• Title/Summary/Keyword: Virtual methods

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Comparative Study of Virtual Methods Used for Library Service Delivery among Librarians in Southern Nigeria Private Universities

  • Titilayo Comfort Ilesanmi
    • International Journal of Knowledge Content Development & Technology
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    • v.14 no.1
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    • pp.33-52
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    • 2024
  • This study examined the virtual methods of service delivery being deployed by librarians in private universities in Nigeria. The objective of the study was to analyse the virtual methods of service delivery among librarians and determine the predominant method used among the librarians. Survey research design was adopted for the study. Total enumeration technique was adopted for the study. A population of 181 librarians from 45 private universities in Southern Nigeria were involved. Data were gathered, analysed and presented using frequency counts, percentages, mean and standard deviation. The study found that librarians used different virtual methods of service delivery. Library website 157 (90%) and e-mail 132 (76.3%) were the prominent electronic media used by librarians while Facebook 59 (34%) and Whatsapp 57 (32.9%) were the predominant social media platforms applied for service delivery by librarians. Electronic media were more used for latest publications arrival, as well as library education and document delivery services while social media were more used for reference services and selective dissemination of information. In conclusion, virtual methods of service delivery were deployed by librarians in private universities for service delivery. In comparing the virtual methods, librarians used more of electronic media than social media to deliver services to their users. Therefore, electronic media were predominantly used than social media, many of the virtual methods were found to be underutilised while recommendations were proffered.

Effects of Data-hold Methods on Stability of Haptic System (데이터 홀드 방식에 따른 햅틱 시스템의 안정성 분석)

  • Lee, Kyungno
    • Journal of Institute of Convergence Technology
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    • v.2 no.2
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    • pp.35-39
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    • 2012
  • This paper presents the effect of data-hold methods on stability of haptic system with a virtual wall. When a human operator interacts with virtual wall, the lager the stiffness of the virtual wall is, the more realistic the operator feels that the virtual wall is. However, if the stiffness of the virtual wall becomes extremely large, the system may be unstable. When a virtual wall is designed, it is necessary to analyze the maximum available stiffness to guarantee a stable haptic interaction. The simulation model in this paper is developed based on the haptic device model, sampler, a virtual wall model, and data hold methods to compute the maximum stiffness for stability. The effectiveness of the simulation is evaluated through comparing the results of previous studies with the results of this simulation. In addition, the effects of two data hold methods, that is, zero-order hold (ZOH) and first-order hold (FOH) on the stability are analyzed and the values of the maximum available stiffness are compared through the simulation.

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Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.953-965
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    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.

Trends and Prospects for the Development of Virtual Reality and Digital Property

  • Kirillova, Elena Anatolyevna;Blinkov, Oleg Evgenyevich;Blinkova, Elena Victorovna;Vrazhnov, Aleksey Sergeevich;Magomedov, Firdousi Bilyamudinovich
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.284-290
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    • 2022
  • The study considers trends and prospects for developing virtual (augmented) reality and civil transactions in relation to digital property. In jurisprudence, there is a need to determine the legal status of virtual and augmented reality to regulate legal relations in the digital environment. Legal relations using new digital technologies require the creation of new legislative approaches and rules of their legal regulation. The article dwells on the legal status of virtual (augmented) reality and determines the methods of regulating legal relations in the sphere of digital property. The study utilized methods for collecting single and multiple facts in order to identify the main trends in the civil circulation of digital assets, as well as private law methods. The methods of generalization, concreteness, induction and deduction reveal the legal nature and main features of virtual (augmented) reality and digital property. The paper highlights the specifics of virtual reality and civil transactions in relation to digital assets. The research has concluded that the sale, exchange and other actions with digital objects in virtual reality have distinctive features, while digital property has also unique characteristics since it is involved in civil circulation and legal relations.

Implementation of Background Scene in the Virtual Reality Ship Simulator (가상현실 선박 시뮬레이터의 배경 구현)

  • 임정빈
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.6 no.1
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    • pp.11-22
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    • 2000
  • The paper describes creation methods of background scenes to implement realistic virtual environments in the VRSS (Virtual Reality Ship Simulator). VRSS is next-generation system constructed with virtual tools in a virtual space. Thus, it could have many benefits compared to conventional ship simulators composed with heavy bridge mock-up system and wide visual presentations. In this work, we developed effective 3D object modeling techniques, and constructed virtual harbor scene by using 3D-Webmaster authoring tool. The virtual harbor was built with object-oriented 3D objects modeled to interact with user's action. With the immersion-type VR system, we created virtual harbor environments in a virtual space, and discussed on the naturalness of the scene with test results of SDMPA (Semantic Differential Method for Psychophysical Assessment) by 10 subjects. As the results of subject assessment, all of the participants could felt natural-like harbor. Therefore, we found that the proposed creation methods and procedures of background scene are enabling to fit to the full mission VRSS construction.

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A Study on Factory Review Using Virtual Reality Model based on P3R Information (P3R 정보 기반의 가상현실 모델을 이용한 공장 품평에 관한 연구)

  • Lee, Ju-Yeon;Choi, Sang-Su;Park, Yang-Ho;Noh, Sang-Do
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.5
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    • pp.343-353
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    • 2010
  • Time to market and cost-efficient production are some of the challenge that manufacturing industries face. Modern methods of engineering can't help such organizations attain competitive advantage. To help these situations, MEMPHIS (Middleware for Exchanging Machinery and Product Data in Highly Immersive Systems) was introduced as an approach that enables VE (Virtual Engineering) and links engineering applications with VR (Virtual Reality) solutions. Thus an environment is provided to implement virtual design reviews and enable the application of virtual prototyping methods. However MEMPHIS could just handle Product data for virtual design review and simulation. In this paper, we newly define and develop the extended MEMPHIS that enables virtual manufacturing with Process, Resource and Plant data as well as Product data.

A Survey of Image-based Virtual Try-on Technology (이미지 기반 가상 착용 이미지 합성 기술 동향)

  • S.C. Park;J.A. Park;J.Y. Park
    • Electronics and Telecommunications Trends
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    • v.39 no.3
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    • pp.107-115
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    • 2024
  • Image synthesis has been remarkably developed in the computer vision domain and various researches have been proposed to generate realistic and high-resolution images. In particular, image-based virtual try-on is an application in fashion domain to simulate wearing clothes. Specifically, using input images of a fashion model and products, an realistic image of the model wearing the provided garments is synthesized. In this paper, we present a comprehensive review of technical trends in image-based virtual try-on technology. We first introduce relevant datasets and discuss their characteristics. Then, we categorize existing image synthesis methods into three main streams: warping-based methods, encoding-decoding-based methods, and diffusion-based methods. Finally, we explore other important research issues in the field of virtual try-on and analyze related researches aimed to tackling those challenges.

A Data Fusion Method of Odometry Information and Distance Sensor for Effective Obstacle Avoidance of a Autonomous Mobile Robot (자율이동로봇의 효율적인 충돌회피를 위한 오도메트리 정보와 거리센서 데이터 융합기법)

  • Seo, Dong-Jin;Ko, Nak-Yong
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.57 no.4
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    • pp.686-691
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    • 2008
  • This paper proposes the concept of "virtual sensor data" and its application for real time obstacle avoidance. The virtual sensor data is virtual distance which takes care of the movement of the obstacle as well as that of the robot. In practical application, the virtual sensor data is calculated from the odometry data and the range sensor data. The virtual sensor data can be used in all the methods which use distance data for collision avoidance. Since the virtual sensor data considers the movement of the robot and the obstacle, the methods utilizing the virtual sensor data results in more smooth and safer collision-free motion.

Analysis of Interaction Items in the Virtual Reality Game Interface (가상현실 게임 인터페이스의 상호작용 아이템 비교분석에 관한 연구)

  • Kang, Ho-Seong;Kim, Jung-Yoon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.185-195
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    • 2018
  • As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence.

Virtual Machine Placement Methods using Metaheuristic Algorithms in a Cloud Environment - A Comprehensive Review

  • Alsadie, Deafallah
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.147-158
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    • 2022
  • Cloud Computing offers flexible, on demand, ubiquitous resources for cloud users. Cloud users are provided computing resources in a virtualized environment. In order to meet the growing demands for computing resources, data centres contain a large number of physical machines accommodating multiple virtual machines. However, cloud data centres cannot utilize their computing resources to their total capacity. Several policies have been proposed for improving energy proficiency and computing resource utilization in cloud data centres. Virtual machine placement is an effective method involving efficient mapping of virtual machines to physical machines. However, the availability of many physical machines accommodating multiple virtual machines in a data centre has made the virtual machine placement problem a non deterministic polynomial time hard (NP hard) problem. Metaheuristic algorithms have been widely used to solve the NP hard problems of multiple and conflicting objectives, such as the virtual machine placement problem. In this context, we presented essential concepts regarding virtual machine placement and objective functions for optimizing different parameters. This paper provides a taxonomy of metaheuristic algorithms for the virtual machine placement method. It is followed by a review of prominent research of virtual machine placement methods using meta heuristic algorithms and comparing them. Finally, this paper provides a conclusion and future research directions in virtual machine placement of cloud computing.