• Title/Summary/Keyword: Virtual Reality Environment

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Cost Efficient Virtual Machine Brokering in Cloud Computing (가격 효율적인 클라우드 가상 자원 중개 기법에 대한 연구)

  • Kang, Dong-Ki;Kim, Seong-Hwan;Youn, Chan-Hyun
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.7
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    • pp.219-230
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    • 2014
  • In the cloud computing environment, cloud service users purchase and use the virtualized resources from cloud resource providers on a pay as you go manner. Typically, there are two billing plans for computing resource allocation adopted by large cloud resource providers such as Amazon, Gogrid, and Microsoft, on-demand and reserved plans. Reserved Virtual Machine(VM) instance is provided to users based on the lengthy allocation with the cheaper price than the one of on-demand VM instance which is based on shortly allocation. With the proper mixture allocation of reserved and on-demand VM corresponding to users' requests, cloud service providers are able to reduce the resource allocation cost. To do this, prior researches about VM allocation scheme have been focused on the optimization approach with the users' request prediction techniques. However, it is difficult to predict the expected demands exactly because there are various cloud service users and the their request patterns are heavily fluctuated in reality. Moreover, the previous optimization processing techniques might require unacceptable huge time so it is hard to apply them to the current cloud computing system. In this paper, we propose the cloud brokering system with the adaptive VM allocation schemes called A3R(Adaptive 3 Resource allocation schemes) that do not need any optimization processes and kinds of prediction techniques. By using A3R, the VM instances are allocated to users in response to their service demands adaptively. We demonstrate that our proposed schemes are able to reduce the resource use cost significantly while maintaining the acceptable Quality of Service(QoS) of cloud service users through the evaluation results.

Real-Time Stereoscopic Visualization of Very Large Volume Data on CAVE (CAVE상에서의 방대한 볼륨 데이타의 실시간 입체 영상 가시화)

  • 임무진;이중연;조민수;이상산;임인성
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.6
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    • pp.679-691
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    • 2002
  • Volume visualization is an important subarea of scientific visualization, and is concerned with techniques that are effectively used in generating meaningful and visual information from abstract and complex volume datasets, defined in three- or higher-dimensional space. It has been increasingly important in various fields including meteorology, medical science, and computational fluid dynamics, and so on. On the other hand, virtual reality is a research field focusing on various techniques that aid gaining experiences in virtual worlds with visual, auditory and tactile senses. In this paper, we have developed a visualization system for CAVE, an immersive 3D virtual environment system, which generates stereoscopic images from huge human volume datasets in real-time using an improved volume visualization technique. In order to complement the 3D texture-mapping based volume rendering methods, that easily slow down as data sizes increase, our system utilizes an image-based rendering technique to guarantee real-time performance. The system has been designed to offer a variety of user interface functionality for effective visualization. In this article, we present detailed description on our real-time stereoscopic visualization system, and show how the Visible Korean Human dataset is effectively visualized on CAVE.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.533-552
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    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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A Bible Didactical Approach to Bibliodrama on the Metaverse Platforms (메타버스 플랫폼을 통한 비블리오드라마 구현에 대한 성서 교수학적 접근)

  • Seo, Mikyoung
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.45-75
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    • 2022
  • The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.

Integrated Structural Dynamic Response Analysis considering the UNDEX Shock Wave and Gas Bubble Pulse (수중폭발 충격파와 가스구체 압력파를 함께 고려한 구조물의 동적응답해석)

  • Lee, Sang-Gab;Hwon, Jeong-Il;Chung, Jung-Hoon
    • Journal of the Society of Naval Architects of Korea
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    • v.44 no.2 s.152
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    • pp.148-153
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    • 2007
  • Two typical impact loadings, shock wave and gas bubble pulse, due to UNDEX(UNDerwater EXplosion), should be considered together for the closest response analysis of structure subjected to UNDEX to a reality. Since these two impact loadings have different response time bands, however, their response characteristics of structure are different from each other. It is impossible to consider these effectively under the current computational environment and the mathematical model has not yet been developed. Whereas Hicks model approximates the fluid-structure interaction due to gas bubble pulse as virtual mass effect, treating the flow by the response of gas bubble after shock wave as incompressible ideal fluid contrary to the compressible flow due to shock wave, Geers-Hunter model could make the closest response analysis of structure under UNDEX to a real one as a mathematical model considering the fluid-structure interaction due to shock wave and gas bubble pulse together using acoustic wave theory and DAA(Doubly Asymptotic Approximation). In this study, the application and effectiveness of integrated dynamic response analysis of submerged structure was examined with the analysis of the shock wave and gas bubble pulse together.

Moving Brand Identity in Cyber World (Cyber World의 Moving Brand Identity에 관한 연구)

  • Whang, Chris Inkyong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.1
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    • pp.65-71
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    • 2016
  • The cyber world is organically alive. It continues to evolve as humans interact with it. Real life and virtual reality are directly or indirectly connected through technology at the network terminal. Branding, in the cyber world, is created by BI(Brand Identity), using designed symbols and logotype developed with digital technology. The objective of this study is to improve the brand value of enterprises and organizations through the use of moving images to adapt to the mobile environment in this rapidly changing cyber world. First, the basic concepts of brand identity, structure, and integrated brand identity were studied. Next, case studies of overseas enterprise branding such Swisscom, HP, BBC were analyzed examining their design concepts and implementation of integrated moving brands. Finally, moving brand identity is explored, for value enhancement, in my projects in ACM SIG CHI 2015, HCI Korea 2014, Aegis Ship 'Yulgok YiYi.' with a discussion of design planning and results. This treatise will contribute to the improvement of brand strategy and design in this country.

Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.

A Study on Motion and Position Recognition Considering VR Environments (VR 환경을 고려한 동작 및 위치 인식에 관한 연구)

  • Oh, Am-suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.12
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    • pp.2365-2370
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    • 2017
  • In this paper, we propose a motion and position recognition technique considering an experiential VR environment. Motion recognition attaches a plurality of AHRS devices to a body part and defines a coordinate system based on this. Based on the 9 axis motion information measured from each AHRS device, the user's motion is recognized and the motion angle is corrected by extracting the joint angle between the body segments. The location recognition extracts the walking information from the inertial sensor of the AHRS device, recognizes the relative position, and corrects the cumulative error using the BLE fingerprint. To realize the proposed motion and position recognition technique, AHRS-based position recognition and joint angle extraction test were performed. The average error of the position recognition test was 0.25m and the average error of the joint angle extraction test was $3.2^{\circ}$.

LOHAS Fashion Design Development -Focus on Party Wear- (로하스 패션 디자인 개발 연구 -파티웨어를 중심으로-)

  • Cho, Min-Young;Park, Hye-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.11
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    • pp.1733-1743
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    • 2009
  • The LOHAS trend is based on a present and future culture with a sustainable influence on the life of modem humans. This study examines the LOHAS trend to create a design that is practical and reflects a notion of LOHAS in quality. Design making is selected with three sub-themes under the concept 'With Us, Nature & High Touch' and the dress design that is suitable to the type and purpose of the parties following the concept. Theme A, "Neo-Classicism" is for a reception party. It made efficient use of 'Type of environmentally friendly material practical use + Type of multi-function design + Type of order production + Type of society morals design'. Theme B, "Between Virtual & Reality" is for a wedding reception. It made efficient use of 'Type of environmentally friendly material practical use + Type of multifunction design + Type of retrenchment design + Type of order production + Type of society morals design'. Theme C, "Arty Illusion" is for a cocktail party. It made efficient use of 'Type of Re-design + Type of nature motive practical use + Type of the higher sensitivity pursuit design + Type of order production + Type of society morals design'. This study explained that nature, environment, and a sense about society are put to practical use in fashion design through the creation of a fashion design to apply a LOHAS fashion design notion and a special quality.