• Title/Summary/Keyword: Virtual Group

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Design of Application Sharing System for Collaborative Works in 3D Virtual Environment supporting Multi-Participants (다중 참여자를 지원하는 3차원 가상환경에서 공동작업을 위한 어플리케이션 공유 시스템 설계)

  • Tak, Jin-Hyun;Lee, Sei-Hoon;Wang, Chang-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2
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    • pp.355-364
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    • 2000
  • Application sharing for collaborative works make multiple participants to be capable of collaborative developments through sharing development tools and applications which is distributed to various system without spatial restriction. However, applying legacy application sharing to CSCW based virtual environment has a problem because it dont consider 3D space and it disturbs the harmonic interaction of participants. In this study, we designed application sharing system for collaborative works in 3D virtual environment to share application effectively on collaborative virtual environment. The designed application sharing system for collaborative works in 3D virtual environment consist of application sharing manager, group manager and communication manager. This system is able to perceive event of 3D space about application of participant on 3D virtual environment by agent which moves to participant sites and get an ordered events and conflict among participants through scheduling. Therefore, designed application sharing system for collaborative work in 3D virtual environment can support efficient collaborative works and improve reusability of legacy application through using easily legacy application in 3D virtual environment when CSCW application development for virtual environments.

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Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program - (3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로-)

  • Hong, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.1
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

A Comparative Study of Virtual Reality Content Creation Education by Learner (학습자에 따른 가상현실 콘텐츠 제작 교육의 비교 연구)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.585-592
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    • 2018
  • As the software education which utilizes the virtual reality in the education field becomes more interested in the teachers and the students, researches are being conducted for the education of virtual reality contents production. The purpose of this study is to analyze the curriculum, outcomes, and evaluation results of virtual reality contents production for educational students, elementary school students, and middle school students. As a result of analysis on each group, there was no difference in adaptability to specific tools, differences in ability of object production in production, and self-confidence and interest in production and utilization of virtual reality in learning attitude.

Research on UAV access deployment algorithm based on improved virtual force model

  • Zhang, Shuchang;Wu, Duanpo;Jiang, Lurong;Jin, Xinyu;Cen, Shuwei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.8
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    • pp.2606-2626
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    • 2022
  • In this paper, a unmanned aerial vehicle (UAV) access deployment algorithm is proposed, which is based on an improved virtual force model to solve the poor coverage quality of UAVs caused by limited number of UAVs and random mobility of users in the deployment process of UAV base station. First, the UAV-adapted Harris Hawks optimization (U-AHHO) algorithm is proposed to maximize the coverage of users in a given hotspot. Then, a virtual force improvement model based on user perception (UP-VFIM) is constructed to sense the mobile trend of mobile users. Finally, a UAV motion algorithm based on multi-virtual force sharing (U-MVFS) is proposed to improve the ability of UAVs to perceive the moving trend of user equipments (UEs). The UAV independently controls its movement and provides follow-up services for mobile UEs in the hotspot by computing the virtual force it receives over a specific period. Simulation results show that compared with the greedy-grid algorithm with different spacing, the average service rate of UEs of the U-AHHO algorithm is increased by 2.6% to 35.3% on average. Compared with the baseline scheme, using UP-VFIM and U-MVFS algorithms at the same time increases the average of 34.5% to 67.9% and 9.82% to 43.62% under different UE numbers and moving speeds, respectively.

Profit-Maximizing Virtual Machine Provisioning Based on Workload Prediction in Computing Cloud

  • Li, Qing;Yang, Qinghai;He, Qingsu;Kwak, Kyung Sup
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.12
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    • pp.4950-4966
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    • 2015
  • Cloud providers now face the problem of estimating the amount of computing resources required to satisfy a future workload. In this paper, a virtual machine provisioning (VMP) mechanism is designed to adapt workload fluctuation. The arrival rate of forthcoming jobs is predicted for acquiring the proper service rate by adopting an exponential smoothing (ES) method. The proper service rate is estimated to guarantee the service level agreement (SLA) constraints by using a diffusion approximation statistical model. The VMP problem is formulated as a facility location problem. Furthermore, it is characterized as the maximization of submodular function subject to the matroid constraints. A greedy-based VMP algorithm is designed to obtain the optimal virtual machine provision pattern. Simulation results illustrate that the proposed mechanism could increase the average profit efficiently without incurring significant quality of service (QoS) violations.

Extended Reality and Media Service Standardization Trends for 5G Mobile Networks (5G 네트워크의 XR 및 미디어 서비스 표준 기술 동향)

  • J.L. Ha;C.K. Kim
    • Electronics and Telecommunications Trends
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    • v.38 no.2
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    • pp.46-55
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    • 2023
  • Extended reality (XR) provides an immersive virtual experience by using various media. The XR virtual environment enables interactions between the real and virtual worlds in virtual, augmented, and mixed reality scenarios. XR is being used in various areas such as industry, medical care, road transportation, gaming, education, and culture. XR and multimedia enhancement are important business scenarios for fifth-generation (5G) mobile networks. As users' demand for emerging media services gradually increases, enhancements in networks should be implemented for delivering multimedia services such as XR. We describe related standardization trends and requirements of the XR service in 5G mobile networks. We also discuss technological enhancements for 5G mobile networks as specified by the 3GPP SA2 working group.

Formal Analysis of Distributed Shared Memory Algorithms

  • Muhammad Atif;Muhammad Adnan Hashmi;Mudassar Naseer;Ahmad Salman Khan
    • International Journal of Computer Science & Network Security
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    • v.24 no.4
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    • pp.192-196
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    • 2024
  • The memory coherence problem occurs while mapping shared virtual memory in a loosely coupled multiprocessors setup. Memory is considered coherent if a read operation provides same data written in the last write operation. The problem is addressed in the literature using different algorithms. The big question is on the correctness of such a distributed algorithm. Formal verification is the principal term for a group of techniques that routinely use an analysis that is established on mathematical transformations to conclude the rightness of hardware or software behavior in divergence to dynamic verification techniques. This paper uses UPPAAL model checker to model the dynamic distributed algorithm for shared virtual memory given by K.Li and P.Hudak. We analyse the mechanism to keep the coherence of memory in every read and write operation by using a dynamic distributed algorithm. Our results show that the dynamic distributed algorithm for shared virtual memory partially fulfils its functional requirements.

The Effect of Technology Readiness, Fashion Innovativeness, and Participation Level Perception on Acceptance Intention of 3D Virtual Fitting Systems (소비자의 기술 준비성, 패션 혁신성 및 참여수준 지각이 3차원 가상 피팅 시스템 수용의도에 미치는 영향)

  • Yang, Hee-Soon;Park, Chang-Kyu
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.3
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    • pp.269-281
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    • 2012
  • This study investigates the influence of technology readiness, fashion innovativeness, and participation level perception on the acceptance intention of 3D virtual fitting systems. We presented a 3D virtual fitting system with detailed information that was watched by respondents who subsequently completed a research questionnaire. The data were collected from 300 subjects with an age range of 21 to 39 who have experienced Internet shopping. Descriptive statistics, Cronbach's alpha, factor analysis, correlation analysis, and multiple regression analysis were conducted. The results were as follows. First, fashion innovativeness, technology innovativeness, participation level perception, and optimism significantly influenced the acceptance intention. Second, fashion innovativeness, technology innovativeness, participation level perception, and optimism positively influenced the acceptance intention in the male group; however, technology innovativeness, participation level perception, optimism, and insecurity significantly influenced the acceptance intention in the female group. The results indicated that a marketing strategy has to be designed that focuses on consumers with high technology, fashion innovativeness, and optimism to increase the acceptance intention. In addition, markers have to enhance a participation level perception that will contribute to the introduction of 3D virtual fitting systems. Another notable finding was the importance to differentiate marketing strategies according to gender.

Impact of Virtual Reality Based Neuromuscular Postural Control Fusion Training on Balance Ability and Jump Performance of Soccer Players with Functional Ankle Instability (가상현실 기반 자세조절 융합 훈련이 기능적 발목 불안정성 축구선수들의 균형과 점프에 미치는 영향)

  • Yang, Dae-Jung;Park, Seung-Kyu;Uhm, Yo-Han
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.357-367
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    • 2016
  • In this study, we examined the impact on balance ability and jump performance of soccer players with functional ankle instability using virtual reality based neuromuscular posture control fusion training. Soccer players were divided into 15 people of virtual reality-based neuromuscular posture control fusion training group and 15 people of common treadmill training group and performed for 30 minutes three times a week for 8 weeks. In order to evaluate the balance of ability, using biorescue, it measured surface area, whole path length, limit of stability. In order to measure jump performance, it measured counter movement jump with arm swing and standing long jump. The results showed the statistically significant difference in the balance comparison of surface area, whole path length, limited of stability and the jump performance comparison of counter movement jump with arm swing, standing long jump. As a result, virtual reality-based neuromuscular posture control fusion training was found to be more effective to improve its balance ability and jump performance than common treadmill training.