• Title/Summary/Keyword: Virtual design model

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Design and Analysis of High-Speed Unmanned Aerial Vehicle Ground Directional Rectifying Control System

  • Yin, Qiaozhi;Nie, Hong;Wei, Xiaohui;Xu, Kui
    • International Journal of Aeronautical and Space Sciences
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    • v.18 no.4
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    • pp.623-640
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    • 2017
  • The full nonlinear equations of an unmanned aerial vehicle ground taxiing mathematical dynamic model are built based on a type of unmanned aerial vehicle data in LMS Virtual.Lab Motion. The flexible landing gear model is considered to make the aircraft ground motion more accurate. The electric braking control system is established in MATLAB/Simulink and the experiment of it verifies that the electric braking model with the pressure sensor is fitted well with the actual braking mechanism and it ensures the braking response speediness. The direction rectification control law combining the differential brake and the rudder with 30% anti-skid brake is built to improve the directional stability. Two other rectifying control laws are demonstrated to compare with the designed control law to verify that the designed control is of high directional stability and high braking efficiency. The lateral displacement increases by 445.45% with poor rectification performance under the only rudder rectifying control relative to the designed control law. The braking distance rises by 36m and the braking frequency increases by 85.71% under the control law without anti-skid brake. Different landing conditions are simulated to verify the good robustness of the designed rectifying control.

A Study on the Sediment Volume Change and Two-dimensional Deposited Characteristics of Pumping-dredged Soil (준설토의 체적변화 및 2차원 퇴적특성에 관한 연구)

  • 김형주;이민선;이용주;김대우
    • Journal of the Korean Geotechnical Society
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    • v.19 no.4
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    • pp.155-165
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    • 2003
  • A series of one-dimensional cylinder sedimentation test, seepage consolidation test and two-dimensional deposition model test were conducted to examine the characteristics of deposition and volume change of dredged soils containing the high water content, and these experimental results were compared with the sedimentary conditions of actual dredged-reclaimed fields to obtain the relations of a volume change by settling what is required for design. In addition, the change of water content and the distribution of fine grained soils after sedimentation were investigated. Thus, it was concluded that deposition height increased lineary as substantial soil volume increased, and also the elevation of interface increasea proportionately at both the starting time and the finishing time of virtual self-weight consolidation in one-dimensional sedimentation. Furthermore, the two-dimensional model test results were shown to describe the plain distribution of water content and fine grained silt where dredged soil was deposited by two dimensional flowing, and the water content was distributed to wide range from the minimum water content 30% to maximum 180% according to the passed amount of №200 sieve percentage.

The Integrated Control Model for the Freeway Corridors based on Multi-Agent Approach I : Simulation System & Modeling for Optimization (멀티 에이전트를 이용한 도로정체에 따른 교통흐름 예측 및 통합제어 I : 시뮬레이션 시스템 개발 및 최적화를 위한 모델링)

  • Cho, Ki-Yong;Bae, Chul-Ho;Kim, Hyun-Jun;Chu, Yul;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.15 no.1
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    • pp.8-15
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    • 2007
  • Freeway corridors consist of urban freeways and parallel arterials that drivers can use alternatively. Ramp metering in freeways and signal control in arterials are contemporary traffic control methods that have been developed and applied in order to improve traffic conditions of freeway corridors. However, most of the existing studies have focused on either optimal ramp metering in freeways, or progression signal strategies between arterial intersections. There have been no traffic control systems in Korea that integrates the freeway ramp metering and arterial signal control. The effective control strategies for freeway operations may cause negative effects on arterial traffic. On the other hand, traffic congestion and bottleneck phenomenon of arterials due to the increasing peak-hour travel demand and ineffective signal operation may generate an accessibility problem to freeway ramps. Thus, the main function of the freeway which is the through-traffic process has not been successful. The purpose of this study is to develop an integrated control model that connects freeway ramp metering systems and signal control systems in arterial intersections. And Optimization of integrated control model which consists of ramp metering and signal control is another purpose. The design of experiment, neural network, and simulated annealing are used for optimization.

Implementation of Autonomous IoT Integrated Development Environment based on AI Component Abstract Model (AI 컴포넌트 추상화 모델 기반 자율형 IoT 통합개발환경 구현)

  • Kim, Seoyeon;Yun, Young-Sun;Eun, Seong-Bae;Cha, Sin;Jung, Jinman
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.5
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    • pp.71-77
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    • 2021
  • Recently, there is a demand for efficient program development of an IoT application support frameworks considering heterogeneous hardware characteristics. In addition, the scope of hardware support is expanding with the development of neuromorphic architecture that mimics the human brain to learn on their own and enables autonomous computing. However, most existing IoT IDE(Integrated Development Environment), it is difficult to support AI(Artificial Intelligence) or to support services combined with various hardware such as neuromorphic architectures. In this paper, we design an AI component abstract model that supports the second-generation ANN(Artificial Neural Network) and the third-generation SNN(Spiking Neural Network), and implemented an autonomous IoT IDE based on the proposed model. IoT developers can automatically create AI components through the proposed technique without knowledge of AI and SNN. The proposed technique is flexible in code conversion according to runtime, so development productivity is high. Through experimentation of the proposed method, it was confirmed that the conversion delay time due to the VCL(Virtual Component Layer) may occur, but the difference is not significant.

The Effects of Flash Panorama-based Virtual Field Trips on Middle School Students' Spatial Visualization Ability, Conceptual Understanding, and Perceptions (플래시 파노라마 기반 가상야외답사의 활용이 중학생의 공간 시각화 능력, 개념 이해와 인식에 미치는 영향)

  • Lee, Ki-Young
    • Journal of the Korean earth science society
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    • v.34 no.2
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    • pp.162-172
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    • 2013
  • The purpose of this study is to investigate the effects of flash panorama-based virtual field trips (VFT) as a supporting tool for geological field activity on middle school students' spatial visualization ability, conceptual understanding, and perceptions. A total of 17 middle school students participated in a three day long actual geological field trip around Jeju Island where a three-phase instructional model is applied for utilization of flash panorama-based VFT, which was proposed by Kim and Lee (2011). With one-group pretest-posttest pre-experimental design, data were collected using questionnaire and were analyzed to find out a change in students' spatial visualization ability and volcanic concept understanding, and their perceptions about the utilization of flash panorama-based VFT. Findings are as follows: First, the effect of utilizing flash panorama-based VFT in actual field trip revealed that there was meaningful increase in 'spatial relation' category of spatial visualization ability and 'knowledge' and 'comprehension' domains of volcanic concept understanding. Second, majority of students showed positive gain index in both spatial visualization ability and volcanic concept understanding. Lastly, participating students showed much interest and high satisfaction, and positive perception on the use of VFT. They also perceived that the utilization of flash panorama-based VFT could help in carrying out an actual field trip in terms of cognitive and geographical factors.

Design of Immersive Walking Interaction Using Deep Learning for Virtual Reality Experience Environment of Visually Impaired People (시각 장애인 가상현실 체험 환경을 위한 딥러닝을 활용한 몰입형 보행 상호작용 설계)

  • Oh, Jiseok;Bong, Changyun;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.11-20
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    • 2019
  • In this study, a novel virtual reality (VR) experience environment is proposed for enabling walking adaptation of visually impaired people. The core of proposed VR environment is based on immersive walking interactions and deep learning based braille blocks recognition. To provide a realistic walking experience from the perspective of visually impaired people, a tracker-based walking process is designed for determining the walking state by detecting marching in place, and a controller-based VR white cane is developed that serves as the walking assistance tool for visually impaired people. Additionally, a learning model is developed for conducting comprehensive decision-making by recognizing and responding to braille blocks situated on roads that are followed during the course of directions provided by the VR white cane. Based on the same, a VR application comprising an outdoor urban environment is designed for analyzing the VR walking environment experience. An experimental survey and performance analysis were also conducted for the participants. Obtained results corroborate that the proposed VR walking environment provides a presence of high-level walking experience from the perspective of visually impaired people. Furthermore, the results verify that the proposed learning algorithm and process can recognize braille blocks situated on sidewalks and roadways with high accuracy.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

Design and Implementation of An Educational VDB System in Distributed Environments Based on Object Groups (객체그룹 기반의 분산환경에서 교육용 VDB 시스템의 설계 및 구현)

  • Yu, Gyeong-Taek;Lee, Hyeon-Cheol;Ju, Su-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.11
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    • pp.3034-3045
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    • 1999
  • For efficiently providing multimedia services, distributed computing environments are specified the requirements of various services and distributed object platforms applied an object-oriented technology by TINA Consortium and OMG CORBA. Because multimedia service applications are becoming large and distributing, their servicing managing interfaces among objects are being complicated. In order to solve these defects, it is necessary to suggest a new object grouping model and specify object service/management requirements can be introduced under the object groups. We have been developed the distributed object group platform that can group all individual objects by the relating services and can supply trading functions for interconnecting between distributed objects or object groups. In this paper, we designed and implemented the Virtual Drawing Board for remote equational services on the distributed object group platform we mentioned above. As results, we designed a basic structure and service interfaces, and showed execution procedures of VDB system consisted of distributed objects and objects groups for educational services. For supporting distributed services of VDB system, we used three kinds of tools as follows; IONA orbix 2.2 of CORBA compliance as an object middleware, OrbixTrader 1.0 for interconnection of distributed objects, and the OGTG we developed for interconnection of distributed object groups and checking access rights of objects included in an arbitrary object group.

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Development and Evaluation of a Web-based Education Program for Nursing Students on Control of Vancomycin-resistant Enterococcus Infection (간호학생을 위한 웹기반 VRE 감염관리 교육프로그램의 개발 및 효과)

  • Gong, Ju;Kang, Ji-Yeon
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.19 no.1
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    • pp.122-133
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    • 2012
  • Purpose: The purpose of this study was to develop a web-based education program on control vancomycin-resistant enterococci (VRE) infections and to identify the effects of the program on knowledge and performance of nursing students. Methods: The web-based VRE infection control education program was developed by using the network-based instructional systems design model. The nursing students in the experimental group could access this web-based education program at any time, and as many times as they wanted, during the clinical training period. Effects were evaluated by assessing knowledge and performance of VRE infection control measures during the clinical training period. Results: The contents of the education program included diagnosis, transmission, and treatment of VRE, contact precautions, hand washing, personal protective equipment, environment management, and quizzes. The lecture portion was filmed in a virtual screen studio using flash animation, video, and sound effects, and it was uploaded on an internet site. The knowledge and performance scores of the experimental group after using the education program were significantly higher than those of the control group. Conclusion: The results suggest that the web-based VRE infection control education program is an effective educational method to enhance knowledge and performance of VRE infection control measures.

Development of Augmented Reality Based 3D Model Interaction User-Interface for Supporting Ship Design Drawing Information (선박 설계도면 정보 제공을 위한 증강현실 기반의 3D 모델 상호작용 사용자 인터페이스 개발)

  • Oh, Youn-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.12
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    • pp.1933-1940
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    • 2013
  • Recently, due to improvement of computer performance and development of information devices, technology of mobile augmented reality is proliferating rapidly. However, because most of contents are passive or limitary, user can not feel interest and immersion. This paper designs interaction user interface system of 2 dimensional drawing based on mobile augmented reality to make bi-directional communication between the real world and the virtual world possible by using the vision based augmented reality and the database system.