• Title/Summary/Keyword: Virtual Laboratory

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FIRE DISASTER SIMULATION BASED ON PARTICLE SYSTEM

  • Shin, Zen-Chung;Chen, Yean-Liang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.195-200
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    • 1999
  • In computer graphics, the modeling and simulation of flames is a challenging problem. In this paper, we propose an approach for the simulation of a fire disaster. We use particle systems to describe the dynamic behavior fire. The illumination of dynamic flame is rendered by progressive radiosity algorithm.

Enhancing Irregular Repetition Slotted ALOHA with Polarization Diversity in LEO Satellite Networks

  • Su, Jingrui;Ren, Guangliang;Zhao, Bo;Ding, Jian
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.9
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    • pp.3907-3923
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    • 2020
  • An enhanced irregular repetition slotted ALOHA (IRSA) protocol is proposed by using polarization characteristic of satellite link and MIMO detection in low earth orbit (LEO) satellite networks, which is dubbed polarized MIMO IRSA (PM-IRSA). In the proposed scheme, one or two packets in one slot can be decoded by employing polarized MIMO detection, and more than two collided packets in multiple slots which can construct the virtual MIMO model can be decoded by the MIMO detection algorithm. The performance of the proposed scheme is analyzed with the density evolution (DE) approach and the degree distribution is optimized to maximize the system throughput by using a differential evolution. Numerical results certify our analysis and show that the normalized throughput of the proposed PM-IRSA can achieve 1.89 bits/symbol.

Dual Autostereoscopic Display Platform for Multi-user Collaboration with Natural Interaction

  • Kim, Hye-Mi;Lee, Gun-A.;Yang, Ung-Yeon;Kwak, Tae-Jin;Kim, Ki-Hong
    • ETRI Journal
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    • v.34 no.3
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    • pp.466-469
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    • 2012
  • In this letter, we propose a dual autostereoscopic display platform employing a natural interaction method, which will be useful for sharing visual data with users. To provide 3D visualization of a model to users who collaborate with each other, a beamsplitter is used with a pair of autostereoscopic displays, providing a visual illusion of a floating 3D image. To interact with the virtual object, we track the user's hands with a depth camera. The gesture recognition technique we use operates without any initialization process, such as specific poses or gestures, and supports several commands to control virtual objects by gesture recognition. Experiment results show that our system performs well in visualizing 3D models in real-time and handling them under unconstrained conditions, such as complicated backgrounds or a user wearing short sleeves.

Three Dimensional Networked Virtual Reailty Architecture Enabling Flexible Configuration Based on Function Distribution

  • Yasuyuki-KIYOSUE;Shohei-SUGAWARA;Shigeki-MASAKI;Susumu-ICHINOSE
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.23.1-28
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    • 1999
  • InterSpaceTM is an advanced networked virtual reality system that presents shared three-dimensional computer graphics (CG) worlds via the Internet where multiple users can enjoy synchronous communications with voice, video and text. Users can control their avatars as a surrogate interface. In InterSpace users can walk around and interact with other people and interact with contents. In this paper, we describe the function-distributed architecture used in InterSpace. The architecture enables flexible configuration of server functions and load distribution. It also allows users to select media and client PCs to switch servers dynamically.

A Web-based Microcontroller Remote Laboratory for Sharing Resources (자원공유를 위한 웹기반 마이크로콘트롤러 원격 실험실)

  • Moon, Il-Hyeon;Han, Sae-Ron;Cho, Kwan-Sun;Ahn, Dal;Lim, Jong-Sik;Jeon, Heung-Gu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1184-1192
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    • 2008
  • There have been a large number of trials of the experimental education in engineering using virtual laboratories implemented in virtual space, namely on the Web. Although virtual education is regarded as an effective educational means that overcomes the limit of time and space and bring high teaming effects, the problem of lack of reality must be solved. The present study proposed and implemented a real-time remote laboratory as a solution for the problem of lack of reality in virtual education. The remote laboratory provides functions with which learners can perform experiments by remote-controlling circuits and equipment related to experiments and practices on the Web and gets data and image information, so through it learners can make realistic experiments at any time and in any place. The remote laboratory module based on Internet open sources such as JAVA Web start technology, FTP technology and Telnet technology in server-client environment can be implemented at low cost, and is effectively applicable to engineering experiment education in various areas related to real-time hardware control.

A Systematic Construction Process of 3D Database for Realtime Virtual Simulation of Transportation Equipments (수송장비의 실시간 가상 시뮬레이션을 위한 3차원 데이터베이스의 체계적인 구축 프로세스)

  • Kim, Bo-Hyun
    • IE interfaces
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    • v.16 no.2
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    • pp.258-267
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    • 2003
  • Recently, virtual reality technologies have been rapidly developed and realtime virtual simulation methods have been extensively employed for several application areas such as game, sports, manufacturing, military, and so on. A 3D database in realtime virtual simulation plays a key role because it makes users feel reality in virtual space. In a application view of 3D database, a systematic construction approach is required to reduce its construction time and increase its quality. However, many researches have been mostly focused on realtime graphic issues and its key technologies. In virtual simulation of transportation equipments, this paper proposes a systematic construction process of 3D database consisting of four stages as follows: 1) determine the activity space of a equipment, 2) collect data related to 3D database construction, 3) make a 3-dimensional modeling strategy, and 4) generate and evaluate a 3D model. This paper also introduces a new procedure of 3D environment modeling, which summarizes and expands our modeling experiences, to be used as a modeling guide.

DVSF: A Distributed System for Virtual Screening (DVSF: 가상 검색을 위한 분산 시스템)

  • 황석찬;최종선;이상근;임재훈;최재영;노경태;이지수
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.1
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    • pp.25-32
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    • 2003
  • As one of a new generation of industries, biotechnology is currently spotlighted, and is creating new research and industrial areas that can be readily combined with information technology. Among them, virtual screening is a method for new drug design which uses computer simulation to virtually design active drug candidates for special disease. In this paper, we present a distributed system for virtual screening, called DVSF(Distributed Virtual Screening Facilities). DVSF is designed and developed to perform virtual screening efficiently on logically distributed idle or strategic resources in a small or medium scale laboratory.

MPEG-I Immersive Audio Standardization Trend (MPEG-I Immersive Audio 표준화 동향)

  • Kang, Kyeongok;Lee, Misuk;Lee, Yong Ju;Yoo, Jae-hyoun;Jang, Daeyoung;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.723-733
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    • 2020
  • In this paper, MPEG-I Immersive Audio Standardization and related trends are presented. MPEG-I Immersive Audio, which is under the development of standard documents at the exploration stage, can make a user interact with a virtual scene in 6 DoF manner and perceive sounds realistic and matching the user's spatial audio experience in the real world, in VR/AR environments that are expected as killer applications in hyper-connected environments such as 5G/6G. In order to do this, MPEG Audio Working Group has discussed the system architecture and related requirements for the spatial audio experience in VR/AR, audio evaluation platform (AEP) and encoder input format (EIF) for assessing the performance of submitted proponent technologies, and evaluation procedures.

Visual Information for Inducing Interactivity and Presence (유도된 상호작용성을 통한 가상환경에서의 현실감 제고)

  • Lee, Jayeon;Kim, G. Jounghyun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.70-77
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    • 2003
  • 가상환경에서의 실재감을 증대시키는 방법 중에 하나는 상호작용을 이용하는 방법이다. 즉, 사용자가 가상환경에 변화를 줄 수 있게 하여, 사용자와 가상환경 사이의 결속감을 통해, 사용자가 가상환경 속에 있는 듯한 느낌을 주는 것이다. 그러나, Architectural Walkthrough 혹은 Navigation 시스템은 기능적으로 가상객체와에 affordance 와 그 밖의 interactivity cue를 적용하여 사용자로 하여금 시각적으로만 상호작용감을 유발하게 하여, 사용자의 실재감을 높이기 위한 방법에 대한 것이다. 두 개의 가상환경에 대하여 아무런 visual cue가 없는 경우, 텍스트를 이용한 직접 표현 방법, 객체가 simulation 된 trace 그리고 affordance cue 등 총 4가지 방법들, 즉 총 8가지 실험 조합에서 사용자가 느끼는 상호작용성과 실재감을 측정하였는데 interactivity유도를 위한 간접적인 visual cue가 쓰였을 경우 통계적으로 유의하게 상호작용성 및 실재감이 증대하는 결과를 보여주었다. 이는 적은 모델링만의 노력으로, 실제 인터액션에 대한 구현 없이 가상환경에서 어느 정도의 실재감을 높일 수 있는 방법을 제시하고 있다.

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