• Title/Summary/Keyword: Virtual model

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A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.49-58
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    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.

Analysis on Acceptance and Use of Technology for Elementary School Teachers in Telepresence Robot-assisted Learning (원격 로봇보조학습에 대한 초등교사의 기술수용도 분석)

  • Lee, Hyewon;Han, JeongHye
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.599-606
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    • 2019
  • Telepresence robot-assisted learning can provide opportunities of education for students who are in vulnerable physical, intellectual, cultural or environmental conditions. It is to be applied in international virtual education for global citizenship education. To date, the study of acceptance model has been conducted only for preservice teachers, and post-intention for use is not considered. This paper identified whether there are significant differences by gender or years of experience from elementary school teachers on it and the basic factors that affect the acceptance intentions for it. Factors related to intention to use for a telepresence robot were investigated, and a questionnaire about post-intention for use was made after participants operated. The results showed that elementary school teachers did not have a significant difference in each factor by gender. The experienced teachers showed no difficulty in using it. It was shown that PU, ATT, PENJ, SI and Ttrust were all extremely significant factors to affect acceptance intentions. It will be possible to establish educational information policies based on the acceptance intentions of elementary school teachers on telepresence robot-assisted learning.

DEVELOPMENT OF HARDWARE-IN-THE-LOOP SIMULATION SYSTEM AS A TESTBENCH FOR ESP UNIT

  • Lee, S.J.;Park, K.;Hwang, T.H.;Hwang, J.H.;Jung, Y.C.;Kim, Y.J.
    • International Journal of Automotive Technology
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    • v.8 no.2
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    • pp.203-209
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    • 2007
  • As the vehicle electronic control technology quickly grows and becomes more sophisticated, a more efficient means than the traditional in-vehicle driving test is required for the design, testing, and tuning of electronic control units (ECU). For this purpose, the hardware-in-the-loop simulation (HILS) scheme is very promising, since significant portions of actual driving test procedures can be replaced by HIL simulation. The HILS incorporates hardware components in the numerical simulation environment, and this yields results with better credibility than pure numerical simulations can offer. In this study, a HILS system has been developed for ESP (Electronic Stability Program) ECUs. The system consists of the hardware component, which that includes the hydraulic brake mechanism and an ESP ECU, the software component, which virtually implements vehicle dynamics with visualization, and the interface component, which links these two parts together. The validity of HIL simulation is largely contingent upon the accuracy of the vehicle model. To account for this, the HILS system in this research used the commercial software CarSim to generate a detailed full vehicle model, and its parameters were set by using design data, SPMD (Suspension Parameter Measurement Device) data, and data from actual vehicle tests. Using the developed HILS system, performance of a commercial ESP ECU was evaluated for a virtual vehicle under various driving conditions. This HILS system, with its reliability, will be used in various applications that include durability testing, benchmarking and comparison of commercial ECUs, and detection of fault and malfunction of ESP ECUs.

Implementation of Real-time Vowel Recognition Mouse based on Smartphone (스마트폰 기반의 실시간 모음 인식 마우스 구현)

  • Jang, Taeung;Kim, Hyeonyong;Kim, Byeongman;Chung, Hae
    • KIISE Transactions on Computing Practices
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    • v.21 no.8
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    • pp.531-536
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    • 2015
  • The speech recognition is an active research area in the human computer interface (HCI). The objective of this study is to control digital devices with voices. In addition, the mouse is used as a computer peripheral tool which is widely used and provided in graphical user interface (GUI) computing environments. In this paper, we propose a method of controlling the mouse with the real-time speech recognition function of a smartphone. The processing steps include extracting the core voice signal after receiving a proper length voice input with real time, to perform the quantization by using the learned code book after feature extracting with mel frequency cepstral coefficient (MFCC), and to finally recognize the corresponding vowel using hidden markov model (HMM). In addition a virtual mouse is operated by mapping each vowel to the mouse command. Finally, we show the various mouse operations on the desktop PC display with the implemented smartphone application.

Network Management for the GSMP Open Interface in the MPLS (MPLS의 GSMP 개방형 인터페이스를 위한 망 관리)

  • Cha, Yeong-Uk;Kim, Jin-Nyeon;Kim, Chun-Hui
    • The KIPS Transactions:PartC
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    • v.9C no.2
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    • pp.227-234
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    • 2002
  • MPLS which integrates routing of layer 3 and switching of layer 2, enables support for fast forwarding, traffic engineering and virtual private network services. GSMP is open interface protocol between a label switch and a controller, and it provides connection, configuration, event, performance management and synchronization. In the GSMP open interface, the functions of network management can be located either in the controller or in the label switch. To simplify the label switch and enhance the efficiency of resources, we adopt the network management model, in which the SNMP agent is located in the controller and is interworked with the GSMP. We presented the interworking scenrios between the GSMP and the network management of MPLS. We implemented the controller to verify the realization of our adopted network management model, and measured the connection setup delay of the provisioned connection.

Industrial Transformation in digital economy: A Case Study on PC and Comsumer Industries (디지털경제와 산업 전환: PC와 가전 산업의 사례 연구)

  • 배영자
    • Proceedings of the Technology Innovation Conference
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    • 2002.02a
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    • pp.133-149
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    • 2002
  • This study aims to investigate the impact of wide use of digital technology, in particular, the Internet, on innovation process and corporate strategy in electronics industry. The introduction of digital technology has changed innovation process, business model and organizational structure of the electronics companies. With the introduction of digital technology, the entire value chain of electronics industry from procurement, sales, and marketing to R&D and manufacturing has been restructured. E-commerce has been a major agenda for e-business. Recently, collaboration among electronics companies through e-marketplace has emerged as an important issue. A web-based e-commerce standard, so called RosettaNet, has been developed for facilitating e-transactions of electronics firms. The development of digital technology has dramatically increased the processing speed and sophisticated the virtual reality technology. As simulation becomes easier and more effective, the uncertainty and risk involved in R&D has decreased significantly. Another positive impact is closer cooperation between R&D and manufacturing functions. Taking advantage of automated and flexible production technology, has a new type of firm, so called, EMS (Electronics Manufacturing Services) emerged, whose strategic focus is on manufacturing only. The EMS can be seen as a kind of innovative organization, that is, a modular organization for production function. Digital technology has made convergence of computer and communication possible at early years but right now the convergence has been accelerated in extensive areas of communication, broadcasting, information appliances, software, contents, and services. Firms' effort for an innovative product and service has been intensified and the competition for a new standard product and service has become severe in electronics industry. Business activities are always realized in a specific organizational context. Accordingly building up innovation-friendly organization has emerged as a critical concern. Due to the striking decrease of transaction cost, a network type of organization has proliferated, and a business function turns into a modular organization. As a whole, digital technology has pushed electronics firms into developing their own business model, which takes consideration of standardization of business platform and their core competency.

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End-mill Modeling and Manufacturing Methodology via Cutting simulation (Cutting simulation을 이용한 End-milling cutter의 모델링 및 제작에 관한 연구)

  • Kim J.H.;Park S.J.;Kim J.H.;Park J.W.;Ko T.J.;Kim H.S.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.10a
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    • pp.456-463
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    • 2005
  • This paper describes a design process of end-milling cutters: solid model of the designed cutter is constructed along with computation of cutter geometry, and the wheel geometry as well as wheel positioning data fur fabricating end-mills with required cutter geometry is calculated. In the process, the main idea is to use the cutting simulation method by which the machined shape of an end-milling cutter is obtained via Boolean operation between a given grinding wheel and a cylindrical workpiece (raw stock). Major design parameters of a cutter such as rake angle, inner radius can be verified by interrogating the section profile of its solid model. We studied relations between various dimensional parameters and proposed an iterative approach to obtain the required geometry of a grinding wheel and the CL data fer machining an end-milling cutter satisfying the design parameters. This research has been implemented on a commercial CAD system by use of the API function programming, and is currently used by a tool maker in Korea. It can eliminate producing a physical prototype during the design stage, and it can be used fur virtual cutting test and analysis as well.

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3D Human Shape Deformation using Deep Learning (딥러닝을 이용한 3차원 사람모델형상 변형)

  • Kim, DaeHee;Hwang, Bon-Woo;Lee, SeungWook;Kwak, Sooyeong
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.2
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    • pp.19-27
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    • 2020
  • Recently, rapid and accurate 3D models creation is required in various applications using virtual reality and augmented reality technology. In this paper, we propose an on-site learning based shape deformation method which transforms the clothed 3D human model into the shape of an input point cloud. The proposed algorithm consists of two main parts: one is pre-learning and the other is on-site learning. Each learning consists of encoder, template transformation and decoder network. The proposed network is learned by unsupervised method, which uses the Chamfer distance between the input point cloud form and the template vertices as the loss function. By performing on-site learning on the input point clouds during the inference process, the high accuracy of the inference results can be obtained and presented through experiments.

An efficient shear deformation theory with stretching effect for bending stress analysis of laminated composite plates

  • Abbas, Soufiane;Benguediab, Soumia;Draiche, Kada;Bakora, Ahmed;Benguediab, Mohamed
    • Structural Engineering and Mechanics
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    • v.74 no.3
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    • pp.365-380
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    • 2020
  • The focus of this paper is to develop an analytical approach based on an efficient shear deformation theory with stretching effect for bending stress analysis of cross-ply laminated composite plates subjected to transverse parabolic load and line load by using a new kinematic model, in which the axial displacements involve an undetermined integral component in order to reduce the number of unknowns and a sinusoidal function in terms of the thickness coordinate to include the effect of transverse shear deformation. The present theory contains only five unknowns and satisfies the zero shear stress conditions on the top and bottom surfaces of the plate without using any shear correction factors. The governing differential equations and its boundary conditions are derived by employing the static version of principle of virtual work. Closed-form solutions for simply supported cross-ply laminated plates are obtained applying Navier's solution technique, and the numerical case studies are compared with the theoretical results to verify the utility of the proposed model. Lastly, it can be seen that the present outlined theory is more accurate and useful than some higher-order shear deformation theories developed previously to study the static flexure of laminated composite plates.

Effects of Shopping Motivation and Telepresence in VR Fitting Room Applications on Consumer Response (VR 피팅 애플리케이션의 쇼핑 동기와 텔레프레젠스가 소비자 반응에 미치는 영향)

  • Choi, Woolim;Kim, Hee Yoon;Park, Minjung
    • Fashion & Textile Research Journal
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    • v.23 no.5
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    • pp.611-623
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    • 2021
  • In the era of COVID-19 and advanced ICT technology, retail technologies such as those that use virtual reality(VR) have been drawing significant attention in the fashion industry. This study investigated the impact of shopping motivation and telepresence on consumer attitude, trust, and behavioral intentions in VR fitting room application environments. An online survey was conducted on female consumers in their 20s and 30s after exploring a VR fitting room application. Overall, 225 responses were used for the analysis. The study demonstrated that usefulness had a significant effect on attitude toward product (ATP) and trust toward app (TTA), while enjoyment had a significant effect on ATP, but did not significantly affect TTA. Telepresence did not significantly affect TTA, but had a significant influence on ATP and behavioral intention. TTA had a significant influence on ATP, and both ATP and TTA had significant effects on behavioral intention. Moreover, the effects of usefulness, enjoyment, and telepresence on ATP, TTA, and behavioral intention were significant, as the self-congruity between consumers and avatars increased. The application of the motivation theory and technology acceptance model offers theoretical perspectives for understanding VR fitting room application users' attitudinal and behavioral responses in mobile shopping environments. In addition, this study provides practical implications to mobile retailers that utilize advanced technologies.