• Title/Summary/Keyword: virtual example

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PC based Immersive Virtual Environment(PIVE) System by Recognizing Human Motion (인체 동작 인식을 통한 PC 기반의 몰입 형 가상 환경 시스템)

  • Oh Young-Il;Jo Kyoung-Hwan;Lee Ji-Hong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.4 s.310
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    • pp.103-112
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    • 2006
  • In this paper, we propose a PC based immersive virtual environment system with expandability and compatibility in contrary to existing immersive virtual environment(IVE) systems which have been implemented by supercomputer or special computing system. The application based on commercial personal compute may have two major advantage: one is variety of resources, the other is user-friendly interface. This system intends to offer easy contact to IVE system, realistic images, and convenience. Also, the system can handle various virtual reality at real-time and make it easier to interface existing complicated haptic device. Geometric techniques are adopted to calculate and visualize the physical phenomenon to speed up the computing time. The proposed implementation method of PC based immersive virtual environment system is implemented to the example in which user move around inside of and interact with virtual office environment wearing data glove, behavior recognition devices, and HMD.

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 and Implementation of Internet Shopping Mall by Using Virtual Reality-Driven Avatar and Web Decision Support System (가상현실 분신과 웹 의사결정지원 개념에 입각한 인터넷쇼핑몰 설계 및 구현에 관한 연구)

  • 이건창;정남호
    • Proceedings of the Korea Database Society Conference
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    • 1999.06a
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    • pp.361-371
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    • 1999
  • This paper is concerned with designing and implementing the Internet shopping mall by using virtual reality-driven avatar and web decision support system. Traditionally, the Internet shopping mall has been designed based on the combination of several hyperlinks, images, and tents. However, this sort of approach results in a lower performance because possible customers cannot make more accurate shopping decisions. To overcome this kind of pitfalls facing the current Internet shopping malls, we propose using a combination of virtual reality and web DSS. The main virtues of our proposed approach to designing the Internet shopping mall are as follows: First, the virtual reality technique is emerging as one of alternatives guaranteeing a sense of reality for customers' part and facilitating the complex process of shopping decision makings. Especially, the avatar, which is an artificially designed man working on the Internet, can make easy and absorbing the Internet shopping-related decision making processes. Second, the web DSS approach can provide an effective decision support mechanism for customers. Especially, we design a set of intelligent agents for the proposed web DSS. Experimental results with an illustrative example showed that our proposed approach can yield a new Internet shopping mall paradigm with which customers can benefit from a high level of decision support functions.

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Design and Implementation of Internet Shopping Mall by Using Virtual Reality-Driven Avatar and Web Decision Support System (가상현실 분신과 웹 의사결정지원 개념에 입각한 인터넷쇼핑몰 설계 및 구현에 관한 연구)

  • 이건창;정남호
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 1999.03a
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    • pp.361-371
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    • 1999
  • This paper is concerned with designing and implementing the Internet shopping mall by using virtual reality-driven avatar and web decision support system. Traditionally, the Internet shopping mall has been designed based on the combination of several hyperlinks, images, and texts. However, this sort of approach results in a lower performance because possible customers cannot make more accurate shopping decisions. To overcome this kind of pitfalls facing the current Internet shopping malls, we propose using a combination of virtual reality and web DSS. The main virtues of our proposed approach to designing the Internet shopping mall are as follows: First, the virtual reality technique is emerging as one of alternative guaranteeing a sense of reality for customers part and facilitating the complex process of shopping decision makings. Especially, the avatar, which is an artificially designed man working on the Internet, can make easy and absorbing the Internet shopping-related decision making processes. Second, the web DSS approach can provide an effective decision support mechanism for customers. Especially, we design a set of intelligent agents for the proposed web DSS. Experimental results with an illustrative example showed that our proposed approach can yield a new Internet shopping mall paradigm with which customers can benefit from a high level of decision support functions.

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A Study on the virtual line on Daniel Libeskind Architecture Space (다니엘 리베스킨트 건축공간에 나타난 잠재적 선에 관한 연구)

  • Lee, Young-Sun;Yoon, Sang-Young;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.89-99
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    • 2013
  • The comtemporary architecture has not an discourse on form and representative style, but a new architectural concept of the generative process through the various relationship of the urban context, the continuity of the time and the experience of the people. This architectureal concepts make new and various architectural attempts to have a virtuality. The viruality is a reality to coexist with the present in contemporary philosophy. Daniel libeskind makes various arhcitectural experimentative attempts to reveal his virtuality through his memory as the Jews and his unconscious virtuality. The 'line' has the connotation of architectural reality and virtuality. Every line drawn becomes architectural form for example, walls, windows and makes spaces, and reveal a boundary as a connection. Architecture's visibility understates and structures its invisible aspect, so that the visible and the invisible make the architecture together. Daniel libeskind maks the virtual lines having the invisible of unconsious, time, and place. He no longer divide the form of architecture, its spatiality from all the implications which it adresses beyond its own particular built time and place and public unconsious mind. He demands the 'virtual line' that remembers distress and the past and reveal the virtuality of time and place. The virtual line is the sentimental communication of architecture.

Virtual Interactive Construction Education (VICE) using BIM Tools

  • James D. Goedert;Yong K. Cho;Mahadevan Subramaniam;Ling Xiao
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.781-787
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    • 2009
  • Training and process analysis in the construction industry has not taken full advantage of new technologies such as building information modeling(BIM). The purpose of this research is to develop a framework for the virtual interactive construction education system using three dimensional technologies. The modules will simulate the construction process for a facility from start to finish using information drawn from real projects in the built environment. These modules can be used as training tools for new employees where they attempt to optimize time and cost in a virtual environment given a limited number of equipment, time and employee options. They can also be used as a process analysis tool for new construction where a number of situational variables can change leading to exposure of potential risk. These modules would be particularly useful for repetitive construction where the initial project is analyzed for optimization and risk mitigation. This paper describes the framework and shows a residential construction example using a 900 square foot wood frame single family house designed for the United States.

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A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

Overcoming Cybercrime in Ukraine (Cyberterrorism)

  • Pravdiuk, Andrey;Gerasymenko, Larysa;Tykhonova, Olena
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.181-186
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    • 2021
  • Ensuring national security in cyberspace is becoming an increasingly important issue, given the growing number of cybercrimes due to adaptation to new security and protection technologies. The purpose of this article is to study the features of counteracting, preventing, and detecting crimes in the virtual space of Ukraine on the example of cases and analysis of the State Center for Cyber Defense and Countering Cyber Threats CERT-UA and the Cyber Police Department of the National Police of Ukraine. The research methodology is based on the method of analysis and study of cases of crime detection in the virtual environment of the State Center for Cyber Defense and Countering Cyber Threats CERT-UA and the Cyber Police Department of the National Police of Ukraine. The results show that the consistent development of the legal framework in 2016-2020 and the development of a cyber-defense strategy for 2021-2025 had a positive impact on the institution-building and detection of cybercrime in Ukraine. Establishing cooperation with developed countries (USA) has helped to combat cybercrime by facilitating investigations by US law enforcement agencies. This means that international experience is effective for developing countries as a way to quickly understand the threats and risks of cybercrime. In Ukraine, the main number of incidents concerns the distribution of malicious software in the public sector. In the private sector, cyber police are largely confronted with the misappropriation of citizens' income through Internet technology. The practical value of this study is to systematize the experience of overcoming cybercrime on the example of cases of crime detection in a virtual environment.

A Study on the Application Flow of Virtual Reality in the Apartment Model House (아파트 모델하우스에서 시대별 가상현실 활용 흐름에 관한 연구)

  • Hwang, Byeong Yeon;Lee, Tae Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.585-590
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    • 2019
  • The purpose of this study is to summarize the changes in virtual reality utilization in model houses through the time-by-year example of model houses and to study the use and future development of virtual reality technologies in model houses. As a result of compiling and analyzing characteristics of virtual reality utilization flow in model houses of apartments, it is as follows. First, the market for apartment model houses using virtual reality was gradually expanded for the purpose of brand promotion by private construction companies. Second, technologies that utilize virtual reality in apartment sales are changing from virtual space construction to virtual content implementation. Third, it is changing from the existing method of face-to-face and method of accessing actual promotional media to the form of publicizing apartments using virtual reality. Through this research, it is estimated that it will be used as an information medium and a form of experience using physical environment and virtual reality in a physical model house for consumers looking for model houses. This study presents the future direction of the model house, and develops it as a post-sale maintenance / management system through ICT technology (3D scanning, 3D modeling, virtual content) Further research on the technology is expected to be needed.

The Construction Method for Virtual Drone System (가상 드론 시뮬레이터 구축을 위한 시스템 구성)

  • Lee, Taek Hee
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.6
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    • pp.124-131
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    • 2017
  • Recently, drone is extending its range of usability. For example, the delivery, agriculture, industry, and entertainment area take advantage of drone mobilities. To control real drones, it needs huge amount of drone control training steps. However, it is risky; falling down, missing, destroying. The virtual drone system can avoid such risks. We reason that what kinds of technologies are required for building the virtual drone system. First, it needs that the virtual drone authoring tool that can assemble drones with the physical restriction in the virtual environment. We suggest that the drone assembly method that can fulfill physical restrictions in the virtual environment. Next, we introduce the virtual drone simulator that can simulate the assembled drone moves physically right in the virtual environment. The simulator produces a high quality rendering results more than 60 frames per second. In addition, we develop the physics engine based on SILS(Software in the loop simulation) framework to perform more realistic drone movement. Last, we suggest the virtual drone controller that can interact with real drone controllers which are commonly used to control real drones. Our virtual drone system earns 7.64/10.0 user satisfaction points on human test: the test is done by one hundred persons.