• Title/Summary/Keyword: 기술콘텐츠

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A Study for Forest Research using Airborne Laser Scanning (항공레이저측량을 이용한 산림조사 방법에 관한 연구)

  • Kim, Eun-Young;Wie, Gwang-Jae;Cho, Heung-Muk;Yang, In-Tae
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.28 no.3
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    • pp.299-304
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    • 2010
  • Depending on the progress of the surveying and information processing technology, the rapidly developing field of spatial information and the 3D real world spatial information for a variety of content on the computer was able to easily access. In this research, to study on the spot or to use aerial photographs to measure trees of the acquired data, calculate the trees height, forest area and capacity, determine the distribution of the density of acquired points in the forest and analyze accurate and objective information was acquired. The United States, Canada and so on through the capacity of trees biomass, forest resource analysis, time series monitoring, wildfire behavior modeling and applied research and has been declared. During worldwide is increasing interest in forest resources. In nationally, extensive research and analysis of the forest consists of the correct management and protection of forest resources to be effective.

Supporting WebDAV-based Remote Workspaces for Eclipse IDE (이클립스 통합 개발 환경에서의 WebDAV 기반 원격작업공간 지원)

  • Kim, Seong-Hune;Lee, Hong-Chang;Lee, Myung-Joon
    • Journal of Internet Computing and Services
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    • v.9 no.4
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    • pp.97-114
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    • 2008
  • Eclipse is an open integrated environment for software development, rapidly emerging as the de facto standard for developing java applications. Also, it is easily extensible since new functions for the environment can be added through the installation of various plug-in modules. WebDAV is an IETF standard protocol, which is an extended version of HTTP 1.1, supporting asynchronous collaborative authoring of various contents on the web. In this paper, we describe the development of the DAVSpace plug-in which enables programmers to use remote workspaces offered by WebDAV servers as project workspaces for software development in Eclipse. Based on the WebDAV protocol, DAVSpace supports the management of resources on the remote workspaces associated with projects in Eclipse. Using DAVSpace, we can create a project in Eclipse on a designated remote workspace in addition to the default local workspace. Whenever an event for storing a resource is generated, DAVSpace stores the resource into both workspaces. Thanks to DAVSpace, developers can effectively proceed their projects regardless of where they are located.

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Performance Analysis of Scalable HEVC Coding Tools (HEVC 기반 스케일러블 비디오 부호화 툴의 성능 분석)

  • Kim, Yongtae;Choi, Jinhyuk;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.20 no.4
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    • pp.497-508
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    • 2015
  • Current communication networks consist of channels with various throughputs, protocols, and packet loss rates. Moreover, there are also diverse user multimedia consumption devices having different capabilities and screen sizes. Thus, a practical necessity of scalability on video coding have been gradually increasing. Recently, The Scalable High Efficiency Video Coding(SHVC) standard is developed by Joint Collaborative Team on Video Coding(JCT-VC) organized in cooperation with MPEG of ISO/IEC and VCEG of ITU-T. This paper introduces coding tools of SHVC including adopted and unadopted tools discussed in the process of the SHVC standardization. Furthermore, the individual tool and combined tool set are evaluated in terms of coding efficiency relative to a single layer coding structure. This analysis would be useful for developing a fast SHVC encoder as well as researching on a new scalable coding tool.

A Study on Factors Influencing User's Satisfaction of OTT Service (OTT 서비스의 이용만족도에 영향을 미치는 요인에 관한 연구)

  • Lee, heesung;Jin, Haiyan;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.93-100
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    • 2017
  • In multi-media, multi-channel era, video viewing using various digital devices via the Internet, not the existing broadcasting network, is emerging as a new broadcasting viewing behavior. OTT service is regarded as the main service of this change of viewing behavior. It is a video service that can seamlessly use any content desired by the user at any time, at any time, any device, any contents, if the Internet connection is available. The purpose of this study is to investigate the factors affecting the satisfaction of OTT service by applying the technology acceptance model (TAM). As a result of analyzing through 303 questionnaires of the early users of OTT service, social pressure, perceived popularity, perceived cost, user reputation, individual innovation, and esthetics set as external factors in this study are partially affects perceived usefulness, perceived ease of use, and perceived enjoyment. In addition, perceived usefulness, ease of use, and enjoyment are directly influencing satisfaction. Based on these results, we discuss the theoretical and practical implications and propose future research direction.

Efficient Resource Allocation Technique for LTE-Advanced based Interference Avoidance of Heterogeneous Network (LTE-Advanced 기반 이기종 네트워크 시스템의 간섭회피를 위한 효율적인 자원할당 기법)

  • Jang, Sung-Won;Seong, Hyeon-Kyeong
    • Journal of the Institute of Convergence Signal Processing
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    • v.17 no.1
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    • pp.46-52
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    • 2016
  • LTE-Advanced system consisting of the number of cells in the cellular environment because it is built to allow efficient use of limited frequency resources of adjacent cell interference avoidance should be considered. Transition services in accordance with the development of the mobile communication technology, wireless multimedia content from voice-centric mobile communications services and causing a lot of mobile data traffic, such as smart phones and tablet terminals spread of a data-driven surge in mobile data traffic base stations in urban areas by increasing became a reality that can not be prevented. In this paper, we propose a new Hybrid resource allocation technique for improving the performance of the cell boundary and analyzed the performance of the proposed new techniques to perform the simulation using LTE-Advanced system level simulator based on 19cell of cellular system model.

Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

A comparative study on the usability evaluation of museum smart phone applications in pre-visit setting (박물관 스마트폰 애플리케이션에 대한 사용자 평가 비교 연구)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.69-77
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    • 2013
  • This research validates the correlation between usability and functional attributes whilst comparing the degree of satisfaction of information framework used in museum mobile apps via usability evaluation in pre-visit setting. In cases of Bilbao Guggenheim and American Natural History Museum apps, the degree of satisfaction measured for information service, functional attributes, motivation for actual museum visit and during-visit usability of the apps were all highly evaluated. Such evaluation data indicates the increased usability of apps when mobile applications take user-friendly design that intuitively reflect users' interests and needs. After thorough analysis of correlation between usability and fictional attributes, data pointed to more meaning relationships existed in non-intrusiveness and personalization than other functional attributes. In conclusion, we were able to acknowledge the usability of museum mobile apps depends upon the interaction between content and functional attributes rather than entertainment factor and technology.

Data Base Design Methods for Railway Facility Information using 3D Spatial (3차원 공간에서의 철도시설정보 데이터베이스 설계방안)

  • Yeon, Sang-Ho
    • Proceedings of the KSR Conference
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    • 2009.05a
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    • pp.1003-1009
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    • 2009
  • The Spatial Image contents of Geomorphology 3-D environment is focused by the requirement and importance in the fields such as, national land development plan, telecommunication facility management, railway construction, general construction engineering, Ubiquitous city development, safety and disaster prevention engineering. The currently used DEM system using contour lines, which embodies geographic information based on the 2-D digital maps and facility information has limitation in implementation in reproducing the 3-D spatial city. Moreover, this method often neglects the altitude of the rail way infrastructure which has narrow width and long length. This As the results, We confirmed the solutions of varieties application for railway facilities management using 3-D spatial image contents and database design. Also, I suggested that U-city using railway modeling about matching methods of high density elevation value using 3-D aerial photo with laser data are best approach for detail stereo modeling and simulation.

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A study on digital jewelry design through reinterpretation of symbolic element of Peony flower in Minwha with Linguistic analysis (민화 '모란' 의 언어학적 상징요소 재해석을 통한 디지털 주얼리 디자인 연구)

  • Lee, Ji-Won;Nah, Ken
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.407-413
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    • 2016
  • This research is aimed to discuss for Korean cultural contents; symbol structure of Minwha painting which not only expresses openness, flexible expression and methods of communication of our ancestors but also possibly passes down as precious cultural heritage to modern society with new developed mediums. From this perspectives, as a method of research, modern jewelry design is created through digital process with linguistics analysis of its symbol structure that contains universal wishes of people. As a result, this research showed jewelry design and design process, titled "Blossom" and "Big Smile" grafting modern technology of 3D digital tool onto universal meaning symbolized by Peony flower, wealth and honor, and also grafted modern manufacturing methods of 3D printing and laser cut onto openness and flexible thinking in symbol structure in Minwha.

A Learning Method of Stack and Queue through Solving Maze Exploration Problems with Robots (로봇의 미로 탐색 문제해결을 통한 스택과 큐 학습 방안)

  • Hong, Ki-Cheon
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.613-618
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    • 2012
  • ICT education guidelines revised in 2005 reinforce computer science elements such as algorithm, data structure, and programming covering all schools. And Ministry of Education emphasizes STEAM education. Most important is that "How instruct them". This means necessity of contents. So this paper suggests learning method of Stack and Queue using LEGO MINDSTORMS NXT. The main purpose is that how stack and queue are used, when robot explore realistic maze. Teaching and learning strategies are algorithm, flowchart, and NXT-G programming. Simple maze has path in left or right, but complex maze has three-way intersection. These are developed by authors. Master robot explores maze and push stack, and then return to entrance using stack. Master robot explores maze and transmits path to slave's queue. And then slave robot drives without exploration. Students can naturally learn principles and applications of them. Through these studies, it can improves ability of logical and creative thinking. Furthermore it can apply to ICT and STEAM education.