• Title/Summary/Keyword: Virtual Interface

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Visualized Execution Analyzer for the Java Class File (자바 클래스 파일에 대한 시각화 실행 분석기)

  • Ko, Kwang-Man
    • The KIPS Transactions:PartA
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    • v.11A no.5
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    • pp.319-324
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    • 2004
  • The Java language is rapidly being adopted in the Internet. The distributed applications and their application range are being expanded beyond just a programing language and developed Into software applications. A variety of researches are going on with regard to the Java Virtual Machine runtime environment and methods of analyzing the Java class files and utilizing the information for applications. A class file is a converted file that is executable by the Java virtual machine. Analysis on the class file structure and the runtime processes will be convenient in arranging the decompilers and debugging the source programs. This paper is about the runtime process analyzer that presents the runtime processes, including class files, more visually. The content of a class file will be easily accessed and expressed as in a graphic user interface. The information in the class file displayed is divided into Constant_Pool, Class_file, Interface, Field, Method and Attribute with information on method area, operand stack and local variables expressed visually.

A VIA-based RDMA Mechanism for High Performance PC Cluster Systems (고성능 PC 클러스터 시스템을 위한 VIA 기반 RDMA 메커니즘 구현)

  • Jung In-Hyung;Chung Sang-Hwa;Park Sejin
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.11
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    • pp.635-642
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    • 2004
  • The traditional communication protocols such as TCP/IP are not suitable for PC cluster systems because of their high software processing overhead. To eliminate this overhead, industry leaders have defined the Virtual Interface Architecture (VIA). VIA provides two different data transfer mechanisms, a traditional Send/Receive model and the Remote Direct Memory Access (RDMA) model. RDMA is extremely efficient way to reduce software overhead because it can bypass the OS and use the network interface controller (NIC) directly for communication, also bypass the CPU on the remote host. In this paper, we have implemented VIA-based RDMA mechanism in hardware. Compared to the traditional Send/Receive model, the RDMA mechanism improves latency and bandwidth. Our RDMA mechanism can also communicate without using remote CPU cycles. Our experimental results show a minimum latency of 12.5${\mu}\textrm{s}$ and a maximum bandwidth of 95.5MB/s. As a result, our RDMA mechanism allows PC cluster systems to have a high performance communication method.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

A Study on Tactile Sensation Application for Computer Game and Virtual Reality (컴퓨터게임과 가상현실을 위한 촉각 응용에 관한 연구)

  • 이영재
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.646-654
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    • 2002
  • The human sense of touch provides us with an important source of information about our surroundings. Because of its unique position at interface between our bodies and the out world, touch sensation supplies sensory data which helps us manipulate and recognize objects and warn of harmful situation. But tactile sensation was recognized less important than visual sense and auditory sense but it plays an important immersing role in virtual reality and computer game. Tactile sensation can be used to influence to objects according to power and supplied sensory feedback to the player in a virtual environment. This paper investigated the characteristics of tactile sensation of human being and proposed method of sturdy using force sensing sensor, simple force modeling and data structure form for virtual reality and computer game. As a result, force distribution, depth, center point can be calculated using sensor output and this information is very effective to specific position for actions and reactions. This study can used as basic information for tactile sensation and it's application in computer game and virtual realty.

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A study on User experience of Virtual Beauty Makeup Applications (가상 뷰티 메이크업 애플리케이션의 사용자 경험 연구)

  • Woo, Ji-Hye;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.459-464
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    • 2020
  • This study is a study that analyzes the user experience of a virtual makeup application in the beauty industry where color or formulation testing is important. Recently, cases of beauty smart stores and beauty applications using AR and AI are increasing. However, since virtual makeup is different from testing a real product, it is necessary to derive needs through research from the user's side. In order to compare user preferences by using AR and AI cases, six factors based on the emotional interface model were analyzed through a questionnaire to identify items with statistically significant figures. As a result, the user felt comfortable with the virtual makeup function, but showed that it needs to be supplemented in terms of reliability. Since this study focused on the customer experience as a real user and identified the main experience factors and needs of virtual makeup through two types of comparison, it is hoped that this study will be useful as a prior study.

Study for Operation Teaching Machine Using 3D Virtual Reality System (3D가상 현실방식을 사용한 수술교육시스템의 연구)

  • Kang, Byung-Hoon;Kim, Ji-Sook;Kim, Han-Woong
    • Journal of Digital Contents Society
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    • v.17 no.4
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    • pp.287-293
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    • 2016
  • Some studies require sufficient amount of time, spaces, and financial condition for practical exercises and training. In particular for the Medical education, time and space limitation is very high and difficulties occurs, since the practices are done with cadavers (deceased human body). Many alternate 3D Virtual surgery training system exist currently, however the burdensome of obtaining those costly equipments is problematic. Providing the surgical environment as similar to real as possible using 3D Virtual Reality can be a solution to current problems. The effectiveness of training could be maximized with minimized costs without the general interfaces such as keyboard and mouse, but with Oculus Rift and Leap Motion. This paper will develop and practice the 3D Virtual Operation System with two devices to investigate the possibility and expand to other Simulation fields.

Development of A News Event Reenactment System (사건재연 시스템 개발)

  • 윤여천;변혜원;전성규;박창섭
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.21-27
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    • 2002
  • This paper presents a mews event reenactment system (NERS), which generates virtual character animations in a quick and convenient manner. Thus, NERS can be used to produce computer graphics(CG) scenes of news events that are hard to photograph, such as fire, traffic accident, cases of murder, and so on. By using plenty of captured motion data and CG model data this system produces an appropriate animation of virtual characters straightforwardly without any motion capturing device and actors in the authoring stage. NERS is designed to be capable of making virtual characters move along user-defined paths, stitching motions smoothly and modifyingthe positions and of the articulations of a virtual character in a specific frame. Therefore a virtual character can be controlled precisely so as to interact with the virtual environments and other characters. NERS provides both an interactive and script-based (MEL: Maya Embedded Language) interface so that user can this system in a convenient way. This system has been implemented as a plug-in of commercial CG tool, Maya (Alias/wavefront), in order to make use of its advanced functions

Virtual Navigation of Blood Vessels using 3D Curve-Skeletons (3차원 골격곡선을 이용한 가상혈관 탐색 방안)

  • Park, Sang-Jin;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.22 no.1
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    • pp.89-99
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    • 2017
  • In order to make a virtual endoscopy system effective for exploring the interior of the 3D model of a human organ, it is necessary to generate an accurate navigation path located inside the 3D model and to obtain consistent camera position and pose estimation along the path. In this paper, we propose an approach to virtual navigation of blood vessels, which makes proper use of orthogonal contours and skeleton curves. The approach generates the orthogonal contours and the skeleton curves from the 3D mesh model and its voxel model, all of which represent the blood vessels. For a navigation zone specified by two nodes on the skeleton curves, it computes the shortest path between the two nodes, estimates the positions and poses of a virtual camera at the nodes in the navigation zone, and interpolates the positions and poses to make the camera move smoothly along the path. In addition to keyboard and mouse input, intuitive hand gestures determined by the Leap Motion SDK are used as user interface for virtual navigation of the blood vessels. The proposed approach provides easy and accurate means for the user to examine the interior of 3D blood vessels without any collisions between the camera and their surface. With a simple user study, we present illustrative examples of applying the approach to 3D mesh models of various blood vessels in order to show its quality and usefulness.

English Conversation System Using Artificial Intelligent of based on Virtual Reality (가상현실 기반의 인공지능 영어회화 시스템)

  • Cheon, EunYoung
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.55-61
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    • 2019
  • In order to realize foreign language education, various existing educational media have been provided, but there are disadvantages in that the cost of the parish and the media program is high and the real-time responsiveness is poor. In this paper, we propose an artificial intelligence English conversation system based on VR and speech recognition. We used Google CardBoard VR and Google Speech API to build the system and developed artificial intelligence algorithms for providing virtual reality environment and talking. In the proposed speech recognition server system, the sentences spoken by the user can be divided into word units and compared with the data words stored in the database to provide the highest probability. Users can communicate with and respond to people in virtual reality. The function provided by the conversation is independent of the contextual conversations and themes, and the conversations with the AI assistant are implemented in real time so that the user system can be checked in real time. It is expected to contribute to the expansion of virtual education contents service related to the Fourth Industrial Revolution through the system combining the virtual reality and the voice recognition function proposed in this paper.

Haptic System to Provide the Realistic Sensation of Virtual Impact (사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템)

  • Jechan Jeon;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.23-29
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    • 2023
  • As an effort to maximize the immersiveness of user experience in virtual reality, there have been constant efforts to provide a user with tactile sensation by providing haptic feedback. Most of the haptic feedback methods, however, can create only limited or unrealistic haptic sensations since they utilize affordable actuators such as a vibrotactile actuator. When it comes to martial arts training or a game, the limitation of such haptic feedback is apparent due to the significant difference between the physical impact of hitting an object and the sensation departed from a vibrotactile actuator. Noting this, we proposed a haptic impact system that can create a haptic impact when the user hits a virtual object with the fist. The haptic interface uses a quick-return mechanism that can deliver haptic impact feedback to a user's fist. The realism of the haptic impact was evaluated by conducting a human-subject experiment. The results indicate a significant effect of haptic feedback on the realism of the virtual impact.