• Title/Summary/Keyword: Virtual point

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360-degree Viewable Cylindrical Integral Imaging System Using Electroluminescent Films

  • Jung, Jae-Hyun;Park, Gil-Bae;Kim, Yun-Hee;Lee, Byoung-Ho
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1330-1333
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    • 2009
  • A 360-degree viewable three-dimensional display based on integral imaging is proposed. The cylindrically arranged point light source array which is generated by electroluminescent (EL) pinhole film reconstructs 360-degree viewable virtual 3D image at the center of the cylinder. In this paper, the principle of operation and experimental results are presented.

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Discovery of Novel DUSP4 Inhibitors through the Virtual Screening with Docking Simulations

  • Park, Hwangseo;Jeon, Tae Jin;Chien, Pham Ngoc;Park, So Ya;Oh, Sung Min;Kim, Seung Jun;Ryu, Seong Eon
    • Bulletin of the Korean Chemical Society
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    • v.35 no.9
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    • pp.2655-2659
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    • 2014
  • Dual specificity protein phosphatase 4 (DUSP4) has been considered a promising target for the development of therapeutics for various human cancers. Here, we report the first example for a successful application of the structure-based virtual screening to identify the novel small-molecule DUSP4 inhibitors. As a consequence of the virtual screening with the modified scoring function to include an effective molecular solvation free energy term, five micromolar DUSP4 inhibitors are found with the associated $IC_{50}$ values ranging from 3.5 to $10.8{\mu}M$. Because these newly identified inhibitors were also screened for having desirable physicochemical properties as a drug candidate, they may serve as a starting point of the structure-activity relationship study to optimize the medical efficacy. Structural features relevant to the stabilization of the new inhibitors in the active site of DUSP4 are discussed in detail.

Design of Virtual Reality content for supervising abusement

  • Kim, Minji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.9-15
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    • 2019
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective - (VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 -)

  • Jeon, Byoungwon;Cha, Minchol
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.991-1001
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    • 2018
  • In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.

Synchronous Robot Simulator both on Virtual and Real Space for Quadruped Pet Robots (가상공간과 실공간의 동기화를 고려한 4족 애완 로봇 시뮬레이터 개발)

  • Kim, Hong-Seok;Yi, Soo-Yeong;Choi, Byoung-Wook
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.24 no.6
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    • pp.75-82
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    • 2010
  • In this paper, we developed a new MSRDS(Microsoft Robotics Developer Studio) simulator for a quadruped pet robot with synchronization of virtual and real robots. By using this simulator, it is possible to reduce time and cost for gait and motion design and it will help for commercialization of service pet robots. In the research point of view, the simulator can be used to examine the model differences between the virtual and the real robots. Since this simulator implements the coordinated control of the virtual and real robots, it can be used as an internet game using two remote pet robots.

A Study of Virtual 3D Fashion Coordination (가상 3D 패션 코디네이션 연구)

  • 강인애;김효숙;최창석
    • Journal of the Korean Home Economics Association
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    • v.40 no.6
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    • pp.159-171
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    • 2002
  • Today, many people seek for their own personal character which is distinguished from another people and they utilize fashion coordination as the was of expression their own image. In addition, interest in electronic commerce and cuber shopping mall on the internet is increasing. For this reason, visual and interesting virtual fashion coordination system is needed. The purpose of this study is to propose possibility of fashion coordination by virtual 3D model. For this study, 1. We make a 3D standard body model by automatic generation. 2. We make 3D fashion item (sleeveless top and flare skirt) by automatic generation. 3. We combine 3D body model with fashion item by special point, grouping and gap being between body and clothes. 4. We make textile palettes and textile DB for texture mapping and rendering. As a effect of this study, 1. It can give the chance to coordinate clothes suitable for their own character and bodyshape on the cuber space more speedily and variously. 2. It can help fashion internet shopping mall company can save a time, expenses and tries to advertise their new products, offer service for customers and lead customers to purchasing. 3. It can accumulate a database of design and textile for using by fashion and textile industry.

The Impact of Object Density on Motion Simulation in Virtual Space (가상공간에서 오브젝트의 밀도가 이동시뮬레이션에 미치는 영향)

  • Yoong, Hayoung;Koo, Jihun
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.55-62
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    • 2017
  • In this study, motion simulation of Walk-through was evaluated with HMD(Head Mounted Display). More Specifically, we examined the changes of the degree of object density placed around virtual space on psychological moving distance, moving speed, and moving time. The results were as follows. First, the difference between the experimental conditions(low density, Medium density, High density) was significant. Second, as the density of the surrounding objects increased, the average point of moving time, moving speed, and moving distance rose compared to the basic conditions. Third, it was found that the surrounding objects improved the sense of time, speed and distance in motion simulation in virtual space.

A Study on Virtual Tooth Image Generation Using Deep Learning - Based on the number of learning (심층 학습을 활용한 가상 치아 이미지 생성 연구 -학습 횟수를 중심으로)

  • Bae, EunJeong;Jeong, Junho;Son, Yunsik;Lim, JoonYeon
    • Journal of Technologic Dentistry
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    • v.42 no.1
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    • pp.1-8
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    • 2020
  • Purpose: Among the virtual teeth generated by Deep Convolutional Generative Adversarial Networks (DCGAN), the optimal data was analyzed for the number of learning. Methods: We extracted 50 mandibular first molar occlusal surfaces and trained 4,000 epoch with DCGAN. The learning screen was saved every 50 times and evaluated on a Likert 5-point scale according to five classification criteria. Results were analyzed by one-way ANOVA and tukey HSD post hoc analysis (α = 0.05). Results: It was the highest with 83.90±6.32 in the number of group3 (2,050-3,000) learning and statistically significant in the group1 (50-1,000) and the group2 (1,050-2,000). Conclusion: Since there is a difference in the optimal virtual tooth generation according to the number of learning, it is necessary to analyze the learning frequency section in various ways.

Modeling the Density and Hardness of AA2024-SiC Nanocomposites

  • Jeon, A-Hyun;Kim, Hong In;Sung, Hyokyung;Reddy, N.S.
    • Journal of Powder Materials
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    • v.26 no.4
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    • pp.275-281
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    • 2019
  • An artificial neural network (ANN) model is developed for the analysis and simulation of correlation between flake powder metallurgy parameters and properties of AA2024-SiC nanocomposites. The input parameters of the model are AA 2024 matrix size, ball milling time, and weight percentage of SiC nanoparticles and the output parameters are density and hardness. The model can predict the density and hardness of the unseen test data with a correlation of 0.986 beyond the experimental data. A user interface is designed to predict properties at new instances. We have used the model to simulate the individual as well as the combined influence of parameters on the properties. Moreover, we have analyzed the calculated results from the powder metallurgical point of view. The developed model can be used as a guide for further composite development.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.