• 제목/요약/키워드: Virtual University

검색결과 6,231건 처리시간 0.029초

DTSTM: Dynamic Tree Style Trust Measurement Model for Cloud Computing

  • Zhou, Zhen-Ji;Wu, Li-Fa;Hong, Zheng;Xu, Ming-Fei;Pan, Fan
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제8권1호
    • /
    • pp.305-325
    • /
    • 2014
  • In cloud computing infrastructure, current virtual machine trust measurement methods have many shortcomings in dynamism, security and concurrency. In this paper, we present a new method to measure the trust of virtual machine. Firstly, we propose "behavior trace" to describe the state of virtual machine. Behavior trace is a sequence of behaviors. The measurement of behavior trace is conducted on the basis of anticipated trusted behavior, which not only ensures security of the virtual machine during runtime stage but also reduces complexity of the trust measurement. Based on the behavior trace, we present a Dynamic Tree Style Trust Measurement Model (DTSTM). In this model, the measurement of system domain and user domain is separated, which enhances the extensibility, security and concurrency of the measurement. Finally, based on System Call Interceptor (SCI) and Virtual Machine Introspection (VMI) technology, we implement a DTSTM prototype system for virtual machine trust measurement. Experimental results demonstrate that the system can effectively verify the trust of virtual machine and requires a relatively low performance overhead.

Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
    • /
    • 제11권3호
    • /
    • pp.102-118
    • /
    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
    • /
    • 제22권5호
    • /
    • pp.375-380
    • /
    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

자동차 가상생산 기술 적용 (IV)- 가상공장 정보 관리 (Virtual Manufacturing for an Automotive Company (IV)-Information Management for a Virtual Factory)

  • 노상도;안현식;박영진
    • 산업공학
    • /
    • 제16권1호
    • /
    • pp.63-69
    • /
    • 2003
  • Virtual Manufacturing is a technology facilitating effective development and agile production of products via computer models representing physical and logical schema and the behavior of the real manufacturing systems including manufacturing resources, environments and products. For the successful application of this technology, a virtual factory as a well-designed and integrated environment is essential. To construct a virtual factory in effective and concurrent manners, a supporting information infrastructure for managing diverse models of virtual factory is very important. In this paper, we constructed the web-based information management system for many engineering activities related with a virtual factory. Using this system, users can handle all information and diverse digital files including attributes, parameters, 3-D CAD files, simulation models, and etc. of a cell, line and whole factory. We expect that this information management system for a virtual factory helps us achieve great time savings and advances in accuracy for construction and maintenance activities of virtual factories.

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

  • Yong, Ho-Joong;Back, Jong-Won;Jang, Tae-Jeong
    • ETRI Journal
    • /
    • 제29권3호
    • /
    • pp.305-310
    • /
    • 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.

  • PDF

Angular Effect of Virtual Vertices Inserted to Treat The Boundary Edges on an Infinite Conducting Surface

  • Hwang, Ji-Hwan;Kweon, Soon-Koo;Oh, Yisok
    • Journal of electromagnetic engineering and science
    • /
    • 제13권1호
    • /
    • pp.16-21
    • /
    • 2013
  • This study presents the angular effects of virtual vertices inserted for effective treatment of the boundary edge laid on an infinite conducting surface in a half-space scattering problem. We investigated the angular effects of virtual vertices by first computing the radar cross section (RCS) of a specific scatterer; i.e., a tilted conducting plate in contact with the ground surface, by inserting the virtual vertex in half-space. Here, the electric field integral equation is used to solve this problem with various virtual vertex angles (${\theta}_{\nu}$) and conducting plate inclination angles (${\theta}_r$) ranging from $0^{\circ}$ to $180^{\circ}$. The effects of the angles ${\theta}_{\nu}$ and ${\theta}_r$ on the RCS computation are clearly shown with numerical results with and without the virtual vertices in free- and half-spaces.

Study on Distortion and Field of View of Contents in VR HMD

  • Son, Hojun;Jeon, Hyoung joon;Kwon, Soonchul
    • International journal of advanced smart convergence
    • /
    • 제6권1호
    • /
    • pp.18-25
    • /
    • 2017
  • Recently, VR HMD (virtual reality head mounted display) has been utilized for virtual training, entertainment, vision therapy, and optometry. In particular, virtual reality contents are increasingly used for vision therapy and optometry. Accordingly, high-quality virtual reality contents such as a natural vision of life is required. Therefore, it is necessary to study the content production according to the optical characteristics of the VR HMD. The purpose of this paper is to suggest a proper FOV (field of view) of contents according to the distortion rate. We produced virtual reality contents and obtained distorted images by virtual camera. The distortion rate is calculated by using the distorted image. It is proved that the optimal FOV of the VR content with the minimum distortion is $90{\sim}100^{\circ}$. The results of this study are expected to be applied to the production of high quality contents.

Construction of Virtual Images for a Benchmark Test of 3D-PTV Algorithms for Flows

  • Hwang, Tae-Gyu;Doh, Deog-Hee;Hong, Seong-Dae;Kenneth D. Kihm
    • Journal of Advanced Marine Engineering and Technology
    • /
    • 제28권8호
    • /
    • pp.1185-1194
    • /
    • 2004
  • Virtual images for PIV are produced for the construction of a benchmark test tool of PTV systems, Camera parameters obtained by an actual experiment are used to construct the virtual images, LES(Large Eddy Simulation) data sets of a channel flow are used for generation of the virtual images, Using the virtual images and the camera's parameters. three-dimensional velocity vectors are obtained for a channel flow. The capabilities of a 3D-PTV algorithm are investigated by comparing the results obtained by the virtual images and those by an actual measurement for the channel flow.

A New Mavigation Method in Virtual Environment

  • Koo, Eun-Young;Kon, Tae-Wook;Choy, Yoon-Chul
    • 한국정보과학회:학술대회논문집
    • /
    • 한국정보과학회 2000년도 봄 학술발표논문집 Vol.27 No.1 (B)
    • /
    • pp.643-645
    • /
    • 2000
  • This paper puts emphasis on navigation in virtual environment, which is one of the major interfaces for the interactivity between human and virtual environment in virtual reality circumstances and worlds. It proposes a new navigation method: 2d Map-Based navigation, which prevents user's spatial lost in 3D Virtual Environment. The 2D Map-Based Navigation is composed of three major processes, Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The 2D Map-Based Navigation can reduce user's difficulties and improve user's sense of presence and reality in the virtual environments. The experiment study proved that the 2D Map-Based Navigation is a very natural, straightforward and useful navigation interface in the virtual environment.

  • PDF

A Coordinated Heuristic Approach for Virtual Network Embedding in Cloud Infrastructure

  • Nia, Nahid Hamzehee;Adabi, Sepideh;Nategh, Majid Nikougoftar
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제11권5호
    • /
    • pp.2346-2361
    • /
    • 2017
  • A major challenge in cloud infrastructure is the efficient allocation of virtual network elements on top of substrate network elements. Path algebra is a mathematical framework which allows the validation and convergence analysis of the mono-constraint or multi-constraint routing problems independently of the network topology or size. The present study proposes a new heuristic approach based on mathematical framework "paths algebra" to map virtual nodes and links to substrate nodes and paths in cloud. In this approach, we define a measure criterion to rank the substrate nodes, and map the virtual nodes to substrate nodes according to their ranks by using a greedy algorithm. In addition, considering multi-constraint routing in virtual link mapping stage, the used paths algebra framework allows a more flexible and extendable embedding. Obtained results of simulations show appropriate improvement in acceptance ratio of virtual networks and cost incurred by the infrastructure networks.