• Title/Summary/Keyword: 가상 장비

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The State of the Art on the AR Devices and S/W Platform (증강현실 장비 및 소프트웨어 플랫폼 기술 동향)

  • Kim, Taewon;Kim, Kyong-Ah;Choi, Yoo-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1087-1089
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    • 2019
  • 최근 몰입도 및 현실감 높은 가상/증강현실 콘텐츠를 만들기 위한 새로운 장비와 소프트웨어 플랫폼들이 끊임없이 출시되고 업데이트 되고 있다. 더욱이 증강현실 관련 최신 디스플레이 및 인터랙션 장치, 그리고 소프트웨어 플랫폼들이 2019 년에 들어 다수 소개되었다. 본 논문에서는 증강현실 콘텐츠를 구현하기 위해 어떠한 종류의 장비와 소프트웨어 플랫폼이 발표되었는지 살펴보고 각 제품들의 특징을 분석해 보고자 한다. 또한 여러 조사기관이 발표하고 있는 증강현실 시장의 현재와 발전 전망의 내용을 소개하고, 이를 바탕으로 증강현실의 기술 발전 방향을 예측해보고자 한다.

A Web-based Virtual Experiment Kit for Digital Logic Circuits Using Java Applet (자바 애플릿을 이용한 웹 기반 디지털 논리회로 가상실험키트)

  • Kim Dong-Sik;Kim Ki-Woon
    • Journal of Engineering Education Research
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    • v.6 no.2
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    • pp.5-14
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    • 2003
  • In this paper, we developed an efficient virtual experiment kit with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since our virtual experiment kit is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, our web-based virtual experiment kit is designed to enhance the efficiency of both the learners and the educators. The learners will be able to achieve high learning standard and the educators save time and labor. The virtual experiment is performed according to the following procedure: (1) Circuit Composition on the Bread Board (2) Applying Input Voltage (3) Output Measurements (4) Checkout of Experiment Results. Furthermore, the circuit composition on the bread board and its corresponding online schematic diagram are displayed together on the virtual experiment kit for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

Development of Baekje cultural tourism contents by utilizing portable VR glasses (휴대용 가상현실 안경을 접목한 백제문화 관광 콘텐츠 개발)

  • Kang, Byoung-Gil;Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.317-323
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    • 2018
  • Although various kinds of VR services are being carried out in the tourism field, The virtual reality experiences are still costly, since they could be realized in a limited space with some kinds of expensive equipment such as HMD. In this study, we propose a mobile virtual reality tourism experience using an easy and simple Google card board and user's smartphone because most tourist sites are outdoors and most of users like enjoying sightseeing and experience at the same time. For this purpose, we constructed a system that provides tourist information in real time employing both the IoT and VR techniques. Especially we develpoed a tourism contents for the UNESCO World Heritage Communities of Baekje Historical Site and Songsanri Tumulus. In addition, we virtually restored the royal palace in Gongju and confirmed the historical experience by VR flatform could be popular with people.

A Study of the Performance of Virtual Education Systems (가상교육 지원 시스템 성능에 관한 연구)

  • Lee, Young-Houn;Kang, Seong-Guk;Kim, Myeong-Ryeol
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.77-85
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    • 2001
  • The virtual education has extended its position as a new educational mean in the whole society. A lot of cyber campuses like the virtual training institutes and the remote colleges were newly formed. With the development of the technology related to the Internet, new systems that support smooth virtual education have appeared. But the systems that had no problems at first became low speed gradually with the increase of the learners and contents and there arose a lot of problems. The problems can be solved through upgrading the hardware equipments, but it needs a lot of expenses and there always exists waste of unnecessary system resources. Accordingly, this study is to test the performance of the server through the simulation under various situations and investigate the plan for improvement in order to grope for the plan that can improve the performance of the virtual education systems. It is fragmentary simulation. But if we would like to correct the server programs and complement it on the basis of these plans for improvement, we may expect the sufficient improvement of performance. Also it may have sufficient values as data for smooth virtual education.

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A study on the analysis of virtual reality platform API for virtual reality (VR) development

  • Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.23-30
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    • 2020
  • As the 4th industrial revolution emerged, the latest technologies such as IoT, AI, Big data, AR/VR/XR are emerging. However, in the field of virtual reality (VR) technology platform services, there is no standardization and systematic support. In addition, various platform technologies related to virtual reality have been presented, making it difficult to select an API that should be selected for development. In this study, we analyzed the method for virtual reality development and the virtual reality (VR) technology that is being serviced by users. In addition, by presenting the advantages and disadvantages of each development platform, we intend to present a reference point for developers to select an efficient platform. In addition, it will help the developer to select an effective equipment and software platform in comparison with the advantages and disadvantages of various HMD devices used in virtual reality. The virtual reality (VR) development environment test used products from Oculus, and the software development environment was tested with two types: WebBased VR and HMD embedded.

A convergence study on the influence of full immersion virtual reality on the autonomic nervous system of healthy adults (완전몰입 가상현실이 건강한 성인의 자율신경계에 미치는 영향에 대한 융복합 연구)

  • Kang, Jong-Ho;Kim, Chung-Yoo
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.131-135
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    • 2018
  • The purpose of the present study was to examine the effects of full immersion virtual reality (VR) on the autonomic nervous system. The study was conducted with 17 men in their 20s. The subjects were given full immersion VR content, and electrocardiogram (ECG) signals were measured for five minutes before and after the application of the full immersion VR. The autonomic nervous system was evaluated by analyzing the LF, HF, TP, and LF/HF ratio of the ECG signal. The obtained data was analyzed by conducting a paired sample t-test. After applying full immersion VR, the subjects' HF and TP decreased significantly, while their LF/HF ratio increased significantly. According to the results of this study, Full immersion VR provided stress to the autonomic nervous system, but the changes were within the normal range of healthy adults. Therefore, full immersion VR can be safely applied to healthy adults.

The New Design of Brain Measurement System for Immersive Virtual Reality (가상현실에서의 뇌파측정을 위한 디자인 고찰 및 제안)

  • Kim, Gyoung Mo;Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.75-80
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    • 2017
  • With the technological development, benefits of Virtual Reality (VR) has become a key of medium in communication research. In addition, explaining human minds with physiological data has become more popular since more accurate and detailed data can be expressed. However, reading brain signals in a virtual environment setting with psychophysiological measures (e.g. EEG and fNIRS) has remained a difficulty for researchers due to a technical constraint. Since a combination of cables for brain measures attached to a head cap obstruct wearing a Head-Mounted Display (HMD) over the cap, measuring brain activities with multiple channels on several areas of the brain is inappropriate in the VR setting. Therefore, we have developed a new brain measurement cap that includes probe connectors and brackets enabling a direct connection to the HMD. We highly expect this method would contribute to cognitive psychology research measuring brain signals with new technology.

Design and Implementation of NMEA Multiplexer in the Optimized Queue (최적화된 큐에서의 NMEA 멀티플렉서의 설계 및 구현)

  • Kim Chang-Soo;Jung Sung-Hun;Yim Jae-Hong
    • Journal of Navigation and Port Research
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    • v.29 no.1 s.97
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    • pp.91-96
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    • 2005
  • The National Marine Electronics Association(NMEA) is nonprofit-making cooperation composed with manufacturers, distributors, wholesalers and educational institutions. We use the basic port of equipment in order to process the signal from NMEA signal using equipment. When we don't have enough one, we use the multi-port for processing. However, we need to have module development simulation which could multiplex and provide NMEA related signal that we could solve the problems in multi-port application and exclusive equipment generation for a number of signal. For now, we don't have any case or product using NMEA multiplexer so that we import expensive foreign equipment or embody NMEA signal transmission program like software, using multi-port. These have problems since we have to pay lots ci money and build separate processing part for every application programs. Besides, every equipment generating NMEA signal are from different manufactures and have different platform so that it could cause double waste and loss of recourse. For making up for it, I suggest the NMEA multiplexer embodiment, which could independently move by reliable process and high performance single hardware module, improve the memory efficiency of module by designing the optimized Queue, and keep having reliability for realtime communication among the equipment such as main input sensor equipment Gyrocompass, Echo-sound, and GPS.

Network Performance Measurement and Analysis using Data Plane Development Kit based Open Virtual Switch (개방향가상스위치 기반의 패킷가속화기술을 이용한 네트워크 성능 측정 및 분석)

  • Kim, Ki-Hyeon;Kim, Yong-Hwan;Kim, Joobum;Kim, Dongkyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.117-120
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    • 2017
  • 제 4차 산업혁명의 등장으로 다양한 기술들이 다양한 기술들이 주목받고 있으며, 이 중에서 가장 주목 받고 있는 기술은 빅 데이터 기술이다. 이에 따라 최근 빅 데이터를 이용하기 위한 기업들이 크게 증가하고 있고, 해당 기업들을 위해서 방대한 데이터를 빠르게 전송 및 처리할 수 있는 고성능 네트워킹의 필요성이 증가하고 있다. 데이터의 전송과 처리 속도를 향상시키는 직접적인 방안으로 물리적인 네트워크 장비를 증설할 수 있지만 이는 상당한 비용의 증가를 초래하므로, 이를 해결하기 위해 네트워크 가상화 기술이 대두되었다. 하지만 네트워크 가상화 기술은 네트워크의 성능을 보장할 수 없다는 문제점을 가진다. 이러한 문제가 발생하는 주된 이유는 서버의 운영체제 커널 단에서 패킷을 처리하는 과정에서 성능을 저하시키는 요소들이 다수 존재하기 때문이며, 이를 해결하기 위해 나타난 기술이 패킷가속화기술이다. 본 논문에서는 개방형가상스위치 기반의 패킷가속화기술을 적용한 실험환경을 구성한 후, 이를 통해 가상 스위치 기반의 성능 시험과 패킷가속화기술을 이용한 서비스 체이닝 기술에 대한 성능 시험을 수행했다. 그리고 두 가지 시험을 통해 패킷가속화기술의 안정성과 성능을 검증하였다.

Implementation of Embedded System Based Simulator Controller Using Camera Motion Parameter Extractor (카메라 모션 벡터 추출기를 이용한 임베디드 기반 가상현실 시뮬레이터 제어기의 설계)

  • Lee Hee-Man;Park Sang-Jo
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.98-108
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    • 2006
  • In the past, the Image processing system is independently implemented and has a limit in its application to a degree of simple display. The scope of present image processing system is diversely extended in its application owing to the development of image processing IC chips. In this paper, we implement the image processing system operated independently without PC by converting analogue image signals into digital signals. In the proposed image processing system, we extract the motion parameters from analogue image signals and generate the virtual movement to Simulator and operate Simulator by extracting motion parameters.

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