• Title/Summary/Keyword: Virtual Process

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Proposal of Collaborative Application Prototype based on Mobile Virtual Viewer System (모바일 가상 뷰어 시스템 기반의 협업 어플리케이션 프로토타입 제안)

  • Park, Jae Hyun;Park, Min Hee
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.897-912
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    • 2019
  • The growth of domestic fashion industry market went sluggish affected by long-term slow growth and shrinking consumer sentiment since 2012, and the entire market has shown a slight growth since 2017. Yet only some conglomerates or global businesses experience this growth. Small and medium-sized fashion companies or rising fashion designers in South Korea, face real limitations and problems poor capital, lack of professional workforce, experience, information and educational opportunity as well as difficulty of acquiring distribution network, which lead to further polarization between conglomerates and small businesses. Thus, this study proposed mobile virtual viewer system-based collaborative application prototype capable of overcoming limitations and problems drawn by analyzing business environment of domestic brands launched by rising fashion designers. Especially, through applied template-based 3D virtual fashion design technology and performing the entire process in the virtual reality beyond spatial and temporal restraints, it is assumed that more effective and efficient outcomes can be obtained compared to the previous method.

A Study on Real-time Graphic Workflow For Achieving The Photorealistic Virtual Influencer

  • Haitao Jiang
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.130-139
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    • 2023
  • With the increasing popularity of computer-generated virtual influencers, the trend is rising especially on social media. Famous virtual influencer characters Lil Miquela and Imma were all created by CGI graphics workflows. The process is typically a linear affair. Iteration is challenging and costly. Development efforts are frequently siloed off from one another. Moreover, it does not provide a real-time interactive experience. In the previous study, a real-time graphic workflow was proposed for the Digital Actor Hologram project while the output graphic quality is less than the results obtained from the CGI graphic workflow. Therefore, a real-time engine graphic workflow for Virtual Influencers is proposed in this paper to facilitate the creation of real-time interactive functions and realistic graphic quality. The real-time graphic workflow is obtained from four processes: Facial Modeling, Facial Texture, Material Shader, and Look-Development. The analysis of performance with real-time graphical workflow for Digital Actor Hologram demonstrates the usefulness of this research result. Our research will be efficient in producing virtual influencers.

Effect of web-based virtual simulation learning on learning flow, problem-solving ability, and academic self-efficacy of paramedicine students (웹기반 가상시뮬레이션 학습이 응급구조과 학생의 학습몰입, 문제해결능력, 학업적 자기효능감에 미치는 영향)

  • Young-Ah Lee
    • The Korean Journal of Emergency Medical Services
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    • v.28 no.2
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    • pp.131-142
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    • 2024
  • Purpose: This study aimed to explore the use of web-based virtual simulations to improve the learning flow, problem-solving ability, and academic self-efficacy of paramedicine students. Methods: This study used a pre-post comparison design with 40 pamedicine students at one university. the participants were third grade students and participated in web based virtual simulation(vSim®). The difference between the pre-post was analyzed using a Paired Sample t-test with SPSS 26.0. Results: After web based virtual simulation using vSim® program than before, significantly higher learning flow(t=12.74, p<.001), problem-solving process(t=5.78, p<.001), academic self-efficacy(t=2.77, p<.001), Paramedic-Care Skills Confidence(t=6.30, p<.001). Conclusion: The results indicated the positive effects of web-based virtual simulation(vSim®) learning method and suggests implications for learners and instructors.

Method and system for providing virtual computer environment for the network division (망 분리 가상 컴퓨터 환경 제공 방법 및 시스템)

  • Yoon, Tae-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.10
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    • pp.1101-1108
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    • 2015
  • In this paper, to provide a method and system for providing a network separation virtual machine environment. How to provide this virtual machine environment include phase generating necessary virtual resource requirement for the perform of virtual function and transfer to network changing protocol about request of registration virtual resource. For this reason, Registration procedure is to use a virtual machine for a virtual computing resource allocation and separation combined network any time, it became possible between servers and clients, or mobile phone. At any time, it is possible to process the work in the same environment as in a computer to access the Internet.

Analysis of Learning Effect through the Development and Application of Virtual Reality(VR) Education Content for Radiology Students (방사선과 학생을 위한 가상현실 교육콘텐츠 개발 및 적용을 통한 학습효과 분석)

  • Shim, Jae-Goo;Kwon, Soon-Moo
    • Journal of radiological science and technology
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    • v.43 no.6
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    • pp.519-524
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    • 2020
  • This study developed radiation therapy contents based on virtual reality technology and applied them to radiation students. A survey was conducted to analyze the relationship between learning effects and learning satisfaction to students who used virtual reality education videos to analyze their learning performance. 71 students radiology department were classified into two groups one that experienced virtual reality and the other that did not experienced virtual reality. We surveyed between the two groups analyzed self-directed learning, self-learning efficacy and learning satisfaction. As a result, the comparison between the two groups showed no difference between self-directed learning and self-learning efficacy. But the learning satisfaction was significant from 2.64±0.83 to 3.20±0.88 in the problem solving process for groups applying virtual reality contents. Therefore, learning satisfaction has improved experienced group virtual reality content and the materials for virtual reality education can be applied more efficiently in non-face-to-face lectures.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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Optimal Blank Design using Virtual Try-Out Method (가상 트라이 아웃 방법을 이용한 최적 블랭크 설계)

  • Ko, Dae-Lim;Jung, Dong-Won
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.7 no.4
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    • pp.31-36
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    • 2008
  • Sheet metal forming has some merits that are less loss of materials in process, less time-consuming and it makes mass product possible. The product produced by sheet metal forming process has high strength compared to the weight and better surface characteristics. Therefore, sheet metal forming process is a lot used in automobiles, aircrafts, electronics and appliances. This paper made the process design for forming Bracket Front Back Frame Lower, determined the blank shape and size using PAM-STAMP, commercial software and evaluated formability. It has been proved that the optimal blank through the result forming analysis has advantage in terms of formability and spring back compared to the rectangular blank.

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A study of user performed Virtual Space Storybook (사용자 참여 가상공간 스토리북 구현)

  • Park, Su Jin;Jung, Moon Ryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.115-122
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    • 2019
  • We In this study, We tested for artificial intelligence-based virtual space story books were planned. The proposed virtual space concept, a story book with the characteristics of Augmented Virtuality, was implemented Several steps are needed to proceed with the virtual space storybook's story. First, a user brings a real object in to virtual space and recognizes the real object with an artificial intelligence-based object-recognition software. Second, when object recognition progresses, the virtual 3D model is augmented in the virtual space, which is then inserted into the virtual space and rendered. Finally, software projected a virtual space storybook on the desk in which users can touch and select real-objects. This virtual space storybook was implemented using the new story-making technology by applying the virtual space concept. the Augmented Virtuality concept is to augment real objects based on virtual space. To confirm this we tested a user test using the virtual space storybook. the user seemed as if can the distinction between real objects and virtual images. Also very well and that understood the process of putting the real objects in virtual space.

The LVC Linkage for the Interoperability of the Battle Lab (Battle Lab에서의 상호운용성을 위한 LVC 연동방안)

  • Yun, Keun-Ho;Shim, Shin-Woo;Lee, Dong-Joon
    • Journal of the Korea Society for Simulation
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    • v.21 no.1
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    • pp.81-88
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    • 2012
  • In the M&S filed, The Battle Lab is available for acquisition, design, development tool, validation test, and training in the weapon system of development process. Recently, the Battle Lab in the military of Korea is still in an early stage, in spite of importance of battle lab construction. In the environment of network centric warfare, a practical use of the M&S which is connecting live, virtual and constructive model can be applied to all field of System Engineering process. It is necessary thar the Battle Lab is not restricted by time and space, and is possible for the technical implementation. In this paper, to guarantee the interoperability of live and virtual simulation, virtual simulators connect live simulators by using the tactical data link. To guarantee the interoperability of virtual and constructive simulation, both virtual simulators and constructive simulators use the RTI which is the standard tool of M&S. We propose the System that constructed the Air Defence Battle Lab. In case of the approach of target tracks, The Air Defence Battle Lab is the system for the engagement based on a command of an upper system in the engagement weapon system. Constructive simulators which are target track, missile, radar, and launcher simulator connect virtual simulators which are MCRC, battalion, and fire control center simulators using the RPR-FOM 1.0 that is a kind of RTI FOM. The interoperability of virtual simulators and live simulators can be guaranteed by the connection of the tactical data links which are Link-11B and ATDL-1.

공정계획 및 일정계획 통합을 위한 가상 생산 시스템

  • 박지형;염기원
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1995.10a
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    • pp.885-888
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    • 1995
  • Virtual Manufacturing System(VMS) is a computer model that represents the precise and whole structure of manufacturing system and simulates their physical and logical behavior in operation. In this paper, a real time simulation for the virtual factory is proposed to integrate a process planning with scheduling under distributed environments. In order to communicate the information under distributed environment, weuse a sever/client concept and socket program. the VMS is implemented on the internet environment.

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