• Title/Summary/Keyword: Virtual synchronization

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The Design and experiment of 5G-based metaverse motion synchronization system (5G 기반의 메타버스 모션 동기화 시스템의 설계 및 실험)

  • Lee Sangyoon;Lee Daesik;You, Youngmo;You, Hyeonsoo;Lee, Sangku
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.61-75
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    • 2023
  • In this paper, we design and experiment a 5G-based metaverse motion synchronization system with configuration of a mobile motion capture studio that has not been commercialized at home and abroad. As a result of the experiment, the average value of the latency test measurement using Wi-Fi is 0.134 seconds faster than the average latency test measurement value using the 5G network. Existing motion capture studios have spatial limitations as the motion capture range is limited to the Wi-Fi communication range. However, the 5G-based metaverse motion synchronization system configures a mobile motion capture studio so that motion performers can solve the spatial limitations by expanding the motion capture communication range indefinitely regardless of time and place. Therefore, it is possible to implement realistic metaverse contents by displaying a realistic and natural digital human because it is free from spatial constraints. The system which was tested in this paper can create a new business model by converging next-generation technologies that are receiving attention related to the digital virtual world, such as motion capture + 5G + digital human twin + metaverse. And it allows for research and develop a next-generation metaverse-based broadcasting solution at a recent time when the business value of digital human and metaverse technologies and functions has been proven and related sales are growing in earnest.

Design of Integrated Multimedia Browser in Real Time Distance Learning System using Virtual Reality (가상현실 기반 실시간 원격교육 시스템에서의 멀티미디어 통합 브라우저 설계)

  • 김우석;박인수;박용진
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04a
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    • pp.430-432
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    • 2002
  • 가상현실 기반 실시간 원격교육 시스템에서는 오디오와 비디오 그리고 Presentation Slide외에 3D VRML Data를 이용하여 강의를 구성한다. 강사의 음성과 화상 외에 텍스트와 2D, 3D Graphics를 이용함으로써 강의의 효율을 높이고 있다. 이러한 실시간 강의 시스템에서 발생하는 각 미디어간의 동기화를 위해 본 논문에서는 Synchronization Event Model(SEM)을 정의하고, 이것을 기반으로 한 가상현실 기반 실시간 원격 교육 시스템에서의 멀티미디어 통합 브라우저를 설계하고 있다.

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Device Server Based Synchronization of a Simulator Reflecting Motion Base Characteristics (디바이스 서버를 이용한 모션 베이스 특성에 따른 시각적 동기화)

  • 박형근;김종국;정의정;송재복;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.47-52
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    • 2002
  • 가상공간에서 탑승자에게 운동감을 제공하기 위해서 수많은 형태의 모션 시뮬레이터가 개발되어 왔다. 하지만 이러한 형태의 시뮬레이터들은 그 고유한 형태에 의해 정해진 동역학과 워시아웃 알고리즘을 거쳐야만 정밀한 시뮬레이터가 될 수 있다. 본 논문은 기존의 좁은 시야공간에서의 시뮬레이터가 아닌 넓은 시야를 제시하고, 모션 베이스와 독립적으로 운영되는 영상 제시기를 이용하여 탑승자에게 운동감을 제공하는 분리형 시뮬레이터를 대상으로 하여 영상과 모션을 동기화시켜서 제시하는 방법에 대해 논의하고자 한다.

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A VR-based Tile Display System for the Distributed Visualization (분산 가시화를 위한 가상현실 타일 디스플레이 시스템의 개발)

  • Cha, Moo-Hyun;Lee, Jae-Kyung;Hwang, Jin-Sang;Han, Soon-Hung
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.3
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    • pp.167-177
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    • 2010
  • In recent years, the use of high-resolution tiled display system which does not have restrictions on the size of the screen and implements various layout of tile is increasing in order to evaluate the digital mock-up in physical scale or explore large engineering data set in detail. In this study, we developed multi-channel distributed visualization system which provides a virtual reality-based visual contents using 3D open-source graphics engine. Efficient data structures and exchange methods were proposed as a scene synchronization technology in PC cluster environments. DLP-Cube based tiled visualization system which provides $5{\times}2$ layout of display wall was developed and we validated our approach using this system. In addition, we introduced integrated control program that administrates PC cluster environment in remote and controls the layout of display channels.

Implementation of Adaptive Bucket-based Synchronization Layer for Distributed Virtual Environment (분산 가상 환경을 위한 버킷 기반 적응형 동기화 제어 계층 구현)

  • 김재윤;김종원
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10c
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    • pp.106-108
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    • 2004
  • 연속적이고 동기화된 미디어 스트림을 요구하는 분산 가상 환경 (DVE: Distributed Virtual Environment) 시스템은 크게 3 개 계층, 즉 가상환경, 동기화, 그리고 네트워크 계층 등으로 나누어 질 수 있다. 그 중 동기화 계층의 목적은 그룹 멤버들 간에 일관된 전역적인 상태와 멤버쉽을 유지하게 하는 것이다. 분산 가상 환경에서 이질적인 종단 시스템들 간에 효율적인 미디어 재생을 위해 적응형 동기화 기업들이 연구 되어 왔으나 기존의 적응형 동기화 기업은 가변적인 재생지연의 조절로 인하여 skipping 과 pausing 현상 을 야기한다. 본 논문에서는 분산 가상환경 시스템에서 다자간 미디어 재생을 지원하기 위한 동기화 계층을 설계하고 구현하는 방법에 대해서 기술한다. 특히, 가변적인 네트워크 상태로 인해 발생되는 이벤트 패킷 지연 (delay) 과 순서 오류 (out of sequence) 를 수신 측에서 효과적으로 제어하기 위한 적응형 동기화 재생 기법을 제안하고 skipping 과 pausing 현상을 감소시키기 위한 재생 버퍼 구조를 소개한다. 실험을 통하여 제안된 기법의 효율성을 검증하였다.

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Robust Web Server System Using Virtual Machine Against DOS Attack (가상머신을 이용한 DoS 공격에 강건한 웹 서버 시스템)

  • Park, Seung Kyu;Yang, Hawan Seok;Kim, Bae Hyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.1
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    • pp.1-7
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    • 2013
  • The cloud computing is technology which gives flexible and solid infrastructure to IT environment. With this technology multiple computing environment can be consolidated in to a single server so that maximize system resource utilization. Better processing power can be achieved with less system resource. IT manager can cope with increasing unnecessary cost for additional server and management cost as well. This means a enterprise is able to provide services with better quality and create new services with surplus resource. The time required for recovery from system failure will be reduced from days to minutes. Enhanced availability and continuity of enterprise business minimize the codt and the risk produced by service discontinuity. In this paper, we propose framework architecture that is strong against denial-of-service attack.

Measuring the Degree of Virtualization of Korean Collaborative Organizations (국내 협업 조직의 가상조직화 수준 측정)

  • Im, Jae-In;Park, Gyeong-Hye
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2005.12a
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    • pp.463-470
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    • 2005
  • In a rapidly changing business environment, the improvement of managerial techniques through IT utilization brings about remarkable increases in profitability and redesign of work process for better performances. IT innovation by electronic instruments such as ICT e-business provides accelerates forming inter-organizational information network and helps them benchmark the best practices of advanced organizations. A new shift of paradigm by e-business across all enterprises has turned the traditional aspects of inter-organizational competition and relationship into a form of collaboration. Collaboration enables business activities in parallel position among companies and facilitates cooperation between partner enterprises. Lately, the concept of 'Synchronization' is emerging beyond dimension of cooperation between networks, and the most concepts related to it are converging into 'Collaboration Networks'. This research observes a virtual organization as a form of collaborative networks, and measures the degree of virtualization of Korean collaborative organizations.

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A study on the actual precision shooting training based on virtual reality (가상현실 기반 실전적 정밀사격훈련 구현 연구)

  • Lee, Byounghwak;Kim, Jonghwan;Shin, Kyuyoung;Kim, Dongwook;Lee, Wonwoo;Kim, Namhyuk
    • Convergence Security Journal
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    • v.18 no.4
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    • pp.62-71
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    • 2018
  • The rapid growth of virtual reality technology in the era of the 4th Industrial Revolution has accelerated scientification of combat training systems in addition to ICT(information and communications technology) in military field. Recently, research and development of simulators based on virtual reality have been actively conducted in order to solve sensitive issues such as increase of civil complaints due to the noise of a shooting range, prevention of shooting accident, and reduction of training cost. In this paper, we propose two key solutions: spatial synchronization method and modified point mass trajectory model with small angle approximation to overcome technical limitations of a current training simulator. A trainee who wears a haptic vest in a mixed reality environment built in MARS(medium-range assault rifle shooting simulator) is able to conduct not only precision shooting but also two-way engagement with virtual opponents. It is possible for trainee to receive more reliable evaluations in the MARS than an existing rifle simulator based on laser.

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Design of Network Protocols for Distributed Virtual Environments (분산 가상 환경을 위한 네트워크 프로토콜의 설계)

  • Ko, Dong-Il;Choi, Yang-Hee
    • Journal of KIISE:Information Networking
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    • v.27 no.1
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    • pp.1-11
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    • 2000
  • Recently, the explosive popularity of Internet gave birth to researches on Distributed Virtual Environments(DVE). They aim at providing a shared application data environment at realtime for users participating in the same application session across Internet. As more users join the session, and as more multimedia data are shared, because of network resource limitation, it is more difficult to maintain the quality of DVE, such as users' satisfaction level. Previous works mainly tried to solve the scalability, synchronization and data transport issues at the application level, with limited success. We suggest a new network centric solution, that consists of a novel network architecture and protocols upon which any large-scale DVE application can be easily developed. The performance of the proposed scheme, called GAIA, is verified by simulation.

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A Mechanism to Support Real-Time Internet Services over the ATM Network (ATM 망을 통한 실시간 인터넷 서비스 지원 메커니즘)

  • 금정현;정광수
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.6B
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    • pp.1113-1122
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    • 1999
  • In this paper, we propose MSS(Multicast Synchronization Server) and QCS(QoS Conversion Server) models that can support IP multicast and QoS(Quality of Service) over the ATM network more efficiently. In the MSS model, it is possible to establish shortcut VCs(Virtual Circuits) among all hosts in the ATM network and to transfer multicast data at high speed. Also the MSS model is more scalable, because the number of inter-cluster VCs needed in the MSS model is less than that of EARTH. In the QCS model, ATM switch is modified to support one QoS service and best effort service through the one point-to-multipoint VC at the same time so required network resources are reduced, and dedicated server is used for QoS conversion to accept heterogeneous receivers more efficiently. In this Paper, the proposed MSS model and QCS model have solved both efficiency problem and scalability problem. It is proved through the comparison of the VCs required in each model.

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