• Title/Summary/Keyword: 공간동기화

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Multi-group Information Management Techniques to efficiently Protect User Privacy in Heterogeneous Environments of 5G (5G의 이질적인 환경에서 사용자 프라이버시를 효율적으로 보호하기 위한 다중 그룹 정보 관리 기법)

  • Kim, Kyoum-Sun;Yon, Yong-Ho;Jeong, Yoon-Su
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.1-7
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    • 2019
  • With the recent commercialization of the next generation of wireless 5G in everyday life, many changes have been made to organizations, industries and businesses of various sizes in various fields. However, although the improved speed and latency of 5G has improved, improvements in encryption, authentication and privacy are still required. In this paper, multiple groups of information management techniques are proposed to efficiently protect users' privacy in the heterogeneous environment of 5G. The proposed technique aims to allow distributed management of users' privacy links by clouding the privacy information generated by different heterogeneous devices to efficiently interface with different groups. Suggestion techniques process user-specific privacy information independently in a virtual space so that users can periodically synchronize their privacy information.

The Ritualistic Concept and Structure of Cham in Hemis Tsechu (불교의식무용 챰의 제의적 연행 관념과 구조 -헤미스 쩨츄 챰을 중심으로-)

  • Huh, Dongsung
    • (The) Research of the performance art and culture
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    • no.25
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    • pp.291-332
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    • 2012
  • Cham is the Buddhist ritual dance performed at the religious festival of Lamaism. It has been spread and performed at the Lamaist monastery of Tibet, India, Nepal, Bhutan and Monglia. The type and style of Cham are differntiated by the region and sect. However, they share the common aim of exorcising all evils symbolized by linga who resists the Buddhist dharma, and thereby celebrating the victory of Buddhism. This paper deals with the ritualistic concept and structure of Cham with a focus on Hemis Chetsu of Ladakh located at the extreme north of India. The festival is held to honor the birthday of $Padm{\bar{a}}sambhava$ who is the founder of Tibetan Buddhism in the 8th century. As a result, this paper drew the characteristics of Cham performance such as dance as the incarnation of sacred beings, ritualistic offering, visualization meditation as well as the ritual space as a mandala, the ritualistic intent of stylized acting, accumulative performance structure, the $Mahay{\bar{a}}nic$ motif of performance.

Mental Healthcare Digital Twin Technology for Risk Prediction and Management (정신건강 위험 예측 및 관리를 위한 멘탈 헬스케어 디지털 트윈 기술 연구)

  • SeMo Yang;KangYoon Lee
    • The Journal of Bigdata
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    • v.7 no.1
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    • pp.29-36
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    • 2022
  • The prevalence of stress and depression among emotional workers is increasing due to the rapid increase in emotional labor and service workers. However, the current mental health management of emotional workers is difficult to consider the emotional response at the time of stress situations, and the existing mental health management is limited because the individual's base state is not reflected. In this study, we present mental healthcare digital twin solution technology, a personalized stress risk management solution. For mental health risk management due to emotional labor, a solution simulation is performed to accurately predict stress risk through synchronization/modeling of dynamic objects in virtual space by extracting individual stress risk factors such as emotional/physical response and environment into various modalities. It provides a mental healthcare digital twin solution for predicting personalized mental health risks that can be configured with modalities and objects tailored to the environment of emotional workers and improved according to user feedback.

A study on the Effect of Process, IT, and Organization Characteristics on Business Process Virtualizability (업무 환경의 디지털 전환에서 업무 특성, IT 특성, 조직 특성이 업무 프로세스 가상성에 미치는 영향 연구)

  • Yituo Feng;Sundong Kwon
    • Information Systems Review
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    • v.24 no.4
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    • pp.119-142
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    • 2022
  • Organizations are attempting a digital transformation that converts physical business processing into virtual business processing. Through this digital transformation, organizations are overcoming time and space constraints and creating competitiveness. The digital transformation of this work environment has been accelerated as many organizations have implemented remote work due to the recent COVID-19 pandemic. This study focused on business process virtualizability, which is the result of the rapid digital transformation of the work environment. Business process virtualizability is the resulting quality, such as the suitability or excellence of business processing in a virtual environment. This research model is the effect of process, IT and organizational characteristics on business process virtualizability. As a result of the verification of people who have experienced remote work in a virtual environment, first, it was confirmed that, in terms of process characteristics, sensory requirements affect business process virtualizability, but relationship requirements, synchronism requirements, and identification and control requirements do not. Second, in terms of IT characteristics, it was confirmed that representation and reach affect business process virtualizability. Third, it was confirmed that, in terms of organizational characteristics, job autonomy affects business process virtualizability, but evaluation unfairness does not. This study found that representation and reach of IT had the most significant influence on business process virtualizability, job autonomy was next, and sensory requirements had the lowest influence. This presents practical implications for organizations to increase the success potential of business process virtualizability.

Preliminary Design and Implementation of 3D Sound Play Interface for Graphic Contents Developer (그래픽 콘텐츠 개발자를 위한 입체음 재생 인터페이스 기본 설계 및 구현)

  • Won, Yong-Tae;Jang, Bong-Seog;Ahn, Dong-Soon;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.203-211
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    • 2008
  • Due to the advance of H/W and S/W techniques to play 3D sound, the virtual space contented by 3D graphics and sounds can provide users more improved realities and vividness. However for the small 3D contents developers and companies, it is hard to implement 3D sound techniques because the implementation requires expensive sound engines, 3D sound technical understanding and 3D sound programming skills. Therefore 3D-sound-playing-interface is necessary to easy and cost-effective 3D sound implementation. Using this interface, graphics experts can easily add 3D sound techniques to their applications. In this paper, the followings are designed and implemented as a preliminary stage in the way of developing the 3D sound playing interface. First, we develop 3D sound S/W modules converting mono to 3D sound in PC based systems. Second, we develop the interconnection modules to map 3D graphic objects and sound sources. The developed modules in this paper can allow the user to percept sound source position and surround effect at the moving positions in the virtual world. In the coming works, we are going to develop the more completed 3D sound playing interface consisted of the synchronization technique for sound and moving objects, and HRTF.

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Using Web as CAI in the Classroom of Information Age (정보화시대를 대비한 CAI로서의 Web 활용)

  • Lee, Kwang-Hi
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.38-48
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    • 1997
  • This study is an attempt to present a usage of the Web as CAI in the classroom and to give a direction to the future education in the face of information age. Characteristcs of information society, current curriculum, educational and teacher education are first analyzed in this article. The features of internet and 'Web are then summarized to present benefits of usage in the classroom as a CAI tool. The literature shows several characteristics of information society as follows : a technological computer, a provision and sharing of information, multi functional society, a participative democracy', an autonomy, a time value..A problem solving and 4 Cs(e.g., cooperation, copying, communication, creativity) are newly needed in this learning environment. The Internet is a large collection of networks that are tied together so that users can share their vast resources, a wealth of information, and give a key to a successful, efficient. individual study over a time and space. The 'Web increases an academic achievement, a creativity, a problem solving, a cognitive thinking, and a learner's motivation through an easy access to : documents available on the Internet, files containing programs, pictures, movies, and sounds from an FTP site, Usenet newsgroups, WAIS seraches, computers accessible through telnet, hypertext document, Java applets and other multimedia browser enhancements, and much more, In the Web browser will be our primary tool in searching for information on the Internet in this information age.

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Research on Digital twin-based Smart City model: Survey (디지털 트윈 기반 스마트 시티 모델 연구 동향 분석)

  • Han, Kun-Hee;Hong, Sunghyuck
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.172-177
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    • 2021
  • As part of the digital era, a digital twin that simulates the weak part of a product by performing a stress test that reduces the lifespan of some expensive equipment that cannot be done in reality by accurately moving the real world to virtual reality is being actively used in the manufacturing industry. Due to the development of IoT, the digital twin, which accurately collects data collected from the real world and makes it the same in the virtual space, is mutually beneficial through accurate prediction of urban life problems such as traffic, disaster, housing, quarantine, energy, environment, and aging. Based on its action, it is positioned as a necessary tool for smart city construction. Although digital twin is widely applied to the manufacturing field, this study proposes a smart city model suitable for the 4th industrial revolution era by using it to smart cities and increasing citizens' safety, welfare, and convenience through the proposed model. In addition, when a digital twin is applied to a smart city, it is expected that more accurate prediction and analysis will be possible by real-time synchronization between the real and virtual by maintaining realism and immediacy through real-time interaction.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Dynamic Forecasting of Market Growth according to Portable Internet Carrier Licensing Policy (휴대인터넷 사업자 선정 정책에 따른 동태적 시장 예측과 함의)

  • 김종태;박상현;오명륜;김상욱
    • Proceedings of the Korean System Dynamics Society
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    • 2004.08a
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    • pp.87-107
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    • 2004
  • 우리나라에 이동통신이 처음 소개된 이래로 눈부신 발전을 거듭하여 왔으며, 급기야. 무선통신 서비스를 중심으로 새로운 성장력과 패러다임 전환의 가능성에 대한 전망을 논할 수 있는 수준이 되었다. 이러한 추세에 맞추어 휴대인터넷 시장에 대한 연구가 활발히 진행되고 있으며 국민경제적 효과변화나 시장 경쟁환경의 변화에 가장 영향을 미칠 수 있는 요인들 중, 사업자 수를 어떻게 선정할 것인가에 대해 다양한 접근이 시도되고 있다. 기존의 연구들은 휴대인터넷 시장을 분석하는데 있어 시장규모가 일방향으로 사업자 수에 영향을 미친다는 측면에서 이루어지고 있으며, 대부분 휴대인터넷 시장을 단일시장으로 범위를 한정하고 성장중인 시장을 정적으로 가정하여 시장성장 추이 분석 등에 주안점을 두는 단편적 연구가 수행되어져 왔다. 휴대인터넷 시장의 단편적 분석이 아닌 '모바일인터넷' , '초고속유선인터넷', '무선인터넷', '휴대인터넷' 등 네 가지 영역을 동시에 고려함으로써 영역간 복잡성과 동적인 관계 속에서 시장이 성장해 나아간다는 가정을 바탕으로, 시장에 내재되어 있는 관련요소간 상호영향과 신규정책 및 제도적 변화 수용에 있어 발생하는 시간적 공간적 지연 등을 고려한 동태적 분석을 수행하였다. 연구를 수행하기 위해 다양한 변수간의 인과관계, 피드백 구조와 시간흐름에 따른 시스템의 변화를 파악하는데 매우 유용한 도구인 시스템다이내믹스 기법을 활용하여 휴대 인터넷 시장의 동적인 구조를 알아보고 사업자 선정정책의 시행을 앞두고 있는 현재시점에서 의미있는 시사점을 제공하였다.시하고자 한다.채취하여 임신진단키트(제네디아프로테 트, 녹십자)를 이용하여 임신여부를 1차적으로 확인하였다. 과배란을 유기한 13두의 공란우중 9두(69.2%)가 과배란 반응을 나타내었으며, 회수된 수정란 51개중 이식가능수정란은 38개(74.5%) 였다. 발정동기화를 유도한 수란우 40두중에서 35두(87.5%)가 발정이 동기화되었으며, 그 중 황체검사를 통하여 30두의 수란우에 수정란을 이식하였다. 수정란이식후 13일(발정주기 21일)에 혈액을 이용한 임신진단에서 농가별 수태율은 각각 37.5%, 70.0%, 60.0% 및 71.4% 로서 평균 60.0%를 나타내었다.서 39$^{\circ}C$, 5% $CO_2$ 배양기에 48시간 배양하면서 생존여부를 판단하였다. 실험 2에서 확장배반포배 수정란이 25.3%의 생존율을 나타내었으며, 실험 1과 실험 3에서는 수정란의 형태와 관계없이 생존성을 확인할 수 없었다. 이상의 결과로 보아 glycerol 완만동결에서는 확장배반포기 수정란 이상이 보존가능한 것으로 추정되나 더 추가적인 연구가 요구된다.c kinase 활성의 변동은 정소 내 간충조직, 세정관 상피의 증식 및 기능적 분화 과정을 매개하는 생리적 활성분자 수용체 하위의 신호전달 과정에 Src-Csk loop에 의한 조절가능성을 확인할 수 있었다.rugrene의 향기성분이 주요 성분군으로 확인되었다. 2. 생강나무에서 생강의 향기를 발산하는 성분으로는 $\beta$-myrcene, o-terpinolene, phellandrone, ι-limonene, $\b

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Process Planning for Finishing Works of High-rise Residential Buildings Project (고층 공동주택 마감공사의 공정계획 프로세스)

  • Baek, Tae-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.110-117
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    • 2017
  • In the construction of high-rise residential buildings in which the finishing works are done repetitively in each housing unit, the construction period and cost can be reduced, while maintaining the quality, if the work process is properly managed in order for the resources to be input continuously. Time management methods such as the Bar Chart, CPM and LOB are not appropriate, due to the difficulties involved in the diagraming of repetitive works and applying them to the project. The Tact method also has difficulties in maintaining a constant work flow and needs significant effort and cooperation from the subcontractors to allocate the resources consistently. Partitioning, base works for finishing, floor mortar plastering and the final finishing work are done sequentially in residential buildings projects, and there are many repetitive activities which differ in terms of the work method, work area and productivity. If these repetitive activities are synchronized or converged toward the last work area, the goal of process management can be achieved effectively. Therefore, a process planning method for the finishing works of residential building projects is proposed, which takes into consideration elements, such as the sequential relation between the activities in each housing unit and classification of repetitive works in terms of their management method, work area and production rate, for the continuous input of resources into the housing units.