Lee, Jaewan
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.51-59
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    • 2017
  • With the growth of Cloud computing, it is important to consider resource management techniques to minimize the overall costs of management. In cloud environments, each host's utilization and virtual machine's request based on user preferences are dynamic in nature. To solve this problem, efficient allocation method of virtual machines to hosts where the classification of virtual machines and hosts is undetermined should be studied. In reducing the number of active hosts to reduce energy consumption, thresholds can be implemented to migrate VMs to other hosts. By using Fuzzy logic in classifying resource requests of virtual machines and resource utilization of hosts, we proposed an adaptive VM allocation and migration approach. The allocation strategy classifies the VMs according to their resource request, then assigns it to the host with the lowest resource utilization. In migrating VMs from overutilized hosts, the resource utilization of each host was used to create an upper threshold. In selecting candidate VMs for migration, virtual machines that contributed to the high resource utilization in the host were chosen to be migrated. We evaluated our work through simulations and results show that our approach was significantly better compared to other VM allocation and Migration strategies.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

Ubiquitous Virtual Reality Framework and Its Application for Fostering Sustainable Content Ecosystem (지속 가능한 콘텐츠 생태계 조성을 위한 유비쿼터스 가상현실 프레임워크 및 응용)

  • Shin, Choon-Sung;Ha, Tae-Jin;Kim, Ki-Young;Lee, Won-Woo;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.123-134
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    • 2010
  • In this paper we propose ubiquitous virtual reality framework and its application for fostering a sustainable content ecosystem in the convergence space of virtual reality and real space. The ubiquitous virtual reality framework supports fundamental infrastructure which consists of platforms for end-users and service providers and dual space management. The platform for the service provider allows experts to generate contents related to real objects while the platform for the end-users allows to consume, share and regenerate the contents contextually augmented over real objects. The dual space management stores, visualizes and provides the contents generated and extended by them for connecting different users and service providers. The proposed framework allows users to continuously generate, share and extend the contents and thus contribute to making multimedia service environment. We also implemented and evaluated the framework consisting of a desktop authoring platform, mobile authoring platform and a dual space management server. We then introduced a promising application scenario to show how the content ecosystem is empowered by ubiquitous virtual reality framework and is realized in our life. Consequently, we are expecting that the ubiquitous virtual reality technology will play a vital role in building continuously evolving multimedia service environment for the future computing environment.

An Action-Generation Method of Virtual Characters using Programming by Demonstration (Programming by Demonstration을 이용한 가상 캐릭터의 행동 생성 기법)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.141-149
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    • 2011
  • The substantial effort is required to make a virtual character smoothly move like a human being in the virtual environment. Since a virtual character acts on the basis of the actions, it is the most critical to define actions for smooth flow of action. It has been actively studied the programming by demonstration which defines series of actions to be performed by a virtual character based on the actions operated by a person. However, such approaches can't easily draw many sequential actions because they create sequential actions in the same length all the time or restrict the actions used to create such actions. For smooth flow of action, it is required to derive sequential actions as much as possible from the actions of a virtual character and to select the representative set of actions. Accordingly, it is necessary to study how to create sequential actions as reducing diverse limits. This study suggests the approach to select sequential actions suitable for a virtual character by collecting the actions of a character manipulated by a person and deriving a set of actions to be performed by a virtual character. The experiment describes the process to create the actions by applying the approach suggested in this study to the driving game. In accordance with the analysis results, it was found that a set of actions performed by a person was generated without being restricted by a length or a part to divide. Finally, we confirmed that the suggested method selects the best sequential actions, appropriate to virtual character, among more generated actions.

A Technique for Provisioning Virtual Clusters in Real-time and Improving I/O Performance on Computational-Science Simulation Environments (계산과학 시뮬레이션을 위한 실시간 가상 클러스터 생성 및 I/O 성능 향상 기법)

  • Choi, Chanho;Lee, Jongsuk Ruth;Kim, Hangi;Jin, DuSeok;Yu, Jung-lok
    • KIISE Transactions on Computing Practices
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    • v.21 no.1
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    • pp.13-18
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    • 2015
  • Computational science simulations have been used to enable discovery in a broad spectrum of application areas, these simulations show irregular demanding characteristics of computing resources from time to time. The adoption of virtualized high performance cloud, rather than CPU-centric computing platform (such as supercomputers), is gaining interest of interests mainly due to its ease-of-use, multi-tenancy and flexibility. Basically, provisioning a virtual cluster, which consists of a lot of virtual machines, in a real-time has a critical impact on the successful deployment of the virtualized HPC clouds for computational science simulations. However, the cost of concurrently creating many virtual machines in constructing a virtual cluster can be as much as two orders of magnitude worse than expected. One of the main factors in this bottleneck is the time spent to create the virtual images for the virtual machines. In this paper, we propose a novel technique to minimize the creation time of virtual machine images and improve I/O performance of the provisioned virtual clusters. We also confirm that our proposed technique outperforms the conventional ones using various sets of experiments.