• Title/Summary/Keyword: Virtual methods

Search Result 1,426, Processing Time 0.034 seconds

The Effect of Gesture Based Interface on Presence Perception and Performance in the Virtual Reality Learning Environment (가상현실 학습환경에서 동작기반 인터페이스가 실재감 지각 및 수행에 미치는 효과)

  • Ryu, Jeeheon;YU, SEUNGBEOM
    • (The)Korea Educational Review
    • /
    • v.23 no.1
    • /
    • pp.35-56
    • /
    • 2017
  • This study is to examine the effects of gesture based interface and display methods to make an effective virtual learning environment. The gesture based interface can provide interactive interface to make objects in the virtual learning environment by generating natural movement of users' gesture. This natural functionality leads users to apply natural movements as they do in real actions. Because of the natural user interface, the gesture based interface is expected to maximize learning outcomes. This study examined how the gesture based interface can be used when a head mounted display is applied for a virtual reality learning environment. For this study 44 colleagues students were participated. Two display methods (head mounted display vs. monitor) and two interface (gesture based interface vs. joystick) were tested to identify which might be more effective. The study was applied to different learning tasks which require different levels of spatial perception. The dependent variables are three constructs of virtual presence (spatial perception, immersiveness, and realness) and task completion time and recall tests. This study discussed potential disadvantages of gesture based interface while it showed positive usages of gesture based interface.

Ukrainian Students' Analysis of Abuse Treatment by Parents: Retrospective and Perspective in Virtual and Real Environments

  • Stoliarchuk, Olesia;Kokhanova, Olena;Prorok, Nataliia;Khrypko, Svitlana;Shevtsova, Olena;Tkachyshyna, Oksana;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.8
    • /
    • pp.197-207
    • /
    • 2022
  • Given the prevalence of violence in Ukrainian families, measures to prevent parental abusive treatment against children are urgent. It is important to study today's youth awareness about violence within families in order to enhance a culture of engagement with spouses and children in future. The aim of the study is to examine students' reflective experiences and their attitudes towards forms, frequency, causes and effects of parental abusive treatment. During the research the following methods were used step-by-step: theoretical analyses of scientific resources, anonymous questionnaire, quantitative and correlation analyses. According to result of survey 98 students who were interviewed, none of them fell victim of sexual abuse in their families. However, more than a half (51%) of the students surveyed experienced some forms of parental physical punishment. All the interviewed students encountered psychological cases of parental violence. The mostprevalent forms of parental abuse among the interviewees are criticism, negative comparison, emotional detachment, arrogance, intimidation, blackmail and humiliation. The most prevalent consequences of parental abuse among students are anxiety, low self-esteem, insecurity, impatience, suspiciousness, constraint in communication. Students agree that budget limitations, forced labor, criticism, spanking, emotional detachment, ignoring type of communication, reproach, blackmail are acceptable methods of punishment to use when raising their own children. These results clearly demonstrate the problem of the impact of parental abuse on children and its consequences in the future. A virtual dimension of the actualized problem is considered, namely: - virtualization of aggression and cruelty in the postmodern world. - the level of determining the factor of cruelty from the space of virtual culture. - the mirror image of everyday cruelty in the virtual environment; - the phenomenon of video games as a source and context of representation of the factor of cruelty in behavioral realities; - cybercrime as a virtualized result of cruelty in family and everyday realities. - futurological perspectives of virtualization of cruelty in communicative culture in general and in family relations in particular. The postmodern world is fundamentally different from the traditions and culture of the past, primarily due to the development of computer technologies and the virtualization of life in general. So, for example, virtual communities have become, in a certain way, another world, a second reality of life in general. And certain behavioral factors, in particular cruelty in the private environment, became a projection of such a phenomenon as cybercrime. Video games are a unique modern phenomenon, which multipolarly absorb all facets of human potential, communicative tendencies, behavioral and characterological factors, from the warmth of interpersonal relationships to the extreme degree of cruelty.

Characteristics of dose distribution for virtual wedge (가변형 쐐기필터의 선량분포에 관한 특성)

  • 김부길;김진기
    • Progress in Medical Physics
    • /
    • v.12 no.2
    • /
    • pp.125-131
    • /
    • 2001
  • We was investigate the dosimetric characteristics of the virtual wedge and it compared to the conventional fixed wedge. Also we was evaluate the quality factor of the experimental multi-channel dosimetry system for virtual wedge. Recently virtual wedge technique and wedge fraction methods are available through the computer controlled asymmetric collimator or the independent jaw in medical linear accelerator for radiation therapy. The dosimetric characteristics are interpreted by radiation field analyzer RFA-7 system and PTW-UNIDOS system. Experimental multi-channel dosimetry system for virtual wedge was consists of the electrometer, the solid detector and array phantom. The solid detectors were constructed using commercially diodes for the assessment of quality assurance in radiotherapy. And it was used for the point dose measuring and field size scanning. The semiconductor detector and ion chamber were positioned at a dmax, 5 cm, 10 cm, 20 cm depth and its specific ratio was determined using a scanning data. Wedge angles in fixed and virtual type are compared with measurements in water phantom and it is shown that the wedge angle 15$^{\circ}$, 30$^{\circ}$, 45$^{\circ}$were agree within 1$^{\circ}$ degree in 6, 10 MV photon beams. In PDD and beam flatness, experimental multi-channel disimetry system was capable of reproduceing the measured values usually to within $\pm$2.1% the statistical uncertainties of the data. It was used to describe dosimetric characteristics of virtual wedge in clinical photon beams. Also we was evaluate optimal use of the virtual wedge and improve the quality factor of the experimental multi-channel dosimetry system for virtual wedge.

  • PDF

On the "Virtual and Real" and Blankness in Chinese Landscape Painting

  • Dongqi, Liu
    • International Journal of Advanced Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.174-183
    • /
    • 2022
  • The abstract should summarize the contents of the paper and written below the author information. Use the word "Abstract" as the title, in 12-point Times New Roman, boldface type, italicized, centered relative to the column, initially capitalized, fixed-spacing at 13 pt., 12 pt. spacing before the text and 6 pt. after. The abstract content is to be in 11-point, italicized, single spaced type. Leave one blank line after the abstract, and then begin the keywords. All manuscripts must be in English. When it comes to the issue of "virtual and real" in traditional Chinese painting, the first impression is to describe the problems of painting strokes and ink, layout of pictures, etc., but it runs through the initial conception of the work, creation in the middle and aesthetic appreciation of the work. It exists in the whole process of artistic creation and appreciation. In essence, it is a problem of aesthetic thinking and philosophical thinking. Because the traditional Chinese painting theory is influenced by Taoism, when the concept of "virtual and real" is implemented in the specific picture of Chinese painting, it is contained in the specific shape of "physics", that is, the painting theory research of "blank space" in the picture. Based on the traditional Taoist philosophy of China, this paper takes the "virtual and real" view in Lao Zhuang's thought as the research object, deeply analyzes and compares its relationship with the "virtual and real" in Chinese landscape painting, and finds out their artistic spirit, essential characteristics and how to present them. This paper mainly discusses the internal relationship between Taoist philosophy and "virtual and real" in Chinese landscape painting from the following aspects. The introduction expounds the origin, purpose, significance, innovation and research methods of the topic. This paper analyzes the philosophical thoughts about landscape in the philosophical thoughts represented by Lao Tzu and Zhuangzi. The development of Chinese traditional aesthetics theory is closely related to Taoist philosophy, which has laid the foundation and pointed out the direction for the development of Chinese painting theory since ancient times. It also discusses the influence of the Taoist philosophy of "the combination of the virtual and real" on the emergence and development of the artistic conception of landscape painting. Firstly, through the analysis of the artistic conception of landscape painting and its constituent factors, it is pointed out that the artistic conception is affected by the personality and the painting artistic conception. Secondly, through the Taoist thought of "the combination of the virtual and real" in landscape painting, so as to reflect that it is the source of the artistic conception of Chinese landscape painting. It is the unique spiritual concept of "Yin and Yang" and "virtual and real" that creates the unique "blank space" aesthetic realm of Chinese painting in the composition of the picture. Finally, it focuses on the "nothingness" in Taoist philosophy and the "blank space" in Chinese landscape painting. The connotation of the "blank space" in Chinese painting exceeds its own expressive significance, which makes the picture form the aesthetic principle of emotional blending, virtual and real combination and dynamic and static integration. Through the "blank space", it deepens the artistic characteristics of the picture and sublimates the expression of "form" in Chinese painting.

3D Visualization of Discrete Event Simulation and Its Applications in Virtual Manufacturing

  • Zhong Yongmin;Yuan Xiaobu
    • International Journal of CAD/CAM
    • /
    • v.4 no.1
    • /
    • pp.19-32
    • /
    • 2004
  • This paper presents a new approach to create 3D visualization from discrete simulation results. This approach connects discrete event simulation directly to 3D animation with its novel methods that analyze and convert discrete simulation results into animation events to trigger 3D animation. In addition, it constructs a 3D animation framework for the visualization of discrete simulation results. This framework supports the reuse of both the existing 3D animation objects and behavior components, and allows the rapid development of new 3D animation objects by users with no special knowledge in computer graphics. This approach has been implemented with the software component technology. As an application in virtual manufacturing, visualizations of an electronics assembly factory are also provided in the paper to demonstrate the performance of this new approach.

A Study on the Effect of Education Method for Adolescent's Suicide Prevention Using HMD and Virtual Reality (HMD 및 가상현실을 이용한 청소년 자살예방 교육방법의 효과에 대한 연구)

  • Lee, Yungil
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.2
    • /
    • pp.495-503
    • /
    • 2016
  • The purpose of this study is to develop the education content that induce energetically the adolescent's participation and learning for the education of suicide prevention. In order to realize it, we suggested the novel education methods based on virtual reality and HMD (Head Mounted Display), and developed the prototype system. This study intends to evaluate the effect of the proposed prototype system as a new education method with experiment and survey. This approach can show us the different possibility of adolescent's suicide prevention education.

Constructing 3D Models and Virtual Reality Contents of CheongGyeCheon (청계천의 3차원모델 및 가상현실컨텐츠 제작)

  • Lee Im-Pyeong;Choi Yun-Soo;Kwon Moon-Seong;Choi Kyoung-Ah
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
    • /
    • 2006.04a
    • /
    • pp.501-506
    • /
    • 2006
  • With the development of Geospatial Technology (GT), many countries and industries have been expanding their investment in constructing a cyber territory. As the critical components of this cyber territory, three-dimensional models and virtual reality contents based on these models of urban areas in particular have been considered. These models and contents can be intensively used for a city to decide the policies efficiently and to attract the interests of peoples while planning and performing large projects. In this study, we have thus constructed the 3D models and virtual reality contents of the large areas along the CheongGye stream to visualize the environment of these areas before and after the CheongGyeCheon restoration project being completed. Furthermore, we propose efficient methods to construct and visualize these large models, such as tile mapping and multiple LOD application.

  • PDF

DEVELOPING THE REFORESTRATION SIMULATION SYSTEM USING 3D GIS

  • Jo Myung-Hee;Jo Yun-Won
    • Proceedings of the KSRS Conference
    • /
    • 2005.10a
    • /
    • pp.721-724
    • /
    • 2005
  • In this study the spatial distribution characters of forest in forest damaged area were first considered by analyzing spatial data and monitoring forest landscape. Then suitable tree species on each site were selected through the weighted score analysis of GIS analysis methods. Finally, the best forest stand arrangement method could be presented on the 3D based simulation system for the advanced reforestation technology in Korea. For this purpose, the virtual reforestation system was implemented by using the concept of virtual GIS and CBD (Component Based Development) method. By use of this system the change offorest landscape of burnt forest area some years after reforestation practice could be detected and monitored by applying the site index and 3D modeling method.

  • PDF

Analysis of the Virtual Power Plant Model Based on the Use of Emergency Generators in South Korea

  • Chung, Beom Jin;Kim, Chang Seob;Son, Sung-Yong
    • Journal of Electrical Engineering and Technology
    • /
    • v.11 no.1
    • /
    • pp.38-46
    • /
    • 2016
  • This study analyzes the economic efficiency of the virtual power plant (VPP) model that aims to integrate a number of emergency generators installed at the consumer end and operate them as a single power plant. Several factors such as the demand response benefits from VPP operation and costs incurred for converting emergency generators into VPP are considered to assess the economic efficiency of the proposed VPP model. Scenarios for yearly VPP conversion are prepared based on the installed capacities of the emergency generators distributed in South Korea, while the costs and benefits are calculated from the viewpoints of participants and power companies in accordance with California Test Methods. Furthermore, a sensitivity analysis is conducted on the cost factors among those affecting the economic efficiency of VPP business because these two factors have a great impact on benefits.

Particle System Graphics Library for Generating Special Effects

  • Kim Eung-Kon
    • International Journal of Contents
    • /
    • v.2 no.2
    • /
    • pp.1-5
    • /
    • 2006
  • The modeling and animation of natural phenomena have received much attention from the computer graphics community. Synthetic of natural phenomena are required for such diverse applications as flight simulators, special effects, video games and other virtual realty. In special effects industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. This paper presents particle system API(Application Program Interfaces) for generating special effects in virtual reality applications. The API are a set of functions that allow C++ programs to simulate the dynamics of particles for special effects in interactive and non-interactive graphics applications, not for scientific simulation.

  • PDF