• Title/Summary/Keyword: Virtual Data

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Realizing a Mixed Reality Space Guided by a Virtual Human;Creating a Virtual Human from Incomplete 3-D Motion Data

  • Abe, Shinsuke;Yamaguti, Iku;Tan, Joo Kooi;Ishikawa, Seiji
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1625-1628
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    • 2003
  • Recently the VR technique has evolved into a mixed reality (MR) technique, in which a user can observe a real world in front of him/her as well as virtual objects displayed. This has been realized by the employment of a see-through type HMD (S-HMD). We have been developing a mixed reality space employing the MR technique. The objective of our study is to realize a virtual human that acts as a man-machine interface in the real space. It is important in the study to create a virtual human acting naturally in front of a user. In order to give natural motions to the virtual human, we employ a developed motion capture technique. We have already created various 3-D human motion models by the motion capture technique. In this paper, we present a technique for creating a virtual human using a human model provided by a computer graphics software, 3D Studio Max(C). The main difficulty of this issue is that 3D Studio Max(C) claims 28 feature points for describing a human motion, but the used motion capture system assumes less number of feature points. Therefore a technique is proposed in the paper for producing motion data of 28 feature points from the motion data of less number of feature points or from incomplete motion data. Performance of the proposed technique was examined by observing visually the demonstration of some motions of a created virtual human and overall natural motions were realized.

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A Study for Design of Reinforced Concrete Pier Based on Virtual Model (Virtual Modeling 기반의 철근 콘크리트 교각 설계에 관한 연구)

  • Lee, Heon-Min;Park, Jae-Geun;Kim, Min-Hee;Choi, Jung-Ho;Shin, Hyun-Mock
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.96-99
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    • 2008
  • When the design modification is occurred, at present, design process based on 2-D spend more time and effort than that based on 3-D to modify related structural details. To improve and develop these processes, therefore, the design possibility of civil structures based on virtual model of 3-D must be investigated. We designed reinforced concrete pier of 3-D model, containing parameters. The parameters was defined as structural details like area of the section, reinforcement specification for design modification and structural analysis. In this paper, we researched about the processes modeling of reinforced concrete bridge pier based on parameters, the extracting data from the virtual model of 3-D, and the reflection of data to virtual model throughout structural analysis.

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Remote Monitoring and Control of the Real Robot associated with a Virtual Robot

  • Jeon, Byung-Joon;Kim, Dong-Hwan
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.43-48
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    • 2005
  • A robot system encompassing a remote control and monitoring through a virtual robot design is addressed and a tracking problem for a 2D (2 dimension) moving target by a robot vision is chosen as a case study. The virtual robot is developed, and it synchronizes with the real robot by compensating delay time. Two systems are displayed on a remote panel by communicating command and image data. The virtual robot utilizes an OpenGL library in Visual $C^{++}$ environment. Additionally, the remote monitoring and control between the real robot and the virtual robot are accomplished by employing an appropriate data compression in a network communication.

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An Empirical Research on the Effect of Social Scaffolding of Virtual Community on its Growth and Thrift (가상 커뮤니티의 사회적 기반요소가 커뮤니티 활성화에 미치는 영향에 관한 실증 연구)

  • 김효근;이경연;강소라
    • Journal of Information Technology Applications and Management
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    • v.10 no.1
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    • pp.35-46
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    • 2003
  • This study focuses on the effect of Social Scaffolding of virtual community on its growth and thrift. The research model proposed in this study is that communities, which have goof social scaffolding, tend to grow and thrive. Social Scaffolding refers to those aspects of a site Purpose, Places, Profiles, leaders, Roles, Rules, Cyclic Events, integrating with the real world, and Subgroups. The data were collected from 100 virtual communities in Daum Communications and analyzed in this study. Multiple regression is used to analyze the relationship of variables. The result is following ; purpose, loaders, rules, integrating with the real world support the effects of social scaffolding of virtual community on its growth and thrift, but profiles, roles, cyclic events do not. The result of this study implies the importance of social scaffolding of virtual community for re-searches, and developers.

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OTP-Based Dynamic Authentication Framework for Virtual Machine Migration (가상머신 마이그레이션을 위한 OTP 기반 동적인증 프레임워크)

  • Lee, Eun-Ji;Park, Choon-Sik;Kwak, Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.2
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    • pp.315-327
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    • 2017
  • Security threats such as unauthorized access and data tampering can occur during the virtual machine migration process. In particular, since virtual machine migration requires users to transfer important data and infrastructure information, it is relatively risky to other cloud services in case of security threats. For this reason, there is a need for dynamic authentication for virtual machine migration. Therefore, this paper proposes an OTP-based dynamic authentication framework to improve the vulnerabilities of the existing authentication mechanism for virtual machine migration. It consists of a virtual machine migration request module and an operation module. The request module includes an OTP-based user authentication process and a migration request process to a data center when a user requests a migration. The operation module includes a secure key exchange process between the data centers using SPEKE and a TOTP-based mutual authentication process between the data center and the physical server.

Virtual Block Game Interface based on the Hand Gesture Recognition (손 제스처 인식에 기반한 Virtual Block 게임 인터페이스)

  • Yoon, Min-Ho;Kim, Yoon-Jae;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.113-120
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    • 2017
  • With the development of virtual reality technology, in recent years, user-friendly hand gesture interface has been more studied for natural interaction with a virtual 3D object. Most earlier studies on the hand-gesture interface are using relatively simple hand gestures. In this paper, we suggest an intuitive hand gesture interface for interaction with 3D object in the virtual reality applications. For hand gesture recognition, first of all, we preprocess various hand data and classify the data through the binary decision tree. The classified data is re-sampled and converted to the chain-code, and then constructed to the hand feature data with the histograms of the chain code. Finally, the input gesture is recognized by MCSVM-based machine learning from the feature data. To test our proposed hand gesture interface we implemented a 'Virtual Block' game. Our experiments showed about 99.2% recognition ratio of 16 kinds of command gestures and more intuitive and user friendly than conventional mouse interface.

Proposal for Deep Learning based Character Recognition System by Virtual Data Generation (가상 데이터 생성을 통한 딥러닝 기반 문자인식 시스템 제안)

  • Lee, Seungju;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.275-278
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    • 2020
  • In this paper, we proposed a deep learning based character recognition system through virtual data generation. In order to secure the learning data that takes the largest weight in supervised learning, virtual data was created. Also, after creating virtual data, data generalization was performed to cope with various data by using augmentation parameter. Finally, the learning data composition generated data by assigning various values to augmentation parameter and font parameter. Test data for measuring the character recognition performance was constructed by cropping the text area from the actual image data. The test data was augmented considering the image distortion that may occur in real environment. Deep learning algorithm uses YOLO v3 which performs detection in real time. Inference result outputs the final detection result through post-processing.

Dynamic data Path Prediction in Network Virtual Environment

  • Jeoung, You-Sun;Ra, Sang-Dong
    • Journal of information and communication convergence engineering
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    • v.5 no.2
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    • pp.83-87
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    • 2007
  • This research studies real time interaction and dynamic data shared through 3D scenes in virtual network environments. In a distributed virtual environment of client-server structure, consistency is maintained by the static information exchange; as jerks occur by packet delay when updating messages of dynamic data exchanges are broadcasted disorderly, the network bottleneck is reduced by predicting the movement path by using the Dead-reckoning algorithm. In Dead-reckoning path prediction, the error between the estimated and the actual static values which is over the threshold based on the shared object location requires interpolation and multicasting of the previous location by the ESPDU of DIS. The shared dynamic data of the 3D virtual environment is implementation using the VRML.

Interface Design of Virtual Modeling Dataand Nonlinear Analysis Program (Virtual Modeling Data와 비선형 해석 프로그램의 Interface 설계)

  • Park, Jae-Guen;Lee, Heon-Min;Jo, Sung-Hoon;Lee, Kwang-Myong;Shin, Hyun-Mock
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.100-103
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    • 2008
  • Recently Development of construction system that subjective operators share and control information efficiently based on the three-dimensional space and design information throughout life cycle of construction project is progressing dynamically. In case of civil structures which are infrastructure, Demand for structure of complex system which has multi-functions such as super and smart bridges and express rails is increasing and system development which computerizes and integrates process of structure design is in need. For that, research about link way between three dimensional modeling data and structure analysis programs should be preceded. In this research, therefore, research about interface design between three dimensional virtual modeling data to automate efficient civil-structure-design and nonlinear finite element analysis program which is made up of reinforced concrete material model that express material's character clearly.

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Computational and Experimental Studies on the Forming of KSTAR Superconducting Magnet Coil (KSTAR 초전도자석 코일 성형을 위한 전산 및 실험적 연구)

  • Suh, Yeong-Sung;Kim, Yong-Jin;Park, Kap-Rai;Baang, Sung-Keun;Park, Hyun-Ki;Baek, Sul-Hee
    • Proceedings of the KSME Conference
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    • 2001.06a
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    • pp.740-745
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    • 2001
  • The plastic deformation behavior of formed CICC fur the superconducting Tokamac fusion device was examined and appropriate manufacturing information was provided. A relation between travel of the bending roller and spring back displacement was obtained via virtual manufacturing. The radius of CICC after forming was expressed as a function of the bend-roll travel. The maximum von Mises stress after spring back was also monitored fur the SAGBO prediction. Next, the variation of the CICC cross-sectional area was examined during the first turn and during conduit bending with the largest curvature. Finally, the coil radius was measured and compared with the data generated from the virtual manufacturing. The measured data showed similar pattern as predicted one. Using the mapping function found to match with the real data, the data from the virtual manufacturing may facilitate accurate manufacturing.

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