• 제목/요약/키워드: increasing reality

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유전자 알고리즘을 이용한 다중계층 채널할당 셀룰러 네트워크 설계 (Hierarchical Cellular Network Design with Channel Allocation Using Genetic Algorithm)

  • 이상헌;박현수
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2005년도 추계학술대회 및 정기총회
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    • pp.321-333
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    • 2005
  • With the limited frequency spectrum and an increasing demand for cellular communication services, the problem of channel assignment becomes increasingly important. However, finding a conflict free channel assignment with the minimum channel span is NP hard. As demand for services has expanded in the cellular segment, sever innovations have been made in order to increase the utilization of bandwidth. The innovations are cellular concept, dynamic channel assignment and hierarchical network design. Hierarchical network design holds the public eye because of increasing demand and quality of service to mobile users. We consider the frequency assignment problem and the base station placement simultaneously. Our model takes the candidate locations emanating from this process and the cost of assigning a frequency, operating and maintaining equipment as an input. In addition, we know the avenue and demand as an assumption. We propose the network about the profit maximization. This study can apply to GSM(Global System for Mobile Communication) which has 70% portion in the world. Hierarchical network design using GA(Genetic Algorithm) is the first three-tier (Macro, Micro, Pico) model, We increase the reality through applying to EMC (Electromagnetic Compatibility Constraints). Computational experiments on 72 problem instances which have 15${\sim}$40 candidate locations demonstrate the computational viability of our procedure. The result of experiments increases the reality and covers more than 90% of the demand.

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도로평가를 위한 인터넷 VR 시스템 구축 (The Construction of Internet Virtual Reality System For Highway Estimation)

  • 강인준;최현;한병철;이병걸
    • 한국측량학회:학술대회논문집
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    • 한국측량학회 2004년도 추계학술발표회 논문집
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    • pp.367-372
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    • 2004
  • Highway have to be constructed under thorough investigation about function, economy, safety of the traffic and environment, because they are needing huge budget for construction and management as important facilities of the social overhead capital in the national economics. Initially the construction of roads becomes effective the plan, the design, construction phase. The design is foundation of accomplishment of the roads operation, the results of the design operation come to much effect a nation when using roads. Especially ancient design methods were not expected for visual effects as attaching weight to 2-dimensional drawing from flat. Therefore, it is difficult to recognize troubles happened during the work operation besides, many troubles are solved by modification of drawings as situations. For solving of those of the problems, it is emphasize on visual effect through introduction of 3-dimensional design from the initial phase. In case of national conditions, limited national land has caused increasing weight for construction of the roads through cities as the urban centered development. thereupon, citizens are increasing concern about the right of the light and the environmental effect, road designs and construction of the structures under agreement with local residents cause to make troubles. The analysis of 3-dimensional design is necessary as intermediation for decision making. In this study, Virtual reality techniques in 3-dimensional roads design are expected to visual effect on the publishing Internet Web, find problems in first phase and make decision between users and people having civil appeal.

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Job Training and Safety Education for Modular Construction using Virtual Reality

  • Choi, Hyeongho;Chae, Jeonghyeun;Kang, Youngcheol
    • 한국건설관리학회논문집
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    • 제24권5호
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    • pp.63-72
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    • 2023
  • This study investigates the virtual reality (VR) simulation to train construction workers for modular construction. Recently, the construction industry has been experiencing a growing demand for modular construction due to a shortage of labors and an increasing social need for safety. While the demand for modular construction has been increasing, construction labors suffer a basic knowledge regarding modular construction. The users of the simulation, developed by Unity program and Oculus Quest 2, experience the removal of hazardous elements at the location whether the modular unit suspended by a crane is lowered, the lowering and assembly of units through crane operation, and the fall from the roof which is the most frequent accidents in modular construction. The simulation was tested by 15 subjects. The effectiveness of the education was measured through a survey on self-efficacy, perceived usefulness, usability, and presence. It was found that the VR training is suitable for educating on the modular construction activities and safety issues related to them. This study also found that perceived usefulness is the factor that has the greatest impact on self-efficacy. This study can contribute to resolving the labor education issues for the deployment of modular construction.

리얼리티 여행 프로그램의 시청 동기가 시청 만족도와 방문 의도에 미치는 영향 연구 (A Study on the Influence of the Motivation of the Reality Travel Program on the Viewing Satisfaction and Visiting Intention)

  • 김성훈;오도윤;신하연
    • 한국콘텐츠학회논문지
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    • 제19권9호
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    • pp.47-56
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    • 2019
  • 국내 여행 수요 증가 추세에 맞춰 다큐멘터리 포맷에서 주어진 대본 없이 출연자들이 상호작용하는 리얼리티 여행프로그램이 증가하고 있다. 본 연구에서는 리얼리티 여행 프로그램의 시청 동기가 프로그램에 대한 시청 만족도와 여행지 방문 의도에 어떤 영향을 끼치는지 실증적으로 탐색하였다. 연구결과로 첫째, 리얼리티 여행프로그램의 시청 동기로는 '오락성', '공감성', '심미성', '정보성', '상호작용', '간접경험' 요인을 확인하였다. 둘째, 리얼리티 여행 프로그램에서 시청 만족과 여행지 방문 의도에 긍정적 영향을 미치는 공통 요인은 '심미성'과 '간접경험'이었다. 여행지의 아름다움과 실제 여행하는 출연자의 모습에 감정 이입함으로써 프로그램에 만족하고, 그 여행지에 방문해보고 싶다는 긍정적인 영향을 주었다. 리얼리티 여행프로그램의 시청 동기가 프로그램에 대한 태도와 여행지 방문 의도에 긍정적인 영향을 준다는 것을 검증함으로써 리얼리티 여행프로그램의 이론적 토대를 제공하였다.

휴대형 프로젝션 기반의 디스플레이 시스템 (Portable Projection-Based Display System)

  • 오지현;이문현;박한훈;김재수;박종일
    • 방송공학회논문지
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    • 제12권2호
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    • pp.137-147
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    • 2007
  • 프로젝션 기반의 증강현실(AR, augmented reality) 시스템이란, 고화질의 가상 정보를 프로젝터를 통하여 정해진 공간에 정확하게 표시해 주는 시스템을 말한다. 대부분의 증강현실 시스템은 사용자의 몰입감을 높이기 위해 고화질, 대화면을 제공하기 위한 디스플레이 장치를 사용한다. 또한 영상처리의 복잡도에 따라 고성능의 프로세스 장치를 요구하기 때문에 데스크탑 환경에서 처리되었다. 하지만 이러한 데스크탑 환경에서의 증강현실 시스템은 휴대가 불편하다는 단점을 가지고 있다. 다행히, 최근 프로젝터의 소형화와 모바일 프로세서의 성능 향상은 휴대가 편리한 모바일 증강현실 시스템의 등장을 가능하게 하였다. 그러나 기존의 모바일 증강현실 시스템은 작은 디스플레이를 이용하여 영상 정보를 표시해 주기 때문에 높은 해상도를 지원할 수 없으며, 사용자의 몰입감을 감소시킨다는 단점을 가지고 있다. 본 논문에서는 기존의 모바일 증강현실 시스템의 단점을 보완하기 위하여 PDA와 휴대형 프로젝터를 결합함으로써 장소의 제약 없이 고화질, 대화면의 증강현실 영상을 제공해 줄 수 있는 휴대형 프로젝션 기반의 디스플레이 시스템을 제안한다. 다양한 실험 결과 및 사용자 평가를 통해 모바일 환경에서의 프로젝션 기반의 증강 현실 시스템의 활용 가능성을 제시한다.

Effect Analysis of Virtual-reality Vestibular Rehabilitation based on Eye-tracking

  • Lee, Sungjin;Hong, Min;Kim, Sungyeup;Choi, Seong Jun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권2호
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    • pp.826-840
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    • 2020
  • Vertigo is one of the most common complaints encountered by physicians and the patients are steadily increasing. These patients are exposed to the risk of secondary accidents such as falls due to vertigo. There are two ways to improve this symptom: medication and rehabilitation. Although temporary symptomatic improvement may be expected in patients treated with medication, vertigo may recur and medication can delay central compensation. In contrast vestibular rehabilitation exploits central mechanisms of neuroplasticity to increase postural stability and enhance visual-vestibular interactions in situations that generate conflicting sensory information. However, vestibular rehabilitation may be compromised by incorrect performance of exercises, and there is a need for active effort and interest from the patient during rehabilitation. To solve these problems, we decided to apply FOVE HMD for eye-tracking and Unity3D to create virtual reality. The proposed eye-tracking based algorithm calculates the concentration of users with eye tracking data and calculates the motion width of the patient with nystagmus, thus the severity of the patient according to the score can be determined. According to our experimental test against healty group and patients group, this result showed the meaningful data to use define the contents result.

증강현실기술이 적용된 3D 인형놀이 개발에 대한 연구 (A study on the three dimensional paper doll development with augmented reality technology)

  • 김태은
    • 한국전자통신학회논문지
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    • 제9권3호
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    • pp.297-302
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    • 2014
  • 증강현실이란 실세계의 오브젝트에 가상의 오브젝트를 증강시키는 기술로 현실세계에 디지털 정보를 시각화 해주는 기능을 한다. 또한, 증강현실은 실세계와 가상세계를 실시간으로 결합함과 동시에 사용자와 컴퓨터간 상호작용하도록 함으로써 사용자에게 정보전달은 물론 지각능력에 도움을 주며 사용자의 몰입감을 높여주는 기술이라고 할 수 있다. 본 논문에서는 VRML로 모델링된 3차원 객체를 프로그래밍을 통해 3차원 데이터가 증강되는 컨텐츠를 개발하였다. 또한, 가상물체들의 조합을 통해 3차원 아바타 및 다양한 가상의 의상들을 증강시키는 응용기술을 제안하였다. 게다가, 사용자가 직접 마커를 움직여 컴퓨터와 사용자간의 상호작용이 가능한 인터페이스를 제시하여 사용자의 몰입감을 증대 시킬 수 있었다.

Using Immersive Augmented Reality to Assess the Effectiveness of Construction Safety Training

  • Kim, Kyungki;Alshair, Mohammed;Holtkamp, Brian;Yun, Chang;Khalafi, SeyedAmirhesam;Song, Lingguang;Suh, Min Jae
    • Journal of Construction Engineering and Project Management
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    • 제9권4호
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    • pp.16-33
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    • 2019
  • The increasing size and complexity of modern construction projects demands mature capabilities of onsite personnel with regard to recognizing unsafe situations. Construction safety training is paper or computer-based and suffers from a distinct gap between the classroom training environment and real-world construction sites; even trained personnel can find it difficult to recognize many of the potential safety hazards at their jobsites even after receiving construction safety training. Immersive technologies can overcome the current limitations in construction safety training by reducing the gap between the classroom and a real construction environment. This research developed and tested a new Augmented Reality (AR)-based assessment tool to evaluate the hazard recognition skills of students majoring in construction management as part of a construction safety course. The quantitative and qualitative results of this research confirmed that AR-based assessment can become a very effective assessment tool to evaluate safety knowledge and skills in a construction safety course, outperforming both paper and computer-based assessment methods. The students preferred AR-based assessment because it provides a realistic visual context for real world safety hazards.

대형 복합건물을 대상으로 하는 소방관 팀 훈련용 시뮬레이터 개발 (A Team-based Firefighter Training Simulator for Complex Buildings)

  • 이재경;차무현;최병일;김태성
    • 한국CDE학회논문집
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    • 제16권5호
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    • pp.370-379
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    • 2011
  • The increasing complexity of complex buildings, such as high-rise buildings and underground subway stations, presents new challenges to firefighters. In a fire in complex buildings, the importance of the collaboration between firefighters is clear. The increased demand on firefighter training for such environment is now evident. Due to cost, time, and safety issues, it is impossible to experience a real fire in such environments for training. In addition, the use of real fire for training does not enable repeatable training and the evaluation of the training is difficult. We developed a team-based firefighter training simulator for complex buildings using the virtual reality technology. It provides the training and evaluation of firefighting and mission-based team training. To model real fire phenomena in virtual space, a numerical analysis method based on fire dynamics is used. To achieve an immersive virtual environment, an augmented reality technique for the compensation of real world image and a haptic technique for heat experience are adopted. The developed training simulator can help the firefighter to respond to large and complex firefighting scenarios, while maintaining the safety of the trainees.

Exploring the Potential of Modifying Visual Stimuli in Virtual Reality to Reduce Hand Tremor in Micromanipulation Tasks

  • Prada, John;Park, Taiwoo;Jang, Sunjin;Im, Jintaek;Song, Cheol
    • Current Optics and Photonics
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    • 제1권6호
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    • pp.642-648
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    • 2017
  • Involuntary hand tremor has been a serious challenge in micromanipulation tasks and thus draws a significant amount of attention from related fields. To minimize the effect of the hand tremor, a variety of mechanically assistive solutions have been proposed. However, approaches increasing human awareness of their own hand tremor have not been extensively studied. In this paper, a head mount display based virtual reality (VR) system to increase human self-awareness of hand tremor is proposed. It shows a user a virtual image of a handheld device with emphasized hand tremor information. Provided with this emphasized tremor information, we hypothesize that subjects will control their hand tremor more effectively. Two methods of emphasizing hand tremor information are demonstrated: (1) direct amplification of tremor and (2) magnification of virtual object, in comparison to the controlled condition without emphasized tremor information. A human-subject study with twelve trials was conducted, with four healthy participants who performed a task of holding a handheld gripper device in a specific direction. The results showed that the proposed methods achieved a reduced level of hand tremor compared with the control condition.