• Title/Summary/Keyword: Virtual Training

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Object Detection based on Mask R-CNN from Infrared Camera (적외선 카메라 영상에서의 마스크 R-CNN기반 발열객체검출)

  • Song, Hyun Chul;Knag, Min-Sik;Kimg, Tae-Eun
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1213-1218
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    • 2018
  • Recently introduced Mask R - CNN presents a conceptually simple, flexible, general framework for instance segmentation of objects. In this paper, we propose an algorithm for efficiently searching objects of images, while creating a segmentation mask of heat generation part for an instance which is a heating element in a heat sensed image acquired from a thermal infrared camera. This method called a mask R - CNN is an algorithm that extends Faster R - CNN by adding a branch for predicting an object mask in parallel with an existing branch for recognition of a bounding box. The mask R - CNN is added to the high - speed R - CNN which training is easy and fast to execute. Also, it is easy to generalize the mask R - CNN to other tasks. In this research, we propose an infrared image detection algorithm based on R - CNN and detect heating elements which can not be distinguished by RGB images. As a result of the experiment, a heat-generating object which can not be discriminated from Mask R-CNN was detected normally.

Awareness of Teachers-Students for Education using 3D Contents (3D 콘텐츠 활용 교육을 위한 교사와 학생의 인식)

  • Jeon, Soo-Jin;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.535-542
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    • 2016
  • In this study, we examined the perceptions of teachers and students to utilize 3D educational content. We conducted a survey about the effect of utilizing 3D educational content, interest in the 3D content, the advantages and problems of utilizing 3D education in class by targeting at elementary school teachers and elementary school students, Surveyed are students and teachers who participated the contest for 3D content development. Research results, both teachers and students were very positive about the educational effects of 3D content and they take advantage of educational content, as well as higher interest in 3D making education. We also found that they require overall support including 3D education-relevant materials and teacher training school in the field.

Study on Arduino Kit VR contents modularization based on virtualization technology in software education field (소프트웨어교육 현장에서 가상화 기술에 기반한 아두이노 키트 VR콘텐츠 모듈화 연구)

  • Park, Jong-Youel;Chang, Young-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.293-298
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    • 2018
  • In the fourth industrial revolution era triggered by the popularization of smart phones, Human daily life and all industrial sites are becoming software and intelligent. With the universal software education for all students nationwide from 2018, Demand is surging, and hardware is interlocked using software technology and Arduino. However, expensive control boards and dozens of different electronic components have to be prepared separately and problems are occurring. In addition, if the same training is repeated, Significantly many parts are lost or destroyed. Being prepared to start a new class is also becoming a very serious problem. In this study, we implement VR technology based on virtualization technology of Arduino board and various electronic parts. In addition, 3D graphics realistic Arduino kit and various electronic components are provided in API form. In this paper, we propose a method of interworking software and virtual hardware on virtualization base.

Residents' Participation Workshop for the Design of Community Facility on Beakhwa Village (백화마을 커뮤니티시설의 주민참여 디자인 워크숍)

  • Cho, Jeong-Hyun;Choi, Jung-Shin;Lee, Jong-Huck
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2011.04a
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    • pp.81-86
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    • 2011
  • In order to establish the effective community village as planned, it is the most important factor in residents' participation at the stage of design process. Especially, community space, which is commonly used by all members, must be designed through consultation process of community members themselves to accommodate the needs of various daily activities. So, in this study, the participation process to design the common community facility is developed and the actual residents' participation workshop was conducted in Baek-Hwa village, which is being built on South Korea. Also, the space of community facilities was designed based on the direct opinions and needs of actual residents obtained by workshop process. The workshop was conducted two times: the first workshop was conducted for the design of common residents' facilities and the second was for trying to utilize the virtual designed space. During the workshop process, it is found that the positive participation of members of village is naturally occurred to design residents' space in the workshop process. As a result, most people want to make the space of gym, library, and dining room in spatial configuration. Among them, the hobby room was highly demanded. There is lots of demand for the joint activities and training program in common activity fields. Also, the prediction of the various occurrence so fun expected situations was requested in the game of creating rules and role-playing. In the conclusion, it was acknowledged the necessity of residents' participation design and the importance of communication between architects and residents for decision-making.

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A Tsunami Simulation Model based on Cellular Automata for Analyzing Coastal Inundation: Case Study of Gwangalli Beach (지진해일로 인한 해안 침수 분석을 위한 셀 오토마타 기반의 시뮬레이션 모델 개발: 광안리 해변 사례 연구)

  • Joo, Jae Woo;Joo, Jun Mo;Kim, Dong Min;Lee, Dong Hun;Choi, Seon Han
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.710-720
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    • 2020
  • Tsunami occurred by a rapid change in the ocean floor is a natural disaster that causes serious damage worldwide. South Korea seems to be out of the range of this damage, but it is quite possible that South Korea will fall within the range due to the long-distance propagation features of tsunami and many earthquakes occurred in Japan. However, the analysis and preparation for tsunami have been still insufficient. In this paper, we propose a tsunami simulation model based on cellular automata for analyzing coastal inundation. The proposed model calculates the range of inundation in coastal areas by propagating the energy of tsunami using the interaction between neighboring cells. We define interaction rules and algorithms for the energy transfer and propose a software tool to effectively utilize the model. In addition, to verify and tune the simulation model, we used the actual tsunami data in 2010 at Dichato, Chile. As a case study, the proposed model was applied to analyze the coastal inundation according to tsunami height in Gwangali Beach, a famous site in Busan. It is expected that the simulation model can be a help to prepare an effective countermeasure against tsunami and be used for a virtual evacuating training.

Evolving Team-Agent Based on Dynamic State Evolutionary Artificial Neural Networks (동적 상태 진화 신경망에 기반한 팀 에이전트의 진화)

  • Jin, Xiang-Hua;Jang, Dong-Heon;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.290-299
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    • 2009
  • Evolutionary Artificial Neural Networks (EANNs) has been highly effective in Artificial Intelligence (AI) and in training NPCs in video games. When EANNs is applied to design game NPCs' smart AI which can make the game more interesting, there always comes two important problems: the more complex situation NPCs are in, the more complex structure of neural networks needed which leads to large operation cost. In this paper, the Dynamic State Evolutionary Neural Networks (DSENNs) is proposed based on EANNs which deletes or fixes the connection of the neurons to reduce the operation cost in evolution and evaluation process. Darwin Platform is chosen as our test bed to show its efficiency: Darwin offers the competitive team game playing behaviors by teams of virtual football game players.

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A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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The Analysis of Gamma Oscillation and Phase-Synchronization for Memory Retrieval Tasks

  • Kim, Sung-Phil;Choe, Seong-Hyeon;Kim, Hyun-Taek;Lee, Seung-Hwan
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2010.05a
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    • pp.37-41
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    • 2010
  • The previous investigations of electroencephalogram (EEG) activity in the memory retrieval tasks demonstrated that event-related potentials (ERP) during recollection showed different durations and the peak levels from those without recollection. However, it has been unknown that recollection in memory retrieval also modulates high-frequency brain rhythms as well as establishes large-scale synchronization across different cortical areas. In this study, we examined the spectral components of the EEG signals, especially the gamma bands (20-80Hz), measured during the memory retrieval tasks. Specifically, we focused on two major spectral components: first, we evaluated the temporal patterns of the power spectral density before and after the onset of the memory retrieval task; second, we estimated phase synchrony between all possible pairs of EEG channels to evaluate large-scale synchronization. Fourteen healthy subjects performed the memory retrieval task in the virtual reality environment where they selected whether or not t he present item was seen in the previous training period. When the subjects viewed the unseen items, the middle gamma power (40-60Hz) appeared to increase 200-500ms after stimulus onset while the low gamma power (20Hz) was suppressed all the way through the post-stimulus period 150ms after onset. The degree of phase synchronization in this low gamma level, however, increased when the subjects fetched the item from memory. This suggests that phase synchrony analysis might reveal different aspects of the memory retrieval process than the gamma power, providing additional information to the inference on the brain dynamics during memory retrieval.

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The Development of Electromagnetic Field Analysis Software for Virtual Training (가상 교육용 전자장 해석 프로그램 개발)

  • Wee, Sang Bong;Kim, Ki Beom
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.55-60
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    • 2010
  • We usually encounter Electro-magnetics phenomenons and only feel some part of that, but it is hard to feel it visually. Moreover understanding physically and quantitatively is not a easy work. These electrostatic field theory, magnetostatic field theory and interchange magnetic field theory combined with electromagnetic field are formulated experimentally and theoretically by James Clerk Maxwell in 1873. Electromagnetic field takes electro-magnetic phenomenons as a expansion of formula originated in Maxwell equations. Since this is based on expansion of formula, it is hard to understand for many students not only middle school and high school students learning it at the first time but also college students studying physics as a elementary class and even majors in electromagnetic field. The program is developed as a visual aid to cope with these problems, and even to deal with complex problem to estimate solution using numerical method.

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