• Title/Summary/Keyword: 가상도구

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Digital Transformation of Education Brought by COVID-19 Pandemic

  • Kim, Hye-jin
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.6
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    • pp.183-193
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    • 2021
  • In this paper, the author found and analyzed the problems caused by the change of traditional teaching methods to online in classrooms and laboratories. Looking at the analysis of major problems, first, there were various technical problems, including not all environments and facilities being connected to the Internet. Second, the effectiveness of virtual classes, which were suddenly switched online, could also be questioned. Finally, in the face of a new environment, the stress of teachers to adapt rapidly to the new teaching methodology was a problem. The author proposed digital transformation as a way to address these problems. The author analyzed educational changes, learning modalities and various technical tools, and various tasks to enable digital transformation. First, the author investigated, analyzed, and presented the factors necessary to efficiently operate the classroom environment that will change to online. Next, the author analyzed the factors and problems needed to make the students' classes reliable and efficient, and proposed solutions. Finally, the author pointed out the problem that during online lectures, the responsibility of learning is excessively transferred from teachers to students, and proposed a solution to this problem. Subsequently, the author proposed future studies.

Productivity Analysis for Industrial Augmented Reality(iAR) Content Development Using an iAR Specialized Engine (산업용 증강현실 전용엔진을 이용한 산업용 증강현실 콘텐츠 개발에 대한 생산성 분석)

  • Kang, Minshik
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.1-6
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    • 2022
  • In recent years, many global manufacturers such as Mercedes-Benz and BMW have been using augmented reality technology to spread it to various fields such as assembly process, after-sales service, sales stores, and consumer manuals. In this study, the application status of innovation in manufacturing using industrial augmented reality was identified, and the possibility of combining existing ERP and augmented reality was analyzed based on this. In addition, it was empirically analyzed that the selection of a dedicated content development engine is the most important factor in development productivity in the development of industrial augmented reality content. The same content developed with Unity3d was redeveloped with Vuforia Studio, and as a result of comparative analysis of development man-hours by field, the development lead time was shortened by 8 times. This study proves productivity by actually developing industrial augmented reality contents, and it is a study with a difference that is difficult to implement in practice.

Interfacial Fracture Toughness Measurement of Composite/metal Bonding (복합재료/금속 접착 계면의 파괴인성치 측정)

  • Kim, Won-Seock;Lee, Jung-Ju
    • Composites Research
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    • v.21 no.4
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    • pp.7-14
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    • 2008
  • Prediction of the load-bearing capacity of an adhesive-bonded Joint is of practical importance for engineers. This paper introduces interface fracture mechanics approach to predict the load-bearing capacity of composite metal bonded joints. The adhesion strength of composite/steel bonding is evaluated in terms of the energy release rate of an interfacial crack and the fracture toughness of the interface. Virtual track closure technique (VCCT) is used to calculate energy release rates, and hi-material end-notched flexure (ENF) specimens are devised to measure the interfacial fracture toughness. Bi-material ENF specimens gave consistent mode II fracture toughness $(G_{IIc})$ values of the composite/steel interface regardless of the thickness of specimens. The critical energy release rates of double-lap joints showed a good agreement with the measured fracture toughness. Therefore. the energy-based interfacial fracture characterization can be a practical engineering tool for predicting the load-bearing capacity of bonded joints.

Development of Disaster Management IETM for Effective Disaster Information Management of Construction Facilities (시설물의 효율적 재해정보관리를 위한 재해관리전자매뉴얼 구축 연구)

  • Moon, Hyoun Seok;Kang, Leen Seok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.2D
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    • pp.255-265
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    • 2009
  • Because the current disaster management task is being processed by using a separated operation system and an insufficient information system by each division, construction facilities suffer great damage by disaster. This research has classified the disaster management business phase and information by each phase through analyzing the existing disaster management information and business process. Then, it has built a disaster management information breakdown structure for integrating of individual disaster information, and also established a standard XML (eXtensible Markup Language) schema of disaster management electronic documents for a real-time utilization. The suggested methods in this research are verified by developing a manual system of electronic type. The disaster management IETM developed in this study provides the consistency for processing the disaster management tasks and the prevention of information omission. And it can be used as a electronic decision making tool for providing of integrated disaster management information.

A Study on Construction Method of AI based Situation Analysis Dataset for Battlefield Awareness

  • Yukyung Shin;Soyeon Jin;Jongchul Ahn
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.37-53
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    • 2023
  • The AI based intelligent command and control system can automatically analyzes the properties of intricate battlefield information and tactical data. In addition, commanders can receive situation analysis results and battlefield awareness through the system to support decision-making. It is necessary to build a battlefield situation analysis dataset similar to the actual battlefield situation for learning AI in order to provide decision-making support to commanders. In this paper, we explain the next step of the dataset construction method of the existing previous research, 'A Virtual Battlefield Situation Dataset Generation for Battlefield Analysis based on Artificial Intelligence'. We proposed a method to build the dataset required for the final battlefield situation analysis results to support the commander's decision-making and recognize the future battlefield. We developed 'Dataset Generator SW', a software tool to build a learning dataset for battlefield situation analysis, and used the SW tool to perform data labeling. The constructed dataset was input into the Siamese Network model. Then, the output results were inferred to verify the dataset construction method using a post-processing ranking algorithm.

A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.31-38
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    • 2024
  • This study proposes a novel approach to enhancing the social inclusion and participation of individuals with developmental disabilities. Utilizing cutting-edge virtual reality (VR) technology, we designed and developed a metaverse simulator that enables individuals with developmental disabilities to safely and conveniently experience indoor handicapped handball sports. This simulator provides an environment where individuals with disabilities can experience and practice handball matches. For the modeling and animation of handball players, we employed advanced modeling and motion capture technologies to accurately replicate the movements required in handball matches. Additionally, we ported various training programs, including basic drills, penalty throws, and target games, onto XR (Extended Reality) devices. Through this research, we have explored the development of immersive assistive tools that enable individuals with developmental disabilities to more easily participate in activities that may be challenging in real-life scenarios. This is anticipated to broaden the scope of social participation for individuals with developmental disabilities and enhance their overall quality of life.

The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability - (사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 -)

  • Lee, Dong-Il;Choi, Seung-Hoon
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.1-24
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    • 2011
  • 1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in

    , research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation. indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
    indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
    indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.

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  • Design and Implementation of an Industrial-Design Collaborative System to Support Scalability (확장성을 고려한 산업디자인 협력시스템 설계 및 구현)

    • Yang, Jin-Mo;Lee, Seung-Ryong;Jeon, Tae-Woong
      • Journal of KIISE:Computing Practices and Letters
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      • v.6 no.5
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      • pp.513-527
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      • 2000
    • This paper describes our experience to design and implementation of a collaborative system framework that allows to develop certain collaborative applications such as 3D animation, computer game, and industrial design. The collaborative system enables users, who located in geographically long distance, to do collaborative work in a single virtual space. The proposed system basically consists of client and server system. The goal of proposed system is to support scalability, portability, and platform independent. In order to achieve these, the server is implemented in Java platform and is adopted to the hybrid architecture which takes the advantages both in centralized and decentralized collaborative system. We construct the server base on its functional characteristics so called User Manager Server (UMS), Session Manager Server (SMS), and Information Server (IS), The UMS manages the users who are taking part in the collaborative operations. The SMS supports the conferencing in the proposed system. The IS provides the connection methods among the UMSs. For user's convenience, we implement the client using Visual C++ in Windows. We also expend the functions of 3D Studio Max to distributed environment by means of the plug-in module, and facilitate the chatting and white board functions as well.

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    Motivations for the Using Emoticon : Exploring the effect of Motivations and Intimacies between Users on the Attitude and Behaviors of Using Emoticon (이모티콘 사용자의 이용 동기에 대하여 이용 동기와 친밀도에 따른 이모티콘 이용 태도와 행태 차이)

    • Lee, Eunji
      • Journal of the HCI Society of Korea
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      • v.12 no.2
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      • pp.5-12
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      • 2017
    • The forms of emoticon - a symbolic tool which expresses a person's sentiments and emotions in virtual space - have been diversifying by the growth of the mobile market. In light of this phenomenon, a number of studies about emoticon have been conducting in Korea. Nevertheless, those are limited not only to a certain form of emoticon which is combinations of symbolic characters but to the functional aspect of emoticon. Thus, this research focused on the image-form emoticon which is the most highly used, and on the user's perspective rather than functional. It is (1)found out the motive of using image-form of emoticon, and (2)explored the attitude and using behaviors toward emoticon based on the motives found. Moreover, this study (3)examined if there is a gender effect and intimacy effect. As a result, the motives of the emoticon-users were to express their emotions, to show their intimacies to the receivers, to manage their images, and to supplement text-based messaging. Two of the motives - expressing emotions and expressing intimacy - had a positive effect on the attitude and the frequency of emoticon-use. It is also found that the higher intimacy users feel toward the receivers, the better the attitude they have as well as the more frequent they use emoticon. This study suggests practical implications of emoticon as a growing communication tool by identifying the motives of using it. And it also contributes to examine the effect of the motives and intimacy on the attitude and the actual behavior of using emoticon.

    A Study on Signal Control Algorithms using Internal Metering for an Oversaturated Network (내부 미터링을 이용한 과포화 네트워크 신호제어 알고리즘 연구)

    • Song, Myeong-Gyun;Lee, Yeong-In
      • Journal of Korean Society of Transportation
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      • v.25 no.6
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      • pp.185-196
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      • 2007
    • The aim of this research is to develop a signal control algorithm using internal metering to minimize total delay that vehicles go through, in case a network is oversaturated. To calculate total delay on the network, the authors first detect vehicles' arrivals and departures in the network through the detecting system, and chase the vehicles' flow in the links with a platoon dispersion model. Following these, the authors calculate the queue length in all the inks of the network through the chase of vehicles, deduce the stopped time delay, and finally convert the stopped time delay to the approach delay with a time-space diagram. Based on this calculated delay, an algorithm that calculates the level of the internal metering necessary to minimize the deduced approach delay is suggested. To verify effectiveness of this suggested algorithm, the authors also conduct simulation with the micro-simulator VISSIM. The result of the simulation shows that the average delay per vehicle is 82.3 sec/veh and this delay is lower than COSMOS (89.9sec/veh) and TOD (99.1sec/veh). It is concluded that this new signal control algorithm suggested in this paper is more effective in controlling an oversaturated network.


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