• Title/Summary/Keyword: virtual views

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Virtual Network Embedding with Multi-attribute Node Ranking Based on TOPSIS

  • Gon, Shuiqing;Chen, Jing;Zhao, Siyi;Zhu, Qingchao
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.2
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    • pp.522-541
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    • 2016
  • Network virtualization provides an effective way to overcome the Internet ossification problem. As one of the main challenges in network virtualization, virtual network embedding refers to mapping multiple virtual networks onto a shared substrate network. However, existing heuristic embedding algorithms evaluate the embedding potential of the nodes simply by the product of different resource attributes, which would result in an unbalanced embedding. Furthermore, ignoring the hops of substrate paths that the virtual links would be mapped onto may restrict the ability of the substrate network to accept additional virtual network requests, and lead to low utilization rate of resource. In this paper, we introduce and extend five node attributes that quantify the embedding potential of the nodes from both the local and global views, and adopt the technique for order preference by similarity ideal solution (TOPSIS) to rank the nodes, aiming at balancing different node attributes to increase the utilization rate of resource. Moreover, we propose a novel two-stage virtual network embedding algorithm, which maps the virtual nodes onto the substrate nodes according to the node ranks, and adopts a shortest path-based algorithm to map the virtual links. Simulation results show that the new algorithm significantly increases the long-term average revenue, the long-term revenue to cost ratio and the acceptance ratio.

Interactive Virtual Studio & Immersive Viewer Environment (인터렉티브 가상 스튜디오와 몰입형 시청자 환경)

  • 김래현;박문호;고희동;변혜란
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06b
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    • pp.87-93
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    • 1999
  • In this paper, we introduce a novel virtual studio environment where a broadcaster in the virtual set interacts with tele-viewers as if they are sharing the same environment as participants. A tele-viewer participates physically in the virtual studio environment by a dummy-head equipped with video "eyes" and microphone "ears" physically located in the studio. The dummy head as a surrogate of the tole-viewer follows the tele-viewer's head movements and views and hears through the dummy head like a tele-operated robot. By introducing the tele-presence technology in the virtual studio setting, the broadcaster can not only interact with the virtual set elements like the regular virtual studio environment but also share the physical studio with the surrogates of the tele-viewers as participants. The tele-viewer may see the real broadcaster in the virtual set environment and other participants as avatars in place of their respective dummy heads. With an immersive display like HMD, the tele-viewer may look around the studio and interact with other avatars. The new interactive virtual studio with the immersive viewer environment may be applied to immersive tele-conferencing, tele-teaching, and interactive TV program productions.program productions.

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Consumers' acceptance and resistance to virtual bank: views of non-users (인터넷전문은행 수용 의도와 저항에 관한 연구: 소비자, 혁신, 환경 특성을 중심으로)

  • Kim, Hyo Jung;Lee, Seung Sin
    • Human Ecology Research
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    • v.57 no.2
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    • pp.171-183
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    • 2019
  • Convergence between technology and financial services is ubiquitous and widespread. Virtual banks represent an important aspect of financial markets that can generate value added for consumers and enhance the quality of financial services. This study explores the effect of innovation characteristics (relative advantage, compatibility, and perceived risk), consumer characteristics (status quo bias), and social mechanisms (network externality: complementarity, numbers of peers) on consumers' adoption intention and resistance to virtual banks. This study adopted an innovation resistance model with two dependent variables: adoption intention and resistance to virtual banks. An online self-administered survey was conducted and 532 or non-users of virtual banks aged 20 to 69 years old were analyzed. Frequency analysis, descriptive analysis, and hierarchical multiple regression indicated that status quo bias, relative advantage, perceived risk, complementarity, and number of peers insignificantly influence the adoption intention regarding virtual banks. Furthermore, status quo bias, relative advantage, perceived risk, and number of peers insignificantly influence the resistance to virtual banks. Female respondents have a lower adoption intention and higher resistance to virtual banks than male respondents. The findings suggest that the innovation resistance model can be useful in understanding consumers'adoption and resistance behavior as well as reveal that innovation characteristics, consumer characteristics, and social mechanism are important antecedent variables of the innovation adoption decision.

Contemporary Safety Management of Virtual Golf in South Korea

  • MOON, Bo Ra;LEE, Seung Min;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • v.6 no.1
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    • pp.1-4
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    • 2022
  • Purpose: The purpose of this study is to provide implications for virtual golf safety management in Korea through the literature review of current safety issues of virtual golf industry. Research design, data, and methodology: This study employed a qualitative approach to review prior studies and related documents presenting current safety perspectives of virtual sports facility management. First, the study reviewed the experiences of virtual golf players and safety criteria suggested from previous literatures. Second, two experts in sport facility management reviewed the manuscript including implications and provided their opinions including major implications and insights for virtual sport industry. Views of experts were added to the final manuscript. Results: This study found that installation standards and safety and hygiene standards by industry are enacted for the safety management of sports facilities, however, there is a need for standards to be adjusted because the contents are general, abstract, and lack detail, thus causing difficultly to secure effectiveness. Conclusions: For virtual golf courses, it is necessary to develop a safety inspection checklist that suits the characteristics of indoor virtual golf. In this line, safety criteria need to be developed with the consideration of characteristics of screen golf to establish an efficient safety management system and create a safe use environment.

View synthesis in uncalibrated images (임의 카메라 구조에서의 영상 합성)

  • Kang, Ji-Hyun;Kim, Dong-Hyun;Sohn, Kwang-Hoon
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.437-438
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    • 2006
  • Virtual view synthesis is essential for 3DTV systems, which utilizes the motion parallax cue. In this paper, we propose a multi-step view synthesis algorithm to efficiently reconstruct an arbitrary view from limited number of known views of a 3D scene. We describe an efficient image rectification procedure which guarantees that an interpolation process produce valid views. This rectification method can deal with all possible camera motions. The idea consists of using a polar parameterization of the image around the epipole. Then, to generate intermediate views, we use an efficient dense disparity estimation algorithm considering features of stereo image pairs. Main concepts of the algorithm are based on the region dividing bidirectional pixel matching. The estimated disparities are used to synthesize intermediate view of stereo images. We use computer simulation to show the result of the proposed algorithm.

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Presentation Training System based on 3D Virtual Reality (3D 가상현실기반의 발표훈련시스템)

  • Jung, Young-Kee
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.309-316
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    • 2018
  • In this study, we propose a 3D virtual reality based presentation training system to help implement the virtual presentation environment, such as the real world, to present it confidently in the real world. The proposed system provided a realistic and highly engaging presentation and interview environment by analyzing the speakers' voice and behavior in real time to be reflected in the audience of the virtual space. Using HMD and VR Controller that become 6DOF Tracking, the presenter can change the timing and interaction of the virtual space using Kinect, and the virtual space can be changed to various settings set by the user. The presenter will look at presentation files and scripts displayed in separate views within the virtual space to understand the content and master the presentation.

A study on SLA(Scanned Linear Array) Applications for Mobile Communication Units (이동통신 단말기용 SLA(Scanned Linear Array) 적용에 관한 연구)

  • 김인회;안원석;문현찬
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 1998.06a
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    • pp.275-278
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    • 1998
  • In recent years, miniaturization has become the key factor in the development of mobile communication system. Portable communications and computing devices suffer from two conflicting requirements which are device size to be as small as possible and large, high resolution display. These problems can be solved by virtual display. Any display in which the user views an image through an optical system is a virtual display. It provides a display which is high resolution, appears large to the viewer and at the same time occupies little physical space. In this study, handhold units of mobile communication was investigated through use of the SLA(Scanned Linear Array). The basic SLA mechanism comprises a linear array of LED's, a magnifying lens, and a scan mirror. To optimize virtual image, we investigated optical system design and operating condition for each part.

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Fast Generation of Stereoscopic Virtual Environment Display Using P-buffer

  • Heo, Jun-Hyeok;Jung, Soon-Ki;Wohn, Kwang-Yun
    • Journal of Electrical Engineering and information Science
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    • v.3 no.2
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    • pp.202-210
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    • 1998
  • This paper is concerned with an efficient generation of stereoscopic views for complex virtual environments by exploiting frame coherence in visibility. The basic idea is to keep visible polygons throughout the rendering process. P-buffer, a buffer of image size, holds the id of the visible polygon for each pixel. This contrasts to the frame buffer and the Z-buffer which hold the color information and the depth information, respectively. For the generation of a consecutive image, the position and the orientation of the visible polygons in the current view are updated according to the viewer's movements, and re-rendered on the current image under the assumption that, when the viewer moves slightly, the visibility of polygons remains unchanged. In the case of stereoscopic views, it may not introduce much difficulty when we render the right(left) image using visible polygons on the (right) image only, The less difference in two images is, the easier the matching becomes in perceiving depth. Some psychophysical experiments have been conducted to support this claim. The computational complexity for generating a fight(left) image from the previous left(right) image is bounded by the size of image space, and accordingly. It is somewhat independent of the complexity of the 3-D scene.

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Suggesting a Virtual Smart Test-bed to Verify Effectiveness for Ubiquitous Space (유비쿼터스 공간의 효용성 검증을 위한 가상 스마트 테스트베드 시스템의 제안)

  • Han, Soo-Yeon;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.741-746
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    • 2006
  • Future space is currently getting a great deal of attention to apply ubiquitous computing technology. At the same time, various ubiquitous technology-based products are being developed with service scenarios in the views of diverse user groups predicted. Since these service models and scenarios need to be tested to verify effectiveness, it requires researchers to predict spatial shapes and service scenarios for future domestic environment that fulfills diverse future spatial requirements including ecological and user-oriented spaces, extended amenity getting maximum benefits from technology, etc. To support these developments, the need to make a physical test-bed, a real building model, is essential. However building a physical test-bed generally is economically expensive and even if the test-bed could be settled, it must be carefully designed before it is built In this paper, we suggest a virtual smart test-bed, called "V-PlaceLab", using virtual reality techniques. This system allows not only to inspect a scenario with the aid of computer simulation on a virtual environment, but also to design a virtual test-bed mentioned above.

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Analysis of YouTube Viewers' Characteristics and Responses to Virtual Idols (버추얼 아이돌에 대한 유튜브 시청자 특성과 반응 분석)

  • JeongYoon Kang;Choonsung Shin;Hieyong Jeong
    • Journal of Information Technology Services
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    • v.23 no.3
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    • pp.103-118
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    • 2024
  • Due to the advancement of virtual reality technology, virtual idols are widely used in industrial and cultural content industries. However, it is difficult to utilize virtual idols' social perceptions because they are not properly understood. Therefore, this paper collected and analyzed YouTube comments to identify differences about social perception through comparative analysis between virtual idols and general idols. The dataset was constructed by crawling comments from music videos with more than 10 million views of virtual idols and more than 10,000 comments. Keyword frequency and TF-IDF values were derived from the collected dataset, and the connection centrality CONCOR cluster was analyzed with a semantic network using the UCINET program. As a result of the analysis, it was found that virtual idols frequently used keywords such as "person," "quality," "character," "reality," "animation," while reactions and perceptions were derived from general idols. Based on the results of this analysis, it was found that while general idols are mainly evaluated with their appearance and cultural factors, social perceptions of virtual idols' values are mixed with evaluations of cultural factors such as "song," "voice," and "choreography," focusing on technical factors such as "people," "quality," "character," and "animation." However, keywords such as "song," "voice," "choreography," and "music" are included in the top 30 like regular idols and appear in the same cluster, suggesting that virtual idols are gradually shifting away from minority tastes to mainstream culture. This study aims to provide academic and practical implications for the future expansion of the industry and cultural content industry of virtual idols by grasping the social perception of virtual idols.