• Title/Summary/Keyword: 가상 세계

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Analysis of Defective Causes in Real Time and Prediction of Facility Replacement Cycle based on Big Data (빅데이터 기반 실시간 불량품 발생 원인 분석 및 설비 교체주기 예측)

  • Hwang, Seung-Yeon;Kwak, Kyung-Min;Shin, Dong-Jin;Kwak, Kwang-Jin;Rho, Young-J;Park, Kyung-won;Park, Jeong-Min;Kim, Jeong-Joon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.203-212
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    • 2019
  • Along with the recent fourth industrial revolution, the world's manufacturing powerhouses are pushing for national strategies to revive the sluggish manufacturing industry. Moon Jae-in, the government is in accordance with the trend, called 'advancement of science and technology is leading the fourth round of the Industrial Revolution' strategy. Intelligent information technology such as IoT, Cloud, Big Data, Mobile, and AI, which are key technologies that lead the fourth industrial revolution, is promoting the emergence of new industries such as robots and 3D printing and the smarting of existing major manufacturing industries. Advances in technologies such as smart factories have enabled IoT-based sensing technology to measure various data that could not be collected before, and data generated by each process has also exploded. Thus, this paper uses data generators to generate virtual data that can occur in smart factories, and uses them to analyze the cause of the defect in real time and to predict the replacement cycle of the facility.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

A Study on the Design of Smart Contracts mechanism based on the Blockchain for anti-money laundering (자금 세탁 방지를 위한 블록체인 기반 스마트 컨트랙트 메커니즘 설계)

  • Kang, Heejung;Kim, Hye Ri;Hong, Seng-phil
    • Journal of Internet Computing and Services
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    • v.19 no.5
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    • pp.1-11
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    • 2018
  • The Blockchain is a technique that prevents data from being manipulated and guarantees the integrity and reliability of the data by all participants in the network jointly owning and validating the data. Since the Blockchain characterized by security, scalability and transparency, it is used in a variety of fields including logistics, distribution, IoT and healthcare, including remittance. In particular, there is a growing interest in smart contract that can create different forms of contracts and automate implementation based on Blockchain. Smart Contract can be used to pre-programme contracts and are implemented immediately when conditions are met. As a result, digital data can be more reliable. In this paper, we are conducting a study on the smart contract design as a way to solve such problems as illegal misuse of funds on virtual currency, which has become an issue recently. Through this process, we applied the customer identification and money laundering prevention process using smart contract, and then check the possibility of preventing money laundering and propose the ASM (AML SmartContract Mechant) design.

Understanding the Roles and Limitations of SNS for Network Social Movements: A Case Study of "Save Jeju Island" Movement in South Korea (네트워크 사회운동과 SNS: Save Jeju Island (SJI) 운동 사례)

  • Chae, Younggil
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.89-102
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    • 2014
  • Since the Arab spring in 2010, SNS prompted discussions about the roles to organize collective actions. First of all, mobile media and SNS help to mobilize both on and offline social movement, second, to create new forms of collective actions, third, to organize social movement organizations across the world, fourth, to empower movement participants to develop new collective identities. On the other hand, the same technologies also hinder social movements from developing continuity and dedication. In addition, the problems of digital divide might aggravate the divisive process to organize collective actions across the world. This research is built on these ongoing arguments about the potentials and limitations of new media technologies. In particular, this research tries to move beyond the confrontational approaches to the media through the case study of Save The Jeju Island social movements on Facebook. The movement SNS on Facebook aims to provide as well as organize international SMOs and activists that might help deeper understandings on the potentials and limitations of online communication strategies for global social movements.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A Study on the Influence of Factors That Makes Web Sites Credible (웹사이트의 신뢰성 평가에 영향을 미치는 요인과 각 요인의 중요도에 관한 연구)

  • Kim, Young-Ki
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.4
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    • pp.93-111
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    • 2007
  • The Internet is now an integral part of the everyday lives of a majority of people. Web users are becoming increasingly skeptical of the information and services offered online. They are demanding web sites that offer credible information. This study focused on what features of web sites affect the perception of web credibility. For this purpose, I took the responses from 648 people and extracted 49 factors that affect web credibility. I placed the individual factors - the specific questions asked in the survey - into one of four categories expertise. trustworthiness, ads and other and calculated the means for each of the 49 factors. As a result, 29 out of 49 factors increase the Perceptions of credibility and 20 factors decrease the web credibility. Sites with frequently update. the credentials of authors, strict content guides, search capabilities, clear connections to the real world fared good in credibility. Technical problems such as broken links, site sown, or typographical errors were rated the most negative on this scale On the other end of the scale, a domain name that ends in' .org' or' .or.kr' caused little change in perception of credibility.

Cooperative Multi-Agent Reinforcement Learning-Based Behavior Control of Grid Sortation Systems in Smart Factory (스마트 팩토리에서 그리드 분류 시스템의 협력적 다중 에이전트 강화 학습 기반 행동 제어)

  • Choi, HoBin;Kim, JuBong;Hwang, GyuYoung;Kim, KwiHoon;Hong, YongGeun;Han, YounHee
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.8
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    • pp.171-180
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    • 2020
  • Smart Factory consists of digital automation solutions throughout the production process, including design, development, manufacturing and distribution, and it is an intelligent factory that installs IoT in its internal facilities and machines to collect process data in real time and analyze them so that it can control itself. The smart factory's equipment works in a physical combination of numerous hardware, rather than a virtual character being driven by a single object, such as a game. In other words, for a specific common goal, multiple devices must perform individual actions simultaneously. By taking advantage of the smart factory, which can collect process data in real time, if reinforcement learning is used instead of general machine learning, behavior control can be performed without the required training data. However, in the real world, it is impossible to learn more than tens of millions of iterations due to physical wear and time. Thus, this paper uses simulators to develop grid sortation systems focusing on transport facilities, one of the complex environments in smart factory field, and design cooperative multi-agent-based reinforcement learning to demonstrate efficient behavior control.

Building an SNS Crawling System Using Python (Python을 이용한 SNS 크롤링 시스템 구축)

  • Lee, Jong-Hwa
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.5
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    • pp.61-76
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    • 2018
  • Everything is coming into the world of network where modern people are living. The Internet of Things that attach sensors to objects allows real-time data transfer to and from the network. Mobile devices, essential for modern humans, play an important role in keeping all traces of everyday life in real time. Through the social network services, information acquisition activities and communication activities are left in a huge network in real time. From the business point of view, customer needs analysis begins with SNS data. In this research, we want to build an automatic collection system of SNS contents of web environment in real time using Python. We want to help customers' needs analysis through the typical data collection system of Instagram, Twitter, and YouTube, which has a large number of users worldwide. It is stored in database through the exploitation process and NLP process by using the virtual web browser in the Python web server environment. According to the results of this study, we want to conduct service through the site, the desired data is automatically collected by the search function and the netizen's response can be confirmed in real time. Through time series data analysis. Also, since the search was performed within 5 seconds of the execution result, the advantage of the proposed algorithm is confirmed.

G-RAID: A Green RAID Mechanism for enhancing Energy-Efficiency in Massive Storage System (G-RAID: 대용량 저장장치에서 에너지 효율향상을 위한 그린 RAID 기법)

  • Kim, Young-Hwan;Suck, Jin-Sun;Park, Chang-Won;Hong, Ji-Man
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.6
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    • pp.21-30
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    • 2011
  • In the global IT market, a lot of issues for responding to various environmental regulations emerged. In case of the data centers, it is consuming huge amounts of energy to maintain. So there have been various technical attempts as Consolidation, Virtualization, Optimization to efficiently manage energy and data storage to fix the problems. In this paper, we propose a new RAID(Redundant Array of Independent Disks) mechanism which is differing the intensity of power consumption and works to provide data protection and disaster recovery(backup, mirroring etc.) to stratify multiple volumes. G-RAID minimize the power consumption and the lower of I/O performance by selecting the volume depending on the frequency of data access while classifying the power consumption between volumes in storage system. Also, it is possible that a filesystem and block map information of G-RAID is processed by basic unit which is group located in a row for the blocks to work efficiently and can minimize the performance degradation of block mapping load by the access frequency in each groups. As a result, we obtained to elevate a little bit of response time caused by block relocation work, but showed the decrease of power consumption by 38%.

A Study on the Evaluation of Airborne Lidar Height Accuracy for Application of 3D Cadastral (3차원지적 적용을 위한 항공라이다의 수직 정확도 평가에 관한 연구)

  • Choi, Byoung Gil;Na, Young Woo;Lee, Kyung Sub;Lee, Jung Il
    • Journal of Korean Society for Geospatial Information Science
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    • v.22 no.2
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    • pp.33-40
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    • 2014
  • At present, Cadastral map of 2 dimensional is in the stream of changing it to 3 dimensional type supported by GPS and laser techniques. In addition, this steam can be explained at the same time with improvement of equipment of storing much information, support of equipment for imaginative 3D spatial information, and support of equipment of expressing land in 3D Cadastral. This study suggest to apply airborne lidar survey technique on cadastral map to acquire comparably and quickly detailed height of ground. For doing this, this study checked out credibility regarding accuracy of airborne lider survey. After choosing research area, this study has done the airborne lidar survey and acquire the result after surveying Cadastral Comparison Point to check out the accuracy of acquired results. In addition, this study check out the result of Cadastral Comparison Point and airborne lidar survey applied by paired sample t-test based on actual results. The result is that test statistics is 0.322 which is 5 % similar level and null hypothesis cannot be rejected, so this study found out that result of both survey ways are the same. Therefore, the result of airborne lidar survey can be utilized to build up 3D Cadastral information hereafter.