• Title/Summary/Keyword: Real-world

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A Study on the Production Plan for Reducing Cybersickness in Virtual Reality Game (가상현실 게임의 사이버 멀미 감소를 위한 연출 방안에 관한 연구)

  • Jung, Seah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.113-123
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    • 2017
  • Virtual reality technology is recognized as a next-generation technology and can create realistic environments like the real world and reproduce sensory experiences. And it is a cutting-edge technology that allows humans to experience the same real-world experience in a virtual world by computing the five senses with computers. Also Virtual reality is a technology that has the advantage of experiencing reality in cyberspace and is applied to content such as movies and games. However, many users who use virtual reality can feel cybersickness. And it especially in virtual reality games. This is an important issue for the virtual reality game industry to be resolved. Main symptoms of cyberscickness include dizziness, headache, and vomiting. Existing motion sickness and symptoms are similar, but the cause of cybersickness is different from traditional sickness. Therefore, this study uses virtual reality games and data from various organizations to determine the causes of cybersickness. Also, it intends to contribute to the development of the virtual reality game industry by presenting methods to supplement these problems.

Trend of Technologies and Standardizations for Mobile Augmented Reality (모바일 증강현실 기술 및 표준화 동향)

  • Lee, Yong-Hwan;Lee, Yukyong;Park, Je-Ho;Yoon, Kyoungro;Kim, Cheong Ghil;Kim, Youngseop
    • Journal of Satellite, Information and Communications
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    • v.8 no.1
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    • pp.83-88
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    • 2013
  • Recently, by increasing the number of smartphone users, the applications for product brochure and advertising service using a technology of augmented reality are also taking place exponentially. The term, augmented reality, is an application of providing composite view with real world and virtual world, and synthesizing the information to make it look-like things that exist in the actual environments of the original real world. In this paper, we present the trends of core technologies and the standardization related on augmented reality in the mobile environment, and discuss the necessary of standards related to image-based augmented reality.

An Educational Service Platform using Collective Intelligence and Presence of Web 2.0

  • Kim, Chang-Suk;Son, Dong-Cheul;Cho, Chung-Ho
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.1
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    • pp.115-121
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    • 2009
  • Web 2.0 has become the face next generation Web among the business world and research community. Web 2.0 is instant superficial gratification of people. On the other hand, Semantic Web is deep, meaningful and lasting relationship with data. So, it is difficult to apply the Semantic Web to the real world. In this paper, a platform for educational services using the Semantic Web and Web 2.0 is proposed. The proposed platform is based mix of the Semantic Web and Web 2.0, so it is useful to apply in the real world applications. Two services are presented, one is a semantic email system and the other is a cyber study space. The cyber study space adjusted each student is presented. The study environment is called iStudySpace that has personal scheduler, study status plan table, personalized search engine and several gadgets. Finally characteristics and limitations of the Semantic Web and Web 2.0, the organization and components of the platform, evaluation of iStudySpace are shown.

Adaptive Success Rate-based Sensor Relocation for IoT Applications

  • Kim, Moonseong;Lee, Woochan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.9
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    • pp.3120-3137
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    • 2021
  • Small-sized IoT wireless sensing devices can be deployed with small aircraft such as drones, and the deployment of mobile IoT devices can be relocated to suit data collection with efficient relocation algorithms. However, the terrain may not be able to predict its shape. Mobile IoT devices suitable for these terrains are hopping devices that can move with jumps. So far, most hopping sensor relocation studies have made the unrealistic assumption that all hopping devices know the overall state of the entire network and each device's current state. Recent work has proposed the most realistic distributed network environment-based relocation algorithms that do not require sharing all information simultaneously. However, since the shortest path-based algorithm performs communication and movement requests with terminals, it is not suitable for an area where the distribution of obstacles is uneven. The proposed scheme applies a simple Monte Carlo method based on relay nodes selection random variables that reflect the obstacle distribution's characteristics to choose the best relay node as reinforcement learning, not specific relay nodes. Using the relay node selection random variable could significantly reduce the generation of additional messages that occur to select the shortest path. This paper's additional contribution is that the world's first distributed environment-based relocation protocol is proposed reflecting real-world physical devices' characteristics through the OMNeT++ simulator. We also reconstruct the three days-long disaster environment, and performance evaluation has been performed by applying the proposed protocol to the simulated real-world environment.

TOTAL RISK INDEX FOR ASSESSING RISK LEVELS OF OVERSEAS CONSTRUCTION PROJECTS

  • Du Yon Kim;Seung Heon Han;Heedae Park
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.1414-1418
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    • 2009
  • International construction projects typically manifest difficult, complex, and varied types of risk exposures; because of this, there is a need for accurate evaluation of risk-integrated performances during the timeframe of project execution. Given the financial crisis currently affecting the world economy recession, risk management has become a more crucial part for the success of international project management. However, the majority of risk management approaches, particularly for overseas projects, are focused primarily on simple forms of checklists, formalization of risk variables affecting project performance for a specific phase, or more complicated computational methods that restricting practical utilization in real-world projects; moreover, these methods lack the conceptual basis to broadly visualize the level of risk over all phases of a project. This study suggests an efficient, yet simple risk-integrated total index to successfully assess the risk levels of overseas construction projects. To this end, this paper first investigates the life cycles and key processes of decision-making for a given project and then derives formulas to represent the total risk index (TRI) along the key decision-making processes. In addition, the study examines the relationships between TRI and performance levels based on the analysis of 126 real-world project samples. Validations using the proposed TRI showed a high correlation to project performance, signifying the usefulness of the proposed approach for construction firms when investigating the level of risks and key areas for management focus.

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Radiation-training system with a custom survey-meter mock-up in a browser-based mixed reality environment

  • Hiroyuki Arakawa;Toshioh Fujibuchi;Kosuke Kaneko;Yoshihiro Okada;Toshiko Tomisawa
    • Nuclear Engineering and Technology
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    • v.56 no.6
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    • pp.2428-2435
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    • 2024
  • Training for radiation protection and control requires a visual understanding of radiation, which cannot be perceived by the human senses. Trainees must also master the effective use of measuring instruments. Traditionally, such training has exposed trainees to radiation sources. Here, we present a novel e-training strategy that enables safe, exposure-free handling of a radiation measuring tool called a survey meter. Our mixed reality radiation-training system merges the physical world with a digital one. Collaborating with a mixed reality headset (HoloLens 2), this system constructs a mock-up of a survey meter in real-world space. The HoloLens 2 employs a browser-based application to visualize radiation and to simulate/share the use of the survey meter, including its physical movements. To provide a dynamic learning experience, the system adjusts the survey-meter mock-up readings according to the operator's movements, distance from the radiation source, the response time of survey meter, and shielding levels. Through this approach, we expect that trainees will acquire practical skills in interpreting survey-meter readings and gain a visual understanding of radiation in real-world situations.

A Systematic Model for Constructing Environment in Virtual World (가상세계 구축을 위한 체계적 환경 모델링 방법)

  • Kim, No-Sun;Park, Jong-Hee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.3
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    • pp.13-23
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    • 2001
  • In this paper, we design and implement a virtual environment which forms the basis of constructing a virtual world in a systematic fashion. Though virtual environments have been developed in several systems using the virtual reality, they are designed without a systematic method of constructing. In our framework, a virtual environment is structured in six layers according to their functions and ranges based on a classification of environmental factors of which the real world is composed. These layers compose a universal environment in our virtual world by operating independently and exchanging information with one another periodically. The designed environment shows that it Can provide diverse real life situations and is easily extensible to enhance its functionalities. We present effective design schemes for several important environmental factors. We demonstrate viability of our framework through implementing a plausible virtual world based on the proposed schemes.

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Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.361-368
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    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

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Evolutionary Network Optimization: Hybrid Genetic Algorithms Approach

  • Gen, Mitsuo
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.195-204
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    • 2003
  • Network optimization is being increasingly important and fundamental issue in the fields such as engineering, computer science, operations research, transportation, telecommunication, decision support systems, manufacturing, and airline scheduling. Networks provide a useful way to modeling real world problems and are extensively used in practice. Many real world applications impose on more complex issues, such as, complex structure, complex constraints, and multiple objects to be handled simultaneously and make the problem intractable to the traditional approaches. Recent advances in evolutionary computation have made it possible to solve such practical network optimization problems. The invited talk introduces a thorough treatment of evolutionary approaches, i.e., hybrid genetic algorithms approach to network optimization problems, such as, fixed charge transportation problem, minimum cost and maximum flow problem, minimum spanning tree problem, multiple project scheduling problems, scheduling problem in FMS.

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Exploration of Teaching Method through Analysis of Cases of Mathematical Modeling in Elementary Mathematics (수학적 모델링 사례 분석을 통한 초등 수학에서의 지도 방안 연구)

  • Kim, Min-Kyeong;Hong, Jee-Yun;Kim, Eun-Kyung
    • The Mathematical Education
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    • v.48 no.4
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    • pp.365-385
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    • 2009
  • Recently, mathematical modeling has been attractive in that it could be one of many efforts to improve students' thinking and problem solving in mathematics education. Mathematical modeling is a non-linear process that involves elements of both a treated-as-real world and a mathematics world and also requires the application of mathematics to unstructured problem situations in real-life situation. This study provides analysis of literature review about modeling perspectives, case studies about mathematical modeling, and textbooks from the United States and Korea with perspective which mathematical modeling could be potential and meaningful to students even in elementary school. Further, teaching method with mathematical modeling was investigated to see the possibility of application to elementary mathematics classroom.

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