• Title/Summary/Keyword: Virtual Collaboration

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A Study on the Gesture Based Virtual Object Manipulation Method in Multi-Mixed Reality

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.125-132
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    • 2021
  • In this paper, We propose a study on the construction of an environment for collaboration in mixed reality and a method for working with wearable IoT devices. Mixed reality is a mixed form of virtual reality and augmented reality. We can view objects in the real and virtual world at the same time. And unlike VR, MR HMD does not occur the motion sickness. It is using a wireless and attracting attention as a technology to be applied in industrial fields. Myo wearable device is a device that enables arm rotation tracking and hand gesture recognition by using a triaxial sensor, an EMG sensor, and an acceleration sensor. Although various studies related to MR are being progressed, discussions on developing an environment in which multiple people can participate in mixed reality and manipulating virtual objects with their own hands are insufficient. In this paper, We propose a method of constructing an environment where collaboration is possible and an interaction method for smooth interaction in order to apply mixed reality in real industrial fields. As a result, two people could participate in the mixed reality environment at the same time to share a unified object for the object, and created an environment where each person could interact with the Myo wearable interface equipment.

Development on AR-Based Operator Training Simulator(OTS) for Chemical Process Capable of Multi-Collaboration (다중협업이 가능한 AR 기반 화학공정 운전원 교육 시뮬레이터(OTS-Simulator) 개발)

  • Lee, Jun-Seo;Ma, Byung-Chol;An, Su-Bin
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.22-30
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    • 2022
  • In order to prevent chemical accidents caused by human error, a chemical accident prevention and response training program using advanced technology was developed. After designing a virtual process based on the previously built pilot plant, chemical accident response contents were developed. A part of the pilot facility was remodeled for content realization and a remote control function was given. In addition, a DCS program that can control facilities in a virtual environment was developed, and chemical process operator training (OTS) that can finally respond to virtual chemical accidents was developed in conjunction with AR. Through this, trainees can build driving skills by directly operating the device, and by responding to virtual chemical accidents, they can develop emergency response capabilities. If the next-generation OTS like this study is widely distributed in the chemical industry, it is expected to greatly contribute to the prevention of chemical accidents caused by human error.

Project Management for Distributed Engineering Collaboration

  • Lee, Tae-Eog;Seo, Jeong-Won;Kim, Ja-Hee;Jeong, Seok-Chan
    • Proceedings of the CALSEC Conference
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    • 1998.10b
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    • pp.375-389
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    • 1998
  • o Projects/Subprojects/Tasks Distributed over Teams, Departments, Enterprises and the Globe o Virtual Teaming/Enterprises o Limitations/Barriers on Distributed Work - Geographical - Communication(omitted)

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Factors Affecting Members' Sense of Belonging in Virtual Community (가상커뮤니티에서의 구성원 소속감에 영향을 미치는 요인)

  • Lee, Kook-Yong
    • Journal of the Korean Operations Research and Management Science Society
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    • v.35 no.1
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    • pp.19-45
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    • 2010
  • Virtual Communities, which are formed on the Internet, are expected to serve the needs of members for e-collaboration, e-communication, information and knowledge sharing. The executives of organizations should consider virtual community as a new innovation or knowledge pool since members share knowledge. However, many virtual community have failed due to members' low willingness to engage and furthermore to share knowledge with other members. Thus, there is a need to understand and foster the determinants of members' sense of belonging behavior in virtual community. This study develops an integrated model designed to investigate and explain the relationships between contextual factors, personal perceptions of virtual community, usability, trust and sense of belonging in using a certain virtual community. Empirical data was collected from 201 and tested using structural equation modeling (SEM) to verify the fit of the hypothetical model. The results show that the perceived usability and community trust of members significantly influences sense of belonging in using the virtual community, and information quality, system quality, familiarity on the virtual community are significantly influence the usability but not reputation. And I confirmed that perceived shared vision and responsiveness play the role of determinants in making the member's trust, perceived risk influence the making community trust in directly. The results of the study can be used to identify the motivation underlying members' sense of belonging in a certain virtual community by investigating the impacts of contextual factors and personal perceptions on virtual community, the integrated model better explains behavior than other proposed models. This study might help executives of virtual communities and organizations to manage and promote these determinants of sense of belonging to stimulate members' willingness to engage the community and futhermore enhance their virtual community loyalty.

Development of SW Education Model based on HVC Learning Strategy for Improving Computational Thinking (컴퓨팅 사고 함양을 위한 HVC 학습전략 기반 SW교육모델 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.583-593
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    • 2017
  • In order to overcome the difficulties of programming education for beginners, various research strategies such as UMC(Use-Modify-Create), design based learning, discovery learning and play learning are applied. In this study, we developed a HVC(History-VR Coding-Collaboration) learning strategy model for the improvement of learner's computational thinking. The HVC model is composed of a combination module of block type. We developed a 12th session storytelling - based virtual reality programming curriculum. As a result, HVC model and SW education program showed significant difference in improvement of learner's computational thinking.

Haptic Data Transmission in Networked Haptic Collaboration (네트워크 햅틱 협업을 위한 햅틱 데이터 전송)

  • You, Yong-Hee;Sung, Mee-Young;Kim, Nam-Joong;Kang, Jin-Suk;Jun, Kyung-Koo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.64-69
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    • 2007
  • 이 논문은 촉각 가상 환경(Haptic Virtual Environment)에서 촉각(haptic) 데이터를 촉각 데이터 특성에 맞추어 네트워크에 적응적이고 효율적으로 전송할 수 있는 전송 알고리즘을 제안한다. 촉감 상호작용 측정을 위해 네트워크 햅틱 협업 응용을 작성하였고 지연, 지터, 손실에 따른 변화를 분석하였다. 이를 바탕으로 네트워크 트래픽에 적응할 수 있는 알고리즘을 구성하였다. 손실되거나 지터의 영향을 받은 패킷에는 간단한 선형예측 방법을 사용하여 보상하여 손실과 지터로 인한 오차를 줄였다. 이는 심각한 손실이나 지터에 의해 떨림 현상이 나타나는 햅틱 장치의 문제점을 개선하게 되었다. 또한 네트워크 협업에서 지연이 발생할 때 나타나는 클라이언트들 사이의 비동시성을 해결하기 위하여 완충시간을 두었다. 지연이 큰 클라이언트는 버퍼를 사용하지 않고 실시간으로 처리하고, 지연이 적은 클라이언트는 버퍼를 사용하여 전송받은 좌표를 완충시킨 후에 처리하는 방법을 사용하여 클라이언트들 사이의 햅틱 렌더링을 동기화 하였다. 제안된 알고리즘은 다양한 네트워크 상황에서의 협업에서 개선된 결과를 보였다. 이를 바탕으로 향후 선형예측 방법을 다양하게 적용시키고 서버와 클라이언트 사이의 동기화를 구현하는 알고리즘을 작성할 것이다. 본 논문은 다양한 네트워크 상황 에서 햅틱 데이터를 전송하고 처리하는 연구의 기초자료가 될 수 있을 것이다.

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Analysis on the Current Virtual Workplace Design Trends, and a Proposal for the Design Directions of the Future Virtual Workplace - Based on 12 Current Virtual Workplace Platforms - (가상 업무 공간의 디자인 현황 분석 및 향후 디자인 방법에 관한 제언 - 12개의 현행 사례의 비교분석을 중심으로 -)

  • Cho, Kyung hyun;Eum, Yu jeung;Choi, Hyeok jin;Lee, Seung Hyun;Cha, Seung Hyun
    • Journal of KIBIM
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    • v.12 no.4
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    • pp.80-92
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    • 2022
  • Recently, remote work has arisen due to the social atmosphere and advancement of digital technology. Although effective in premeditated communications such as conferences or meetings, the current technology such as messengers and video chats insufficiently supports impromptu communications like a chance encounter, daily conversation with colleagues, or brief instant meetings. This causes various problems such as a decrease in social belonging and an increase in social isolation. The virtual workplace, which emerged as an alternative to this technology, is merely replicating the workplace layouts in reality with an absence of the proper design guideline. Therefore, this paper aims to establish the foundation for the better design of the virtual workplace for remote-work employees. The research compared 12 current workplace cases with the analysis with 5 categories(Spatial Composition, Scale, Individual & Collaboration Workplace, Socializing Space), and discovered the following results: 1) some design principles of the real workplace can be applied on the virtual workplace design, 2) the architectural components of the virtual workplace can differ from them of the real. Based on the results, the research suggests both the appropriate design methodologies of the virtual workplace considering the design principles of the real office layouts, and the design direction for the future of the virtual workplace. This research will be the foundation for the future design of the virtual workplace.

Collaboration Framework based on Social Semantic Web for Cloud Systems (클라우드 시스템에서 소셜 시멘틱 웹 기반 협력 프레임 워크)

  • Mateo, Romeo Mark A.;Yang, Hyun-Ho;Lee, Jae-Wan
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.65-74
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    • 2012
  • Cloud services are used for improving business. Moreover, customer relationship management(CRM) approaches use social networking as tools to enhance services to customers. However, most cloud systems do not support the semantic structures, and because of this, vital information from social network sites is still hard to process and use for business strategy. This paper proposes a collaboration framework based on social semantic web for cloud system. The proposed framework consists of components to support social semantic web to provide an efficient collaboration system for cloud consumers and service providers. The knowledge acquisition module extracts rules from data gathered by social agents and these rules are used for collaboration and business strategy. This paper showed the implementations of processing of social network site data in the proposed semantic model and pattern extraction which was used for the virtual grouping of cloud service providers for efficient collaboration.

Virtual Reality Interface for Realistic Communication Services

  • Cho, Y.J.;Park, H.J.;Yang, Hyun-S.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.89-94
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    • 1997
  • In this paper, we present a VR-based interface method which provides users more natural, realistic, and interactive communication and collaboration tool. Since most services in the communication systems matches with the services in the real world, the best understanding would be achieved when the communication services are represented in accordance with the services in the real world. However, conventional text-based interface and 2D GUI cannot provide such reality to the users. In this paper, we discuss VR-based interface to overcome such difficulty and introduce one instance of communication system using the VR-based realistic, what we call Virtual Village, which we are currently developing. This application might be applied to education in virtual space, desktop conferencing system, and entertainment such as MUD or the games in the distributed environment, etc.

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Creating an e-Benchmarking Model for Authentic Learning: Reflections on the Challenges of an International Virtual Project

  • LEPPISAARI, Irja;HERRINGTON, Jan;IM, Yeonwook;VAINIO, Leena
    • Educational Technology International
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    • v.12 no.1
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    • pp.21-46
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    • 2011
  • International virtual teamwork offers new opportunities for the professional development of teachers. In this paper, we examine the initial experiences in an ongoing international virtual benchmarking project coordinated by the Finnish Online University of Applied Sciences. What challenges does an international context present for project construction and collaboration? Data from five countries, in the form of participant reflections and researchers' observations, were analysed according to four types of barriers: language, time, technical and mental barriers. Initial data indicates that trust is an essential starting point, as there is neither time nor possibilities to build mutual trust by traditional means. Organisational confidentiality issues, however, can complicate the situation. The project introduces 'collision' as a method of professional development, in which physical and organisational borders are crossed and the skills and competencies needed in global learning environments are acquired.