• 제목/요약/키워드: Virtual System

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4차 산업혁명시대 ; 무용공연예술의 현실-가상미디어 연결시스템 분류 및 사례연구 (The Fourth Industrial Revolution ; A Classification of Reality-Virtual Media Connection System and Case Studies on Dance Performing Arts)

  • 조성희;김은정
    • 한국콘텐츠학회논문지
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    • 제18권9호
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    • pp.544-554
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    • 2018
  • 본 연구는 4차 산업혁명시대의 무용분야의 현실-가상 미디어 연결 시스템을 분류하고 무용작품에서의 현실-가상 미디어 연결 시스템 활용을 사례 분석한 문헌연구이다. 본 연구의 대상은 인터렉티브 미디어 무용공연으로 제한하여 청키 무브(Chunky Move)의 "Glow"(2006), 남영호 "S.U.N"(2011)와 "달항아리"(2013), 아드리안 앤 클레이레(ADRIEN M & CLAIRE B)의 "PIXEL"(2014), 미다스 프로젝트(Midas Project)의 "Midas Space"(2011)에서 사용된 현실-가상미디어 연결시스템의 사례들을 연구하였다. 연구 결과 첫째, 현재까지 이루어진 무용공연에서의 현실-가상미디어연결시스템은 크게 동작 트레킹 시스템과 프로젝션 맵핑으로 구성되었다. 둘째, 사례 연구에서는 작품별로 다양하고 독창적인 현실-가상미디어 연결시스템이 고안되었고, 이 시스템은 움직임과 영향을 주고 받았으며, 시스템은 작품의 주제와 밀접한 관계를 맺었다. 따라서 앞으로 인공지능의 개발을 통해 현실-가상미디어연결시스템의 적극적인 사용, 모션 트레킹이 가능한 사물인터넷의 발달 가능성을 인지, 무용가와 엔지니어 간의 소통, 사례연구를 추가적으로 진행하여야 한다.

Integrated Simulation System of Aircraft

  • Wang, Xingren
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 The Seoul International Simulation Conference
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    • pp.68-71
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    • 2001
  • Integrated Simulation System of Aircraft is a networked virtual synthetic environment. This paper presents hardware-in-the-loop simulation, man-in-the-loop simulation, computer generated aircraft, virtual prototype of aircraft dynamics, and networked simulation system.

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힘 반향 가상원격조작 시스템을 이용한 가상 물체 탐색에 관한 연구 (A Study on a Virtual Object Exploration Using a Force Reflection Virtual Teleoperation System)

  • 권혁조;김기호;오재윤
    • 대한기계학회논문집A
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    • 제25권5호
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    • pp.891-898
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    • 2001
  • This paper develops a master manipulator which can reflect a force from a slave manipulator effectively. It many have a big workspace, can represent a human operators manipulation perfectly, and is composed of a position control part, an orientation control part and an end effector control part. This paper also develops a graphic simulator using the Visual C++ and OpenGL in the Window operating system. It can be used to make a virtual slave manipulator and set a virtual working environment, and provide a visual information from a desired view point. A virtual teleoperation system is developed by connecting the developed master manipulator to the graphic simulator using an interfacing hardware bilaterally. It is used for performing a virtual object exploration experiment. In the experiment, two virtual objects are used. They are virtual wall and virtual hexahedron which have 0.7N/mm and 2.2 N/mm stiffness respectively. The experiments are performed under six different working conditions. The experiment results will show the effectiveness of the reflected force from the slave manipulator for improving the efficiency and stability of the teleoperation task.

네트워크형 가상현실 시스템에서의 자원할당 (Resource Allocation for Networked Virtual Reality Systems)

  • 오세웅
    • 한국멀티미디어학회논문지
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    • 제4권2호
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    • pp.130-135
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    • 2001
  • 네트워크를 이용한 가상현실시스템이 3차원 그래픽 뿐만 아니라 오디오, 비디오를 취급하면, 가상 공간의 품질은 현재 사용 가능한 네트워크 대역폭이나 엔드 시스템의 자원에 커다란 영향을 받는다. 또한 자원 예약형의 네트워크를 사용하더라도 네트워크형 가상현실 시스템에서는 사용자의 공간 네비게이션에 따라 요구되는 자원이 변화하므로 결국 가상공간의 품질이 떨어지는 결과를 초래한다 본 논문에서는 네트워크형 가상현실 시스템에서의 자원 할당 방법을 제안하여 네비게이션에 따른 가상공간의 품질 저하를 최소화하며 이를 실험을 통해 그 효율성을 입증한다.

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유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석 (Exploring the Effects of Gesture Interaction on Co-presence of a Virtual Human in a Hologram-like System)

  • Kim, Daewhan;Jo, Dongsik
    • 한국정보통신학회논문지
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    • 제24권10호
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    • pp.1390-1393
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    • 2020
  • Recently, a hologram-like system and a virtual human to provide a realistic experience has been serviced in various places such as musical performance and museum exhibition. Also, the realistically responded virtual human in the hologram-like system need to be expressed in a way that matches the users' interaction. In this paper, to improve the feeling of being in the same space with a virtual human in the hologram-like system, user's gesture based interactive contents were presented, and the effectiveness of interaction was evaluated. Our approach was found that the gesture based interaction was provided a higher sense of co-presence for immersion with the virtual human.

Stereo-Vision-Based Human-Computer Interaction with Tactile Stimulation

  • Yong, Ho-Joong;Back, Jong-Won;Jang, Tae-Jeong
    • ETRI Journal
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    • 제29권3호
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    • pp.305-310
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    • 2007
  • If a virtual object in a virtual environment represented by a stereo vision system could be touched by a user with some tactile feeling on his/her fingertip, the sense of reality would be heightened. To create a visual impression as if the user were directly pointing to a desired point on a virtual object with his/her own finger, we need to align virtual space coordinates and physical space coordinates. Also, if there is no tactile feeling when the user touches a virtual object, the virtual object would seem to be a ghost. Therefore, a haptic interface device is required to give some tactile sensation to the user. We have constructed such a human-computer interaction system in the form of a simple virtual reality game using a stereo vision system, a vibro-tactile device module, and two position/orientation sensors.

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가상내시경의 개발 및 가상 대장내시경으로 적용 시 성능평가 (Development of Virtual Endoscopy and Evaluation of Performance as a 3D Virtual Colonoscopy)

  • 김정훈;이상훈;고성호;김상준
    • 대한의용생체공학회:의공학회지
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    • 제24권2호
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    • pp.69-75
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    • 2003
  • Virtual colonoscopy is one of the Powerful tool for non-invasive colon examination and many in-vitro and in-vivo studies have shown its accuracy in Polyp or adenoma detection. But most of virtual colonoscopy requires high quality workstation and software and its cost is high to setup whole system. We developed PC-based 3D model creation and navigation program which has diverse functions. It can be easily installed to PC and connected to network system. The performance. when used as a virtual colonoscopy. is evaluated by calculating sensitivity of detection for the simulated polyp which is artificially made inside the Pig's colon and checked its clinical feasibility, Its total sensitivity is 76%. Grouping according to Polyps diameter, the sensitivity for detection of polyps 10 ㎜ or larger was 100%(40 of 40); 5.0-9.9 ㎜, 90.0(90 of 100): and smaller then 5 ㎜. 36.7%(22 of 60).

가상환경에서의 냉장고 도어 개폐의 현실감 평가 (Presence evaluation of virtual refrigerator doors in opening and closing)

  • 박재희;이인석;김진욱;고희동
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2003년도 춘계학술대회 논문집
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    • pp.90-93
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    • 2003
  • This study aims to validate the effectiveness of VE system with an arm-master in the evaluation of virtual prototype. A virtual kitchen with a refrigerator was presented in a CAVE system. Subjects put in and pull out virtual objects by using the arm-master. Twelve subjects participated in six experimental conditions: three types of refrigerator door grips and two reaction forces. After each trial, subjects evaluated a virtual refrigerator in terms of easiness of operation, similarity in force, presence etc. The results show the subjects preferred vertical grip than horizontal grip and light reaction force than heavy one. The VE system with the arm-master will be very helpful in the design evaluation of virtual prototypes.

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고소공포증 극복훈련을 위한 가상환경시스템 (Virtual Reality Therapy System for the get over tranining of Acrophobia)

  • 백승은;유종현;백승화;주관식
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2004년도 춘계학술대회
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    • pp.203-209
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    • 2004
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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온라인 설계 맵핑을 이용한 웹 기반 디지털 논리 회로 가상 실험 시스템의 구현 (Implementation of a Web-based Virtual Laboratory System for Digital Logic Circuits Using Online Schematic Mapping)

  • 김동식;서삼준
    • 제어로봇시스템학회논문지
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    • 제11권6호
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    • pp.558-563
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    • 2005
  • In this paper, we implemented a web-based virtual laboratory system(VLab system) with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since the proposed VLab system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, the VLab system is designed to increase the learning and teaching efficiencies of both the learners and the educators, respectively. The learners will be able to achieve high teaming standard and the educators save their time and labor. The virtual experiments on our VLab system are performed according to the following procedure: (1) Circuit composition on the virtual bread board (2). Applying input voltage (3) Output measurements (4) Checkout of experiment results. Furthermore, the circuit composition on the virtual bread board and its corresponding online schematic diagram are displayed together on the VLab system for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.