• Title/Summary/Keyword: Virtual Collaboration

검색결과 192건 처리시간 0.032초

Multi-Layer Sharing Model for Efficient Collaboration in Distributed Virtual Environments (가상환경에서 효율적인 협업을 위한 다중계층 공유모델)

  • 유석종
    • Journal of Korea Multimedia Society
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    • 제7권3호
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    • pp.388-398
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    • 2004
  • This paper focuses on the reduction method of message traffic occurred when multiple participants collaborate in the distributed virtual environment. It is referred to as filtering method of update message to minimize data traffic exchanged in the virtual environment, and it is the essential process to improve the scalability of the virtual environment. Spatial partitioning method, a popular filtering technique, divides the whole environment into smaller sub-parts in order to make it small the regions to be maintained consistently. However, it is less flexible and adaptable because the information of area of interest must be configured before simulation. In this paper, the concept of dynamic area of interest is proposed, which is highly adaptable by applying dynamic environmental elements to AOI management. It uses multiple layering and multiple consistency algorithms for dynamic management, and makes it possible to consume system resource efficiently. For performance evaluation, experiments are performed with virtual avatars, measuring message traffic. Finally, the proposed model could be applied to the AOI management systems which accommodate massive users like MMORPG, or virtual communities.

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Firms Collaboration in the E-Business Environment A System Dynamics Simulation

  • Kim, Bowon
    • Proceedings of the Korea Society for Simulation Conference
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    • 한국시뮬레이션학회 2001년도 춘계 학술대회 논문집
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    • pp.163-163
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    • 2001
  • The primary research questions in this paper are why and how competing firms collaborate, not compete, in the virtual marketplace, e.g., B2B marketplace in the Internet environment. In order to answer the questions, we take on a system dynamics simulation approach: we consider two broad e-collaboration strategies: · Exclusive e-business strategy If the firm adopts this strategy, it allocates all of its resources (available for e-business development) to its own e-business capability building only. · Collaborative e-business strategy When the firm adopts a collaborative e-business strategy, it invests not only in its own, but also the industrys e-business capability building. From the system dynamics simulation results, we conclude that e-collaboration pays off in the long run: although it is hard to tell whether the collaborative strategy is better than the exclusive one during the initial period, it is unambiguous that the collaborative e-business strategy Performs much better in the long run. We infer that such collaboration could occur when the firms realize that they benefit from the expansion of the market demand due to their collaboration. That is, in order for such collaboration between competing firms to be sustainable, such collaboration should create more demand in the market so that each company could earn more profit even if it gets less in terms of market share.

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Effects on the Virtual Human Guide of Remote Sites (원격지 공간 가상 휴먼 가이드 영향 분석)

  • Chung, Jin-Ho;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제26권8호
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    • pp.1255-1258
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    • 2022
  • Recently, immersive VR/AR contents have actively increased, and various services related to VR/AR allow users to experience remote places. For example, if failure situations occur frequently in factory of the remote site, mixed reality (MR) with a synthetic virtual human expert in reconstructed remote location can help immediate maintenance task with interaction between the operator and the virtual expert. In this paper, we present a technique for synthesizing the virtual human after capturing a 360-degree panorama of a remote environment, and analyze the effects to apply a method of guiding virtual human by interaction types. According to this paper, it was shown that co-presence level significantly increased when verbal, facial expression, and non-verbal animation of the virtual human was all expressed.

Development of a Real Time 3D Collaboration and Part Information Brokering System Using WWW(World Wide Web) (웹을 이용한 실시간 3차원 공동작업 부품정보중개시스템 개발)

  • 최영상;김영호
    • Korean Journal of Computational Design and Engineering
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    • 제4권2호
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    • pp.87-99
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    • 1999
  • We developed a Part Information Brokering System, namely PIBS, that can inter-link part suppliers and buyers using WWW(World Wide Web). The major contribution of this paper is that the system provides a 3D collaboration environment that enables multiple users to share the same workspace where they cooperatively manipulate part features in real time. PIBS carries out two major functions: one to maintain part data in a part library, and the other to provide the means for the clients to cooperate. An object-oriented database is used for the part library which stores apart information registered by part suppliers. VRML(Virtual Reality Modeling Language) the ISO standard for 3D visualization on WWW, is used to represent 3D part models. Several Java programs have been implemented to support synchronous and a synchronous communication of the 3D models. Once the users are interconnected through the system, a user's manipulation of part objects is transparently and instantaneously transmitted to the others. This means that all the participants can are the same view and movement of the 3D part models. Since the system is developed using a Java applet-server architecture, it requires no additional software other than standard web browser. The prototype system has been successfully implemented, and demonstrated its applicability to virtual 3D part information sharing.

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Membership Fluidity and Knowledge Collaboration in Virtual Communities: A Multilateral Approach to Membership Fluidity (가상 커뮤니티의 멤버 유동성과 지식 협업: 멤버 유동성에 대한 다각적 접근)

  • Park, Hyun-jung;Shin, Kyung-shik
    • Journal of Intelligence and Information Systems
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    • 제21권2호
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    • pp.19-47
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    • 2015
  • In this era of knowledge economy, a variety of virtual communities are proliferating for the purpose of knowledge creation and utilization. Since the voluntary contributions of members are the essential source of knowledge, member turnover can have significant implications on the survival and success of virtual communities. However, there is a dearth of research on the effect of membership turnover and even the method of measurement for membership turnover is left unclear in virtual communities. In a traditional context, membership turnover is calculated as the ratio of the number of departing members to the average number of members for a given time period. In virtual communities, while the influx of newcomers can be clearly measured, the magnitude of departure is elusive since explicit withdrawals are seldom executed. In addition, there doesn't exist a common way to determine the average number of community members who return and contribute intermittently at will. This study initially examines the limitations in applying the concept of traditional turnover to virtual communities, and proposes five membership fluidity measures based on a preliminary analysis of editing behaviors of 2,978 featured articles in English Wikipedia. Subsequently, this work investigates the relationships between three selected membership fluidity measures and group collaboration performance, reflecting a moderating effect dependent on work characteristic. We obtained the following results: First, membership turnover relates to collaboration efficiency in a right-shortened U-shaped manner, with a moderating effect from work characteristic; given the same turnover rate, the promotion likelihood for a more professional task is lower than that for a less professional task, and the likelihood difference diminishes as the turnover rate increases. Second, contribution period relates to collaboration efficiency in a left-shortened U-shaped manner, with a moderating effect from work characteristic; the marginal performance change per unit change of contribution period is greater for a less professional task. Third, the number of new participants per month relates to collaboration efficiency in a left-shortened reversed U-shaped manner, for which the moderating effect from work characteristic appears to be insignificant.

Effects of Virtual Reality Program on Recovery of Functional in individuals Stroke: A Systematic Review and Meta Analysis (뇌졸중 환자 대상의 가상현실 운동프로그램이 기능회복에 미치는 효과: 체계적 문헌고찰 및 메타분석)

  • Park, Seo-A;Kim, Hye-Young
    • Journal of Digital Convergence
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    • 제17권5호
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    • pp.235-247
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    • 2019
  • This study was carried out to evaluate the efficacy of Virtual Reality(VR) program on recovery of functional in Stroke through systematic literature review and meta-analysis. The following databases were used to search the literature: RISS, KISS, KMbase. Keywords included 'stroke', 'CVA' 'virtual reality', 'rehabilitation', 'virtual reality program' and the evaluated articles were published from 2009 to November 2018. The statistical was used R program, the effect size of upper limb, balance and ADL were calculated by random-effects model. As a result, 9 RCT studies were meta-analyzed and were evaluated for the risk of bias by the RoB of Cochrane Collaboration; the overall risk of bias was low. The effect sizes of VR program was balance(g=.77), ADL(g=.80) as indicated by a "large effect size". Therefore, VR program is large effective in reducing balance and ADL in strokes. It is necessary to develop and apply a virtual reality-based program using more efficient program development.

A Control Model for Prototyping Virtual Factory Simulator in Computer Integrated Manufacturing Environment (통합생산환경에서의 가상공장 시물레이터 개발을 위한 제어모형)

  • Namkyu Park;Hyun Jung Lee
    • The Journal of Society for e-Business Studies
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    • 제1권1호
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    • pp.227-247
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    • 1996
  • Presented in this paper is a control model for developing virtual factory simulator, which is being operated under the distributed environment. The control model consists of production activity plan and information flows. To incorporate elements of the characteristics of the distributed control system, we suggested a collaboration model. This model is working under the client/server architecture, and also designed for cooperative-distributed shop control(CDSC) system in order to exploit several advantages of client/server architecture. Collaboration among each agent(or client) is done through negotiation and task sharing. Based on a contract net model, the CDSC system has three kinds of agents-order agent, resource agent, and communication forwarding agent. Each agent performs shop scheduling and control through negotiation on contract net. No node in CDSC system can have authority over other node. A bidding scheme is employed far negotiation between order agent and resource agents. The CDSC system can support re-negotiation among resource agents and an algorithm for re-negotiation is also developed. Experimental results are shown to advocate the effectiveness of the CDSC system for CIM environments.

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Trends in Remote Collaboration Technology for Virtual and Augmented Reality (가상현실/증강현실 원격 협업 기술 동향)

  • Bang, J.S.;Kim, S.W.;Lee, Y.H.;Lee, G.;Lee, H.J.;Lee, G.H.
    • Electronics and Telecommunications Trends
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    • 제32권6호
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    • pp.96-104
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    • 2017
  • In general, virtual reality (VR) and augmented reality (AR) are technologies used to overcome the limitations of space and time in human communications. Currently, VR and AR companies are mostly developing contents for a single user. However, it is expected that there will be a need for sharing experiences among two or more users in a VR/AR environment. In this paper, we investigate the trends in remote collaboration technologies for VR/AR that allow two or more users to share video, voice, and gestures, as well as emotions. We will also discuss the future of such technologies.

A Building Information Modeling based Collaboration Supporting System for Construction Project (BIM 기반 건설 프로젝트의 협업 지원 시스템)

  • Yoon, Su-Won;Chin, Sang-Yoon;Choi, Cheol-Ho;Lee, Ghang;Shin, Tae-Hong
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 한국전산구조공학회 2008년도 정기 학술대회
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    • pp.476-481
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    • 2008
  • The objective of this paper is to propose a conceptual framework of a BIM based collaboration supporting System, called Construction Project Life Cycle Management (CPLM). The framework of CPLM is proposed by reflecting the characteristics of the AEC industry such as deliverly methods, process, fragmentation, etc.. And it is a system intended to help project participants make better decisions and to facilitate coordination between various stakeholders in a project by providing virtual collaboration environment.

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A Study on the Application of Virtual Manufacturing Technology for an Automotive Plant

  • Sohn, Chang-Young;Noh, Sang-Do;Hahn, Hyung-Sang;Lee, Chang-Ho;Hong, Sung-Won;Kim, Duck-Young
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.73.2-73
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    • 2001
  • Nowadays, one of the major technical issues in manufacturing is how to implement an virtual plant as an well-designed, integrated environment for sharing information and engineering collaboration among diverse engineering activities. The systematic approaches to make a virtual plant based on a 3-dimensional CAD, cell and line simulation, database and internet technologies are proposed in this paper. To do that, measuring and 3D CAD modeling technologies of many equipments, facilities and structures of the building are developed, effective management of information including models and related files in WWW environment is implemented, and precise simulations of unit cell and whole structured plant are performed. For the beginning of implementing a Virtual Automotive Plant, the Virtual Plant for the Body Shop of a Korean automotive company is constructed and implemented, Using this Virtual Plant ...

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