• 제목/요약/키워드: virtual technology

검색결과 3,806건 처리시간 0.032초

Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • 한국멀티미디어학회논문지
    • /
    • 제24권7호
    • /
    • pp.953-965
    • /
    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.

A GPU-based point kernel gamma dose rate computing code for virtual simulation in radiation-controlled area

  • Zhihui Xu;Mengkun Li;Bowen Zou;Ming Yang
    • Nuclear Engineering and Technology
    • /
    • 제55권6호
    • /
    • pp.1966-1973
    • /
    • 2023
  • Virtual reality technology has been widely used in the field of nuclear and radiation safety, dose rate computing in virtual environment is essential for optimizing radiation protection and planning the work in radioactive-controlled area. Because the CPU-based gamma dose rate computing takes up a large amount of time and computing power for voxelization of volumetric radioactive source, it is inefficient and limited in its applied scope. This study is to develop an efficient gamma dose rate computing code and apply into fast virtual simulation. To improve the computing efficiency of the point kernel algorithm in the reference (Li et al., 2020), we design a GPU-based computing framework for taking full advantage of computing power of virtual engine, propose a novel voxelization algorithm of volumetric radioactive source. According to the framework, we develop the GPPK(GPU-based point kernel gamma dose rate computing) code using GPU programming, to realize the fast dose rate computing in virtual world. The test results show that the GPPK code is play and plug for different scenarios of virtual simulation, has a better performance than CPU-based gamma dose rate computing code, especially on the voxelization of three-dimensional (3D) model. The accuracy of dose rates from the proposed method is in the acceptable range.

A Prototype Virtual Network Embedding System using OpenStack

  • Fukushima, Yukinobu;Sato, Kohei;Goda, Itsuho;Ryu, Heung-Gyoon;Yokohira, Tokumi
    • IEIE Transactions on Smart Processing and Computing
    • /
    • 제6권1호
    • /
    • pp.60-65
    • /
    • 2017
  • Network virtualization enables us to make efficient use of resources in a physical network by embedding multiple virtual networks in the physical network. In this paper, we develop a prototype of a virtual network embedding system. Our system consists of OpenStack, which is an open source cloud service platform, and shell scripts. Because OpenStack does not provide a quality of service control function, we realize bandwidth reservation for virtual links by making use of the ingress policing function of Open vSwitch, which is a virtual switch used in OpenStack. The shell scripts in our system automatically construct the required virtual network on the physical network using the OpenStack command-line interface, and they reserve bandwidth for virtual links using the Open vSwitch command. Experimental evaluation confirms that our system constructs the requested virtual network and appropriately allocates node and link resources to it.

방사선과 학생을 위한 가상현실 교육콘텐츠 개발 및 적용을 통한 학습효과 분석 (Analysis of Learning Effect through the Development and Application of Virtual Reality(VR) Education Content for Radiology Students)

  • 심재구;권순무
    • 대한방사선기술학회지:방사선기술과학
    • /
    • 제43권6호
    • /
    • pp.519-524
    • /
    • 2020
  • This study developed radiation therapy contents based on virtual reality technology and applied them to radiation students. A survey was conducted to analyze the relationship between learning effects and learning satisfaction to students who used virtual reality education videos to analyze their learning performance. 71 students radiology department were classified into two groups one that experienced virtual reality and the other that did not experienced virtual reality. We surveyed between the two groups analyzed self-directed learning, self-learning efficacy and learning satisfaction. As a result, the comparison between the two groups showed no difference between self-directed learning and self-learning efficacy. But the learning satisfaction was significant from 2.64±0.83 to 3.20±0.88 in the problem solving process for groups applying virtual reality contents. Therefore, learning satisfaction has improved experienced group virtual reality content and the materials for virtual reality education can be applied more efficiently in non-face-to-face lectures.

가상로봇과 실제로봇 사이의 운동 동기화를 통한 물체 인식 및 목표물 추적방안 (Object Recognition and Target Tracking Using Motion Synchronization between Virtual and Real Robots)

  • 안혜경;강현준;김진범;정지원;옥서원;김동환
    • 한국생산제조학회지
    • /
    • 제26권1호
    • /
    • pp.20-29
    • /
    • 2017
  • Motion synchronization between developed real and virtual robots for object recognition and target tracking is introduced. ASUS's XTION PRO Live is implemented as a sensor and configured to recognize walls and obstacles, and perceive objects. In order to create virtual reality, Unity 3D is adopted to be associated with the real robot, and the virtual object is controlled by using an input device. A Bluetooth serial communication module is used for wireless communication between the PC and the real robot. The motion information of a virtual object controlled by the user is sent to the robot. Then, the robot moves in the same way as the virtual object according to the motion information. Through motion synchronization, two scenarios, which map the real space and current object information with virtual objects and space, were demonstrated, yielding good agreement between the two spaces.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
    • /
    • 제11권2호
    • /
    • pp.152-161
    • /
    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

A Novel Virtual Space Vector Modulation Strategy for the Neutral-Point Potential Comprehensive Balance of Neutral-Point-Clamped Converters

  • Zhang, Chuan-Jin;Tang, Yi;Han, Dong;Zhang, Hui;Zhang, Xiao;Wang, Ke
    • Journal of Power Electronics
    • /
    • 제16권3호
    • /
    • pp.946-959
    • /
    • 2016
  • A novel Virtual Space Vector (VSV) modulation strategy for complete control of potential neutral point (NP) issues is proposed in this paper. The neutral point potential balancing problems of multi-level converters, which include elimination of low frequency oscillations and self-balancing for NP dc unbalance, are investigated first. Then a set of improved virtual space vectors with dynamic adjustment factors are introduced and a multi-objective optimization algorithm which aims to optimize these adjustment factors is presented in this paper. The improved virtual space vectors and the multi-objective optimization algorithm constitute the novel Virtual Space Vector modulation. The proposed novel Virtual Space Vector modulation can simultaneously recover NP dc unbalance and eliminate low frequency oscillations of the neutral point. Experiment results show that the proposed strategy has excellent performance, and that both of the neutral point potential issues can be solved.

A Memory Configuration Method for Virtual Machine Based on User Preference in Distributed Cloud

  • Liu, Shukun;Jia, Weijia;Pan, Xianmin
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제12권11호
    • /
    • pp.5234-5251
    • /
    • 2018
  • It is well-known that virtualization technology can bring many benefits not only to users but also to service providers. From the view of system security and resource utility, higher resource sharing degree and higher system reliability can be obtained by the introduction of virtualization technology in distributed cloud. The small size time-sharing multiplexing technology which is based on virtual machine in distributed cloud platform can enhance the resource utilization effectively by server consolidation. In this paper, the concept of memory block and user satisfaction is redefined combined with user requirements. According to the unbalanced memory resource states and user preference requirements in multi-virtual machine environments, a model of proper memory resource allocation is proposed combined with memory block and user satisfaction, and at the same time a memory optimization allocation algorithm is proposed which is based on virtual memory block, makespan and user satisfaction under the premise of an orderly physical nodes states also. In the algorithm, a memory optimal problem can be transformed into a resource workload balance problem. All the virtual machine tasks are simulated in Cloudsim platform. And the experimental results show that the problem of virtual machine memory resource allocation can be solved flexibly and efficiently.

자동차 가상생산 기술 적용(VII) : 프레스 디지털 가상공장의 구축과 활용 (Virtual Manufacturing for an Automotive Company(VII) : Construction and Application of a Virtual Press Shop)

  • 국승호;이상석;소순일;노상도;김희선;심경보;김주열
    • 산업공학
    • /
    • 제21권3호
    • /
    • pp.322-332
    • /
    • 2008
  • Digital Virtual Manufacturing is a technology to facilitate effective product developments and agile productions by digital model representing the physical and logical schema and the behavior of real manufacturing system, and it includes product, resources, processes and plant. For successful applications of this technology, a digital virtual factory as a well-designed and integrated environment is essential. In this research, we constructed a sophisticated digital virtual factory of a Korean automotive company's press shop. For efficient constructions of a digital virtual factory useful to kinematic simulations and visualizations, we analyzed entire business process and detailed activities of press engineering. Also, we evaluated geometries, structures, characteristics and motions of a plant and machines in press shop. The geometric model and related data of a virtual press shop are built and managed by a modeling standard defined in this paper. The virtual manufacturing simulation of press machines is conducted to evaluate kinematic motions, cycle time and locations of components using geometric models and related data. It's for interference checks and productivity improvements. We expect that this virtual press shop helps us to achieve great savings in time and cost in many manufacturing preparation activities in the new car development process of automotive companies.

가상 네트워크 트래픽 모니터링을 위한 eBPF 기반 Virtual TAP 설계 및 구현 (Design and Implementation of eBPF-based Virtual TAP for Inter-VM Traffic Monitoring)

  • 홍지범;정세연;유재형;홍원기
    • KNOM Review
    • /
    • 제21권2호
    • /
    • pp.26-34
    • /
    • 2018
  • 클라우드 컴퓨팅 및 서비스의 확산으로 인터넷 트래픽과 서비스 품질 향상에 대한 요구가 증가하면서 데이터 센터 내부 서버의 리소스를 보다 효율적으로 사용하는 서버 가상화와 네트워크 가상화 기술에 대한 관심이 증가하고 있다. 트래픽 모니터링을 위해 패킷을 복제하는 기존의 하드웨어 TAP (Test Access Port) 장비는 서버 가상화 환경에서 구성된 가상 데이터 경로 (datapath)에 적합하지 않기 때문에 하드웨어 TAP 장비를 소프트웨어로 구현한 Virtual TAP (vTAP)을 통해 가상 스위치에서 패킷을 복제한다. 그러나 가상 스위치에서 vTAP을 구현하면 호스트 머신의 컴퓨팅 리소스를 가상 스위치 및 가상 머신과 공유하기 때문에 성능 저하 문제가 발생한다. 이 문제를 극복하기 위해 고속 패킷 처리 기술인 eBPF (Extended Berkeley Packet Filter) 기반의 vTAP 구현 기술을 제안하고 기존 방법과 성능을 비교한다.