• Title/Summary/Keyword: Virtual Collaboration

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Development of CALS Standard Data Sharing Server on Distributed ObjectWeb (분산 객체 기반 CALS 표준 데이터 공유 서버 개발)

  • Mun Hui Cheol
    • Proceedings of the CALSEC Conference
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    • 1999.07b
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    • pp.549-554
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    • 1999
  • 기업 환경이 글로벌화 됨에 따라 다수의 기업들이 하나의 공동 프로젝트를 수행 하기 위해 인터넷 등의 통신 네트웍을 통해 기업 간 데이터 등을 교환 및 공유하여 하나의 기업이 업무를 수행하는 것과 같은 유기적인 비즈니스 프로세스를 지원하는 가상 협업(Collaboration) 환경의 중요성이 날로 강조되고 있으며, 이러한 환경을 가상 기업(Virtual Enterprise)이라 한다. CALS는 가상 기업을 구축하기 위한 핵심 기술로써 이질 분산 데이터의 공유 환경을 제공하기 위한 여러 형태의 요소 기술들을 정의하고 있다. 본 논문에서는 여러 기업들 사이에서 데이터를 공유하기 위한 기반 기술인 CALS 표준 데이터 공유 서버에 대해 살펴본다. 특히, CALS 환경에서 주목하고 있는 SGML, STEP 등의 표준 데이터를 공유하기 위해 필요한 분산 객체 기반 서버 컴포넌트에 대해 논한다. 마지막으로 CALS 표준 데이터 공유 서버를 응용하여 기업간의 문서 공유 시스템을 개발하여 본 시스템의 유효성을 검증한다.

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A Study on Sharing Architectural Design Information through the Computer Network (네트워크 기반 건축설계정보 공유 방안에 관한 연구)

  • 김인한
    • The Journal of Society for e-Business Studies
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    • v.3 no.2
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    • pp.113-124
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    • 1998
  • The architectural design requires collaboration among various participants, such as architects, clients and engineers in the stages of the design process. Rapid development of information technology enables effective and prompt exchange and sharing of digital architectural information, otherwise should have been exchanged and managed by traditional ways. However, the core technology for supporting this demands has not been fully investigated so far. This paper aims to show the possibility of adopting network based architectural design information sharing system through surveying and analyzing the state-of-the-art network technology and its uses in architectural information exchange among various design actors. To realize these aims, this paper 1) investigates and analyzes the current status of network technology in the architectural and construction practice, 2) suggests systematic information exchange and sharing mechanism for architectural products and drawings data, and 3) demonstrates network based prototypical architectural information system.

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A Development of Intelligent Context-Awareness Middleware (지능적 상황인지 미들웨어의 개발)

  • Suh, Joohee;Woo, Chong-Woo
    • Journal of Information Technology Services
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    • v.11 no.sup
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    • pp.165-176
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    • 2012
  • Context-Awareness system provides an appropriate service to user by recognizing situation from surrounding environment. There are many successful studies on this framework, but still has some limitations. In this paper, we are describing a context-awareness middleware that can enhance the limitation of the previous approaches. We first defined a new concept of context-awareness environment as a social intelligence. This concept implies that intelligent objects can make relationships, can aware of situation from surrounding environment, and can collaborate to accomplish a given task. The significance of the study is as follows. First, the system is capable of multi context-awareness since it is designed with a structure that supports multiple lines of reasoning. Second, the system is capable of context planning by adapting AI planning mechanism. Third, the system is capable of making the intelligent objects as a group for collaboration, and provides adaptive service to user. We have developed a prototype of the system and tested with a virtual scenario.

Ubiquitous Car Maintenance Services Using Augmented Reality and Context Awareness (증강현실을 활용한 상황인지기반의 편재형 자동차 정비 서비스)

  • Rhee, Gue-Won;Seo, Dong-Woo;Lee, Jae-Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.3
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    • pp.171-181
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    • 2007
  • Ubiquitous computing is a vision of our future computing lifestyle in which computer systems seamlessly integrate into our everyday lives, providing services and information in anywhere and anytime fashion. Augmented reality (AR) can naturally complement ubiquitous computing by providing an intuitive and collaborative visualization and simulation interface to a three-dimensional information space embedded within physical reality. This paper presents a service framework and its applications for providing context-aware u-car maintenance services using augmented reality, which can support a rich set of ubiquitous services and collaboration. It realizes bi-augmentation between physical and virtual spaces using augmented reality. It also offers a context processing module to acquire, interpret and disseminate context information. In particular, the context processing module considers user's preferences and security profile for providing private and customer-oriented services. The prototype system has been implemented to support 3D animation, TTS (Text-to-Speech), augmented manual, annotation, and pre- and post-augmentation services in ubiquitous car service environments.

Analysis of the Relationship between Construction Industry and Cooperation Business (건설 산업을 중심으로 한 협력 산업과의 관계 분석)

  • Moon, Sung-Kon;Lee, Joo-Sung;Yoo, Seung-Kyu;Kim, Jae-Jun
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2009.05b
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    • pp.149-153
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    • 2009
  • Today, the form of competition among companies quickly changes in new paradigm. In the past company activity was performed independently, but now dependently. With global age, that change is essential, the introduction of a system that integrates a series of courses is needed for the success of members. Nevertheless, those change are very slow in construction industry, that causes a lot of loss in project process. Construction industry produce structures with collaboration of other industries. There are difficulties that only one company make it, alone. In this trend, cooperation is essential. but the process of original brings a lot of loss From this perspective, this study will prove dependencies of construction industry. Draw out each factor from industrial cooperation, those analyze correlation with system dynamics. In conclusion, this study performs a basic research about 'Integrated Management System' of construction project.

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Mobile-Grid : Middleware for Collaboration In Extended Virtual Environment (Mobile-Grid : 확장된 가상환경에서의 협업을 위한 미들웨어 설계)

  • 강수연;임익진;이승룡
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04d
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    • pp.617-619
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    • 2003
  • Grid는 고성능의 프로세스와 네트워크의 발전으로 인한 분산 컴퓨팅 환경에서의 이기종성을 극복하고, 대규모의 자원 및 데이터를 관리하고, 고속의 연산 수행이 가능한 시스템 개발을 가능하게 하였다. 또한, 현재 국가 및 대학 연구소를 중심으로 가상 환경에서의 협업 및 정보 공유가 가능한 가상 조직을 구축을 목표로 하고 있다. Grid는 고정된 분산 시스템을 기반으로 연구되고 있으며, 현재 컴퓨팅 환경의 변화의 축인 이동성을 고려하지 않고 있다. 경량화 된 프로세스는 이동기기의 대중화를 가져왔으며, 무선 네트워크의 저가화로 인해 무선 인터넷을 통한 컨텐츠 및 어플리케이션의 사용이 범람하게 되었다. 컴퓨팅 자원들의 산재와 이동성의 부여 둥의 컴퓨팅 환경의 변화는 사용자 중심의 컴퓨터 패러다임을 낳았으며, Grid 환경의 계속적인 발전을 위해서는 이러한 변화 수용이 필수적이다. 또한 변화된 컴퓨팅 환경에서의 사용자의 요구사항들에 대한 Grid 컴퓨팅 환경의 적용에 관한 많은 문제점들이 제시되고 있다. 본 논문에서는 이러한 관점을 고려하여 이동 컴퓨팅 환경의 인프라들을 기반으로 기존의 Grid 컴퓨팅과의 연동을 고려하여 적응성 및 재구성이 가능한 Mobile-Grid 아키텍처를 제시하고, 가상 조직 내에서 확장성, 유연성, 호환성, 개방성 둥의 특징을 가지는 Mobile-Grid의 미들웨어를 제안한다.

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Design and Prototyping of Scientific Collaboration Platform over KREONET (KREONET 기반의 과학기술협업연구 플랫폼(RealLab) 설계 및 프로토타입 구축)

  • Kwon, Yoonjoo;Hong, Wontaek
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.9
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    • pp.297-306
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    • 2015
  • Cloud computing has been increasingly used in various fields due to its flexibility, scalability, cost effectiveness, etc. Recently, many scientific communities have been attempting to use cloud computing as a way to deal with difficulties in constructing and operating a research infrastructure. Especially, since they need various collaborations based on networking, such as sharing experimental data, redistributing experimental results, and so forth, cloud computing environment that supports high performance networking is required for scientific communities. To address these issues, we propose RealLab, a high performance cloud platform for collaborative research that provides virtual experimental research environment and data sharing infrastructure over KREONET/GLORIAD. Additionally, we describe some RealLab use cases for showing the swift creation of experimental environment and explain how massive experimental data can be transferred and shared among the community members.

Realization of Haptic Collaboration System over Super-high-resolution Networked Tiled Display (초고해상도 네트워크 디스플레이 기반 촉감형 협업 시스템의 구현)

  • Son, Seok-Ho;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.572-578
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    • 2009
  • This paper introduce a structure of haptic collaboration system over high resolution tiled-display, and proposes a object based efficient display method for high resolution display in integrated system. in addition, a modeling of visualization system is defined to evaluate performance of the proposed method. Both haptic system and tiled-display system have requirements of computational power. A haptic device is unstable if haptic rendering rate is less than 1kHz. A requirement of tiled-display systems is frame rate of display. It requires update of 30 frame fer sec. If we use these systems independently, we can satisfy each requirements. However, if we integrate two systems, performance of entire system significantly decreases because of lack of resources. In this paper, therefore, we propose a segmentation-based display method for ultra high resolution display in integrated system. The proposed method reduces redundancy of display data by reducing a display rate of static objects. Finally, a modeling of visualization system is defined to evaluate performance of the proposed method.

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Study on the Cooperation of Merce Cunningham and Robert Rauschenberg (머스 커닝햄과 로버트 라우센버그의 협업 연구)

  • Park, Sung-Hye
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.105-115
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    • 2015
  • The inter-disciplinarity in arts is not confined to recent issues. It has been sought to exceed the boundaries of each genre for the novelty and vision different from before. Among those efforts, this thesis focuses on the collaboration of Merce Cunningham and Robert Rauschenberg who were leading artists in 1960s. Their collaborative works marked with innovative concepts ever in performing arts. They pursued new possibilities in both dance and painting through reformist experiments of chance operation, or improvisational encounters of the unexpected. After the end of their collaboration, they developed their own artistic creations such as Cunningham's shifting from theater to video dance executed in virtual space of computer and Rauschenberg's new "Combines" series. This study examines how the two artists practically embodied the concepts of chance, impermanence and formlessness, centering around their meaningful collaborations from 1954 to 1964.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.