• Title/Summary/Keyword: Virtual Collaboration

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Development of the CAD Conferencing System for Real-time Design Collaboration (실시간 협업 설계를 위한 CAD 컨퍼런싱 시스템 개발)

  • 김광운;전용태;정태형
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2002.05a
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    • pp.531-535
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    • 2002
  • This paper presents a real-time collaborative system for distributed design. The aim of the system is to provide designers with a virtual workspace where they can collaborate and exchange their design knowledge in distributed environment. The system consists of two subsequent modules. One is for the visualization of design data including CAD data, documents, images, and the other is real-time collaboration module. They make it possible for distributed designers to review the design data collaboratively and to share their design knowledge. The system was implemented by using the Internet protocols such as TCP/IP and IP multicast on the peer-to-peer based network. An example is presented and discussed to validate the proposed system.

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Webber:네트워크상에서의 가상 환경 멀티미디어 시스템

  • 김현준;이헌주
    • Broadcasting and Media Magazine
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    • v.2 no.3
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    • pp.32-39
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    • 1997
  • Virtual Reality의 많은 응용 분야 중 중요한 한가지는 collaboration 분야이다. collaboration이란 거리적으로 떨어져 있는 사람들이 네트워크를 통해 상호 작용하고 공동의 작업을 할수 있게 해 주는 것으로, 시스템은 사용자의 의지를 있는 그대로 표출할 수 있도록 다양한 멀티미디어 서비스를 제공해 주어야 한다. 본 논문에서는 다양한 멀티미디어 서비스를 제공하여 네트워크상의 사용자들이 collaboration work을 수행할 수 있게 해주는 시스템인 Webber에 대해서 설명한다. Webber는 서버/클라이언트 구조를 기반으로 구현되었고, 네트워크로 연결된 사용자들이 가상의 환경에서 키보드, 마우스, 펜 입력 장치 또는 마이크를 사용하여 의사소통을 할 수 있는 환경을 제공한다. Webber는 시스템에서 제공되는 서비스를 담당하는 Service-PUP(Processing Unit Plug-in)이라는 서비스 블럭(Service Block과 이들PUP들을 관리하고 이들간의 통신을 담당하는 Framework로 구성되어 있다. 각 ,Service-Pup들은 하나의 기계에 다중 프로세스로 구축되거나 네트워크로 연결된 서로 다른 기계에 분산될 수 있고, 이들 PUP의 독립성으로 인해 서비스의 유지 보수, 새로운 서비스의 추가 삭제가 간편하다.

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Tangible Cooperation in Shared Virtual Environment

  • Irawati, Sylvia;Kim, Jong-Phil;Kim, Jin-Wook;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.214-220
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    • 2009
  • Recent advanced technologies enable multiple users to share the virtual environment and work together as they are collocated. Additional sensory information such as haptic could improve the cooperation. In this paper, we propose a server-client architecture with multi-rate haptic control to support a tangible cooperation. Using our approach, the system is able to maintain a consistent simulation state across multiple users as well as to provide a highfidelity stable haptic interaction. To verify our approach, we have developed an experimental application and tested the cooperation among multiple users. The results confirm that our system is able to provide coherency among clients as well as haptic transparency.

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How Group Dynamics Affect Team Achievements in Virtual Environments

  • Lee, Ji-Eun;Shin, Minsoo
    • International Journal of Contents
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    • v.10 no.3
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    • pp.64-72
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    • 2014
  • This study explored the elements that affect team achievements in virtual environments. In this study, consideration was given to the role of group dynamics in facilitating productive interaction. We aspired to reveal the mechanisms of group dynamics and examined how group dynamics affected team achievements in virtual environments. The empirical study was performed with undergraduate students enrolled in an e-learning course. In collaboration with other majors, students executed team projects and managed project issues in forums or chat rooms. The results of the empirical study indicated that leadership, creative friction, and group cohesion (components of group dynamics) had positive relationships with team achievements. The findings confirmed that addressing creative conflict is a method to improve team performance and that leadership is a key factor in project teams.

Collaborative Authoring based on Physics Simulation

  • Shahab, Qonita M.;Kwon, Yong-Moo;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.612-615
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    • 2007
  • This research studies the Virtual Reality simulation of Newton's physics law on rigid body type of objects for physics learning. With network support, collaborative interaction is enabled so that people from different places can interact with the same set of objects in Collaborative Virtual Environment. The taxonomy of the interaction in different levels of collaboration is described as: distinct objects and same object, in which there are same object - sequentially, same object - concurrently - same attribute, and same object - concurrently - distinct attributes. The case studies are the interaction of users in two cases: destroying and creating a set of arranged rigid bodies. We identify a specific type of application for contents authoring with modeling systems integrated with real-time physics and implemented in VR system. In our application called Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects.

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Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • v.20 no.3
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

Design of an Automatic Summary System for Minutes Using Virtual Reality

  • Amsuk Oh
    • Journal of information and communication convergence engineering
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    • v.21 no.3
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    • pp.239-243
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    • 2023
  • Owing to the environment in which it has become difficult to face people, on-tact communication has been activated, and online video conferencing platforms have become indispensable collaboration tools. Although costs have dropped and productivity has improved, communication remains poor. Recently, various companies, including existing online videoconferencing companies, have attempted to solve communication problems by establishing a videoconferencing platform within the virtual reality (Virtual Reality) space. Although the VR videoconference platform has only improved upon the benefits of existing video conferences, the problem of manually summarizing minutes because there is no function to summarize minute documents still remains. Therefore, this study proposes a method for establishing a meeting minute summary system without applying cases to a VR videoconference platform. This study aims to solve the problem of communication difficulties by combining VR, a metaverse technology, with an existing online video conferencing platform.

A Web-based Virtual Laboratory System for Electronic and Digital Circuit Experiments Uing Multimedia

  • Kim, Dong-Sik;Lee, Sun-Heum;Choi, Kwan-Sun;Seo, Sam-Jun;Yoo, Ji-Yoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1178-1182
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    • 2004
  • This paper presents web-based virtual laboratory system for electronic and digital circuit experiments. Through our virtual laboratory, the learners will be capable of learning the concepts and theories related to circuit experiments and how to operate virtual experimental equipments such as multimeters, function generators, digital oscilloscopes, DC power suppliers and bread board etc. The proposed virtual laboratory system is composed of important components: Principle Classroom to explain the concepts and theories of electronic and digital circuit operations, Simulation Classroom to provide a web-based simulator to the learners, Virtual Experiment Classroom to provide interactive multimedia contents about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the management System every classroom is organically tied together collaboration to achieve maximum learning efficiency. We have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

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An Empirical Study on The Influence Factor of Virtual Enterprise Implementation in Automobile Part Industry (가상기업의 성공적 구현을 위한 영향요인에 관한 연구 -자동차부품산업을 중심으로-)

  • 문태수
    • Journal of Information Technology Applications and Management
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    • v.10 no.3
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    • pp.121-142
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    • 2003
  • Most of companies related to the area of B2B electronic commerce are making their efforts to innovate their existing business process into new designed process based on the concept of virtual enterprise. Virtual enterprise can take on many forms and definitions. Nevertheless, the rationale for this business model is clear cooperate to compete, the virtual organization advocates collaboration, partnerships, alliance and similar ideas. This studyintends to suggest an empirical clue to test several hypotheses related to the influence of environmental. organizational, and technological factor to the successful implementation of virtual enterprise in automobile industry. This research surveyed 91 corporations in Korean automobile part industry. Among those samples 86 data of corporate general managers turned out to be statistically valid. This study performed the factor analysis, Cronbach-alpha test. Pearson correlation analysis for testing the validity and the reliability of this research. The results of factor analysis and reliability test indicate that thirty issues to be surveyed are to be grouped into nine factors. The result of multiple regression shows that the influencing factors of eight independent variables on a dependent variable are cooperation between partners, information intensity, IT compatibility, IS maturity. The partners in the strategic alliance will have to trust each other in carrying out their designated roles and responsibilities. and supplying the correct information critical for creating value in virtual business environment.

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The PRISMA Statement: The Characteristics of Fashion Distribution Channels in Virtual Reality

  • Jae-Min LEE
    • Journal of Distribution Science
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    • v.21 no.10
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    • pp.85-95
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    • 2023
  • Purpose: Virtual reality's impact on fashion distribution extends beyond singular transactions, facilitating the emergence of novel collaborations. As investigating the characteristics of fashion distribution channels in virtual reality, this study explores how the fashion industry can utilize virtual reality distribution channels to their maximum capacity while minimizing potential disadvantages. Research design, data, and methodology: The approach used to gather previous studies for this study adheres to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology. This method is widely acknowledged and recommended for its systematic and transparent approach to selecting relevant literature. This kind of literature search plays a vital role in a systematic evaluation as it informs the results. Results: The finding indicates consistently a total of eight kinds of characteristics of fashion distribution channels in virtual reality. The result means that the attributes of fashion distribution channels in virtual reality are causing significant changes in the fashion industry, revolutionizing the consumer experience, and redefining the parameters of creativity and collaboration. Conclusions: In sum, the global reach and accessibility of modern technology enhance the capacity of fashion companies to expand their market presence. This facilitates their participation in intercultural interactions and allows them to serve a wide range of customers.