• Title/Summary/Keyword: Virtual methods

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A Study on the Virtual Vision System Image Creation and Transmission Efficiency (가상 비전 시스템 이미지 생성 및 전송 효율에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.15-20
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    • 2020
  • Software-related training can be considered essential in situations where software is an important factor in national innovation, growth and value creation. As one of the implementation methods for engineering education, various education through virtual simulations that can educate difficult situations in a similar environment are being conducted. Recently, the construction of smart factories at production and manufacturing sites is spreading, and product inspections using vision systems are being conducted. However, it has many difficulties due to lack of operation technology of vision system, but it requires a lot of cost to construct the system for education of vision system. In this paper, provide an educational virtual simulation model that integrates computer and physics engine camera functions and can extract and transmit video. It is possible to generate an image of 30Hz or more at an average of 35.4FPS of the experimental results of the proposed model, and it is possible to send and receive images in a time of 22.7ms, which can be utilized in an educational virtual simulation educational environment.

Comparison of Balance and Fall Efficacy of Virtual Reality Program in Elderly Women with Fall Experience

  • Park, Seong-Doo;Kim, Jin-Young;Yu, Seong-Hun;Yang, Kyung-Hee;Song, Hyun-Seung
    • The Journal of Korean Physical Therapy
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    • v.26 no.6
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    • pp.430-435
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    • 2014
  • Purpose: The objective of this study was a virtual reality-based balance training program effective for improvement in physical function, examined the balance ability and fall efficacy of elderly women with experienced falls, intending to examine the program's usefulness as an exercise program to prevent the recurrence of a fall. Methods: The participants were 30 elderly women aged 65 or older who met the conditions. The participants were randomly assigned to either a balance training group (BT) or a virtual reality-based balance training group (VT) and received the training three times per week, 30 minutes per day, for six weeks. To measure static balance, the Tetrax Portable Multiple System (Tetrax Ltd, Israel) were used. To measure dynamic balance, the Berg Balance Scale (BBS) and functional reach test (FRT) was used, and regarding fall efficacy, the Korean Fall Efficacy Scale (K-FES) was used. Results: Tetrax significantly improved after the intervention in both the BT group and the VT group (p<0.05). The comparison between the two groups was not significantly. BBS and FRT result significantly improved after the intervention in both the BT and VT groups (p<0.001), while K-FES was significantly ameliorated in the VT group only (p<.05). Comparing the groups, there were more significant changes in the BBS (p<0.05) and FRT (p<0.01) result of the VT group than the BT group. Conclusion: A virtual reality-based balance training program is considered to be usable as an exercise program to prevent recurrence of falls in elderly women.

An Approach to implement Virtual 3D-Touch using 2D-Touch based Smart Device through User Force Input Behavior Pattern (2D-Touch 스마트 디바이스에서 사용자 행동 패턴 분석을 통한 가상 3D-Touch 구현을 위한 방법)

  • Nam, ChoonSung
    • Journal of Internet Computing and Services
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    • v.17 no.6
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    • pp.41-51
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    • 2016
  • The appearance of 3D-Touch interface provided the basis of a new interaction method between the users and the mob ile interface. However, only a few smartphones provide 3D-Touch features, and most of the 2D-Touch devices does not provide any means of applying the 3D-Touch interactions. This results in different user experiences between the two interaction methods. Thus, this research proposes the Virtual Force Touch method, which allows the users to utilize the 3D-Touch Interface on 2D-Touch based smart devices. This paper propose the suitable virtual force touch mechanism that is possible to realize users' inputs by calculating and analysis the force touch area of users' finger. This proposal is designed on customized smartphone device which has 2D-Touch sensors.

Development of Virtual Science Experience Space(VSES) using Haptic Device (역감 제시 장치를 이용한 가상 과학 체험 공간 개발)

  • 김호정;류제하
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1044-1053
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    • 2003
  • A virtual science experience space(VSES) using virtual reality technology including haptic device is proposed to overcome limits which the existing science education has and to improve the effect of it. Four example scientific worlds such as Micro World, Friction World, Electromechanical World and Macro World are demonstrated by the developed VSES. Van der Waals forces in Micro World and Stick-Slip friction in Friction World, the principle of induction motor and power generator in Electromechanical World and Coriolis acceleration that is brought about by relative motion on the rotating coordinate are modeled mathematically based on physical principles. Emulation methods for haptic interface are suggested. The proposed VSES consists of haptic device, HMD or Crystal Eyes and a digital computer with stereoscopic graphics and GUI. The proposed system is believed to increase the realism and immersion for user.

Development Migration Agent Server for Seamless Virtual Environment (Seamless 가상 환경을 위한 Migration Agent 서버 개발)

  • Won, Donghyun;An, Dongun;Chung, Seungjong
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.9
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    • pp.223-228
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    • 2016
  • Nowadays users of Virtual Environment are want to play with thousands of players in an evolving virtual world at the same time over the internet. So, the load of this kind of Virtual Environments is heavier than that of any other precedents. One of load balancing methods is map-partition to divide the load of entire system which is vulnerable to delay message between clients and servers. In this paper, we propose a Migration Agent application server architecture using to help migration of player character between field servers and to reduce response time between clients and field servers. Migration Agent is reduce Player Character's responds time as Cache Server, if Player Character move to another Field Server, Player Character need the synchronization process in the DBMS approach, to minimize response time by reducing the period for cross - Player Character Field Server to perform the role. Field Server by placing them in form of a stack existing form of grid, for load concentrated on a specific server.

The Meanings of Fashion on the Social Media of Virtual Influencer Lil Miquela (버추얼 인플루언서 릴 미켈라의 소셜미디어에 반영된 패션의 의미)

  • Lee, Se-Lee
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.323-333
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    • 2021
  • Lil Miquela, who appeared on social media in 2016, is one of the most popular virtual influencers. In particular, Miquela is having a great impact on society by continuing to collaborate with many fashion brands through Instagram. As the activity of virtual influencers is emerging today, this study aims to derive the meanings of contemporary fashion through analyzing Miquela's social media case. This study analyzed Miquela's Instagram posts as research subjects. As a result of the above analysis, it was possible to classify the methods and devices for expressing fashion in Miquela's social media into three categories: storytelling, reality, and tags & hyperlinks. In addition, the meanings of fashion could be derived from three aspects: the object of experience, the direction of technology, and the realization of the spirit of the times. After appearing on social media, Miquela, who has gradually expanded her domain, is a virtual fashion influencer who has built her identity through fashion, and is expected to give new meaning to fashion in the future.

Development of the High School Girls Bodice Pattern Using Virtual Garment Simulation (가상착의 시스템을 이용한 여고생의 보디스 원형 개발)

  • Jeon, Seongyeon
    • Fashion & Textile Research Journal
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    • v.21 no.2
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    • pp.189-202
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    • 2019
  • This study develops a bodice pattern for high school girls aged 17 to 19 that use virtual garment simulation. The study developed a bodice pattern based on the fit evaluation result for two selected bodice patterns. The basic formula of the design method based on the result of 3 times of fit evaluation is as follows: waist back $length=stature/8{\times}1.85cm$, waist front length=waist back length+bust/40+0.7cm, front bust girth=bust/2+4cm, back bust girth=Chest/2+3cm, armscye depth=Chest/4+0.5cm, back interscye length=bishoulder length -1.2cm, front interscye length=back interscye length -1.2cm, front neck width=back neck width -0.3cm. The developed bodice pattern used Bishoulder Length as a criteria for the calculation formula of back interscye length, and back interscye length as a criteria for the calculation formula of front interscye length. The fit evaluation showed the relevance of the bishoulder length, front interscye length, and back interscye length based on a comparison of the calculated figure. A bodice pattern with great body suitability and fitness to high school girls was developed through 3D virtual garment simulation that calculated the application of body proportion to width. This study only analyzed the evaluation result of a virtual model only in a representative form; however, a pattern study is also proposed to compare and analyze the design methods of patterns by body type.

A Study on the Interoperability of ROK Air Force Virtual and Constructive Simulation (공군 전투기 시뮬레이터와 워게임 모델의 V-C 연동에 대한 연구)

  • Kim, Yong Hwan;Song, Yong Seung;Kim, Chang Ouk
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.169-177
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    • 2019
  • LVC(Live-Virtual-Constructive) training system is drawing attention due to changes in battlefield situation and the development of advanced information and communication technologies. The ROKAF(Republic of Korea Air Force) plans to construct LVC training system capable of scientific training. This paper analyzes the results of V-C interoperability test with three fighter simulators as virtual systems and a theater-level wargame model as a constructive system. The F-15K, KF-16, and FA-50 fighter simulators, which have different interoperable methods, were converted into a standard for simulation interoperability. Using the integrated field environment simulator, the fighter simulators established a mutually interoperable environment. In addition, the Changgong model, which is the representative training model of the Air Force, was converted to the standard for simulation interoperability, and the integrated model was implemented with optimized interoperability performance. Throughput experiments, It was confirmed that the fighter simulators and the war game model of the ROKAF could be interoperable with each other. The results of this study are expected to be a good reference for the future study of the ROKAF LVC training system.

Effect of Virtual Reality Inspiratory Muscle Training on Diaphragm Movement and Respiratory Function in Female Patients with Thoracic Restriction (가상현실을 이용한 흡기근 저항운동이 흉곽 움직임 제한이 있는 여성환자의 가로막 움직임과 호흡기능에 미치는 영향)

  • Jang, Myung-Soo;Choung, Sung-Dae;Shim, Jae-Hoon;Hong, Seong-Tae
    • Journal of the Korean Society of Physical Medicine
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    • v.14 no.1
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    • pp.101-110
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    • 2019
  • PURPOSE: This study was conducted to analyze the effects of virtual reality inspiratory muscle training and conventional inspiratory muscle training on diaphragm movement and pulmonary function in patients with thoracic restriction. METHODS: This study measured diaphragm movement, forced vital capacity (FVC), forced expiratory volume in 1 second (FEV1), peak expiratory flow (PEF), and thoracic mobility (upper, middle, and lower trunk) under two different conditions. Forty young women between 19 and 24 years of age who had no history of orthopedic symptoms for the last 6 months were divided into experimental and control groups. The experimental group performed virtual reality inspiratory muscle training and diaphragm breathing, and the control group performed conventional inspiratory muscle training and diaphragm breathing. RESULTS: The control group showed a significant increase in all dependent variables except for lower trunk mobility and PEF. The experimental group showed a significant increase in all dependent variables except for lower trunk mobility. Particularly, the experimental group showed significant increases in diaphragm movement (p<.05), FVC (p<.05), FEV1 (p<.05), and PEF (p<.05) relative to the control group. CONCLUSION: We recommend inspiratory muscle training with a virtual reality program over conventional training to improve diaphragm movement and pulmonary function in patients with thoracic restriction.

The Effects of Virtual Upper Extremity Training Using the RAPAEL Smart Glove on Physical and Cognitive Function in Stroke Survivors -A Single Group Study-

  • Song, Chiang-Soon;Lim, Jae-Heon;Jeon, Byeong-Hyeon;Lee, Hye-Sun
    • PNF and Movement
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    • v.17 no.2
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    • pp.199-206
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    • 2019
  • Purpose: The purpose of this study was to evaluate the effects of a virtual upper extremity training program using the RAPAEL Smart Glove on upper extremity function in stroke survivors with chronic hemiparesis and to focus the training program development using the Smart Glove as a feasibility study. Methods: This study was conducted using a single group and pre-post test research design in the outpatient departments of local rehabilitation units. Ten chronic hemiparetic stroke survivors with a diagnosis of first stroke received therapeutic rehabilitation at the rehabilitation units. All the participants used a virtual reality program with the RAPAEL Smart Glove for 30 minutes per session 3 days a week over 8 weeks. They also received conventional occupational therapy with functional electrical stimulation for 40 minutes per session 3 days a week for 8 weeks as an additional therapy. To analyze the effects of this therapeutic intervention, four clinical measures, including the box-block test (BBT), the Wolf motor function test (WMFT), the trail-making score, the Jebsen Taylor hand function test (JTHFT), and grip strength, were used. Results: Upon completion of the intervention in week 8, all the participants demonstrated significant WMFT, JTT, BBT, grip strength, and trail-making score gains compared to the respective baselines at week 0. Conclusion: This study suggests that virtual upper extremity training using the RAPAEL Smart Glove has a reasonable and beneficial effects on upper extremity function in chronic hemiparetic stroke survivors.