• Title/Summary/Keyword: 로봇 시스템

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Appropriate Smart Factory : Demonstration of Applicability to Industrial Safety (적정 스마트공장: 산업안전 기술로의 적용 가능성 실증)

  • Kwon, Kui-Kam;Jeong, Woo-Kyun;Kim, Hyungjung;Quan, Ying-Jun;Kim, Younggyun;Lee, Hyunsu;Park, Suyoung;Park, Sae-Jin;Hong, SungJin;Yun, Won-Jae;Jung, Guyeop;Lee, Gyu Wha;Ahn, Sung-Hoon
    • Journal of Appropriate Technology
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    • v.7 no.2
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    • pp.196-205
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    • 2021
  • As industrial safety increases, various industrial accident prevention technologies using smart factory technology are being studied. However, small and medium enterprises (SMEs), which account for the majority of industrial accidents, are having difficulties in preventing industrial accidents by applying these smart factory technologies due to practical problems. In this study, customized monitoring and warning systems for each type of industrial accident were developed and applied to the actual field. Through this, we demonstrated industrial accident prevention technology through appropriate smart factory technology used by SMEs. A customized monitoring system using vision, current, temperature, and gas sensors was established for the four major disaster types: worker body access, short circuit and overcurrent, fire and burns due to high temperature, and emission of hazardous gas. In addition, a notification method suitable for each work environment was applied so that the monitored risk factors could be recognized quickly, and real-time data transmission and display enabled workers and managers to understand the disaster risk effectively. Through the application and demonstration of these appropriate smart factory technologies, the spread of these industrial safety technologies is to be discussed.

QRAS-based Algorithm for Omnidirectional Sound Source Determination Without Blind Spots (사각영역이 없는 전방향 음원인식을 위한 QRAS 기반의 알고리즘)

  • Kim, Youngeon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.27 no.1
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    • pp.91-103
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    • 2022
  • Determination of sound source characteristics such as: sound volume, direction and distance to the source is one of the important techniques for unmanned systems like autonomous vehicles, robot systems and AI speakers. There are multiple methods of determining the direction and distance to the sound source, e.g., using a radar, a rider, an ultrasonic wave and a RF signal with a sound. These methods require the transmission of signals and cannot accurately identify sound sources generated in the obstructed region due to obstacles. In this paper, we have implemented and evaluated a method of detecting and identifying the sound in the audible frequency band by a method of recognizing the volume, direction, and distance to the sound source that is generated in the periphery including the invisible region. A cross-shaped based sound source recognition algorithm, which is mainly used for identifying a sound source, can measure the volume and locate the direction of the sound source, but the method has a problem with "blind spots". In addition, a serious limitation for this type of algorithm is lack of capability to determine the distance to the sound source. In order to overcome the limitations of this existing method, we propose a QRAS-based algorithm that uses rectangular-shaped technology. This method can determine the volume, direction, and distance to the sound source, which is an improvement over the cross-shaped based algorithm. The QRAS-based algorithm for the OSSD uses 6 AITDs derived from four microphones which are deployed in a rectangular-shaped configuration. The QRAS-based algorithm can solve existing problems of the cross-shaped based algorithms like blind spots, and it can determine the distance to the sound source. Experiments have demonstrated that the proposed QRAS-based algorithm for OSSD can reliably determine sound volume along with direction and distance to the sound source, which avoiding blind spots.

Changes in Transpiration Rates and Growth of Cucumber and Tomato Scions and Rootstocks Grown Under Different Light Intensity Conditions in a Closed Transplant Production System (식물공장형육묘시스템 내 광량에 따른 오이와 토마토 접수 및 대목의 증발산량 및 생육 변화)

  • Park, Seon Woo;An, Sewoong;Kwack, Yurina
    • Journal of Bio-Environment Control
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    • v.29 no.4
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    • pp.399-405
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    • 2020
  • Recently, it is difficult to produce uniform scions and rootstocks with high quality in a greenhouse due to weather extremes. The closed transplant production system is useful for producing scions and rootstocks with desirable morphological characteristics by environment control regardless of weather outside. In this study, we investigated transpiration rates and growth of cucumber and tomato scions and rootstocks grown under different light intensity conditions for precise irrigation control in a closed transplant production system. Hanging system to measure continuously the weight of plug tray consisting of seedlings and substrate with load-cell was installed in each growing bed. Using this system, we confirmed initial wilting point of cucumber and tomato seedlings, and conducted subirrigation when moisture content of substrate was not below 50%. The irrigation time of cucumber scions and rootstocks were 7 and 6 days after sowing, respectively. In tomato scions and rootstocks grown under PPF (photosynthetic photon flux) 300 μmol·m-2·s-1, the irrigation time were 5, 8, 11, and 13 days after sowing. Increasing light intensity increased transpiration rates and differences of transpiration rates by light intensity was higher in tomato seedlings. The growth of cucumber and tomato seedlings was promoted by increasing light intensity, especially, hypocotyl elongation and stem thickening was affected by light intensity. Cumulative transpiration rate of plug tray in cucumber and tomato seedlings was increased by increasing light intensity, and daily transpiration rate per seedling was regressed by 1st-order linear equation with high correlation coefficient. Estimation of transpiration rates by weighing continuously plug tray of vegetable seedlings can be useful to control more accurately irrigation schedule in a closed transplant production system.

An Analysis of Research Trends Related to Software Education for Young Children in Korea (유아의 소프트웨어 교육 관련 국내 최근 연구의 경향 분석)

  • Chun, Hui Young;Park, Soyeon;Sung, Jihyun
    • Korean Journal of Child Education & Care
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    • v.19 no.2
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    • pp.177-196
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    • 2019
  • Objective: This study aims to analyze research trends related to software education for young children, focusing on studies published in Korea from 2016 to 2019 March. Methods: A total of 26 research publications on software education for young children, searched from Korea Citation Index and Research Information Sharing Service were identified for the analysis. The trend in these publications was classified and examined respectively by publication dates, types of publications, and the fields of study. To investigate a means of research, the analysis included key topics, types of research methods, and characteristics of the study variables. Results: The results of the analysis show that the number of publications on the topic of software education for young children has increased over the three years, of which most were published as a scholarly journal article. Among the 26 research studies analyzed, 16 (61.5%) are related to the field of early childhood education or child studies. Key topics and target subjects of the most research include the curriculum development of software education for young children or the effectiveness of software education on 4- and 5-year-old children. Most of the analyzed studies are experimental research designs or in the form of literature reviews. The most frequently studied research variable is young children's cognitive characteristics. For the studies that employ educational programs, the use of a physical computing environment is prevalent, and the most frequently used robot as a programming tool is "Albert". The duration of the program implementation varies, ranging from 5 weeks to 48 weeks. In the analyzed research studies, computational thinking is conceptualized as a problem-solving skill that can be improved by software education, and assessed by individual instruments measuring sub-factors of computational thinking. Conclusion/Implications: The present study reveals that, although the number of research publications in software education for young children has increased, the overall sufficiency of the accumulated research data and a variety of research methods are still lacking. An increased interest in software education for young children and more research activities in this area are needed to develop and implement developmentally appropriate software education programs in early childhood settings.

Exploring the 4th Industrial Revolution Technology from the Landscape Industry Perspective (조경산업 관점에서 4차 산업혁명 기술의 탐색)

  • Choi, Ja-Ho;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.2
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    • pp.59-75
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    • 2019
  • This study was carried out to explore the 4th Industrial Revolution technology from the perspective of the landscape industry to provide the basic data necessary to increase the virtuous circle value. The 4th Industrial Revolution, the characteristics of the landscape industry and urban regeneration were considered and the methodology was established and studied including the technical classification system suitable for systematic research, which was selected as a framework. First, the 4th Industrial Revolution technology based on digital data was selected, which could be utilized to increase the value of the virtuous circle for the landscape industry. From 'Element Technology Level', and 'Core Technology' such as the Internet of Things, Cloud Computing, Big Data, Artificial Intelligence, Robot, 'Peripheral Technology', Virtual or Augmented Reality, Drones, 3D 4D Printing, and 3D Scanning were highlighted as the 4th Industrial Revolution technology. It has been shown that it is possible to increase the value of the virtuous circle when applied at the 'Trend Level', in particular to the landscape industry. The 'System Level' was analyzed as a general-purpose technology, and based on the platform, the level of element technology(computers, and smart devices) was systematically interconnected, and illuminated with the 4th Industrial Revolution technology based on digital data. The application of the 'Trend Level' specific to the landscape industry has been shown to be an effective technology for increasing the virtuous circle values. It is possible to realize all synergistic effects and implementation of the proposed method at the trend level applying the element technology level. Smart gardens, smart parks, etc. have been analyzed to the level they should pursue. It was judged that Smart City, Smart Home, Smart Farm, and Precision Agriculture, Smart Tourism, and Smart Health Care could be highly linked through the collaboration among technologies in adjacent areas at the Trend Level. Additionally, various utilization measures of related technology applied at the Trend Level were highlighted in the process of urban regeneration, public service space creation, maintenance, and public service. In other words, with the realization of ubiquitous computing, Hyper-Connectivity, Hyper-Reality, Hyper-Intelligence, and Hyper-Convergence were proposed, reflecting the basic characteristics of digital technology in the landscape industry can be achieved. It was analyzed that the landscaping industry was effectively accommodating and coordinating with the needs of new characters, education and consulting, as well as existing tasks, even when participating in urban regeneration projects. In particular, it has been shown that the overall landscapig area is effective in increasing the virtuous circle value when it systems the related technology at the trend level by linking maintenance with strategic bridgehead. This is because the industrial structure is effective in distributing data and information produced from various channels. Subsequent research, such as demonstrating the fusion of the 4th Industrial Revolution technology based on the use of digital data in creation, maintenance, and service of actual landscape space is necessary.

Beyond Platforms to Ecosystems: Research on the Metaverse Industry Ecosystem Utilizing Information Ecology Theory (플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구 )

  • Seokyoung Shin;Jaiyeol Son
    • Information Systems Review
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    • v.25 no.4
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    • pp.131-159
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    • 2023
  • Recently, amidst the backdrop of the COVID-19 pandemic shifting towards an endemic phase, there has been a rise in discussions and debates about the future of the metaverse. Simultaneously, major metaverse platforms like Roblox have been launching services integrated with generative AI, and Apple's mixed reality hardware, Vision Pro, has been announced, creating new expectations for the metaverse. In this situation where the outlook for the metaverse is divided, it is crucial to diagnose the metaverse from an ecosystem perspective, examine its key ecological features, driving forces for development, and future possibilities for advancement. This study utilized Wang's (2021) Information Ecology Theory (IET) framework, which is representative of ecosystem research in the field of Information Systems (IS), to derive the Metaverse Industrial Ecosystem (MIE). The analysis revealed that the MIE consists of four main domains: Tech Landscape, Category Ecosystem, Metaverse Platform, and Product/Service Ecosystem. It was found that the MIE exhibits characteristics such as digital connectivity, the integration of real and virtual worlds, value creation capabilities, and value sharing (Web 3.0). Furthermore, the interactions among the domains within the MIE and the four characteristics of the ecosystem were identified as driving forces for the development of the MIE at an ecosystem level. Additionally, the development of the MIE at an ecosystem level was categorized into three distinct stages: Narrow Ecosystem, Expanded Ecosystem, and Everywhere Ecosystem. It is anticipated that future advancements in related technologies and industries, such as robotics, AI, and 6G, will promote the transition from the current Expanded Ecosystem level of the MIE to an Everywhere Ecosystem level, where the connection between the real and virtual worlds is pervasive. This study provides several implications. Firstly, it offers a foundational theory and analytical framework for ecosystem research, addressing a gap in previous metaverse studies. It also presents various research topics within the metaverse domain. Additionally, it establishes an academic foundation that integrates concept definition research and impact studies, which are key areas in metaverse research. Lastly, referring to the developmental stages and conditions proposed in this study, businesses and governments can explore future metaverse markets and related technologies. They can also consider diverse metaverse business strategies. These implications are expected to guide the exploration of the emerging metaverse market and facilitate the evaluation of various metaverse business strategies.

Rotation Invariant 3D Star Skeleton Feature Extraction (회전무관 3D Star Skeleton 특징 추출)

  • Chun, Sung-Kuk;Hong, Kwang-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.36 no.10
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    • pp.836-850
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    • 2009
  • Human posture recognition has attracted tremendous attention in ubiquitous environment, performing arts and robot control so that, recently, many researchers in pattern recognition and computer vision are working to make efficient posture recognition system. However the most of existing studies is very sensitive to human variations such as the rotation or the translation of body. This is why the feature, which is extracted from the feature extraction part as the first step of general posture recognition system, is influenced by these variations. To alleviate these human variations and improve the posture recognition result, this paper presents 3D Star Skeleton and Principle Component Analysis (PCA) based feature extraction methods in the multi-view environment. The proposed system use the 8 projection maps, a kind of depth map, as an input data. And the projection maps are extracted from the visual hull generation process. Though these data, the system constructs 3D Star Skeleton and extracts the rotation invariant feature using PCA. In experimental result, we extract the feature from the 3D Star Skeleton and recognize the human posture using the feature. Finally we prove that the proposed method is robust to human variations.

Development of Small-sized Model of Ray-type Underwater Glider and Performance Test (Ray형 수중글라이더 소형 축소모델 개발 및 성능시험)

  • Choi, Hyeung-sik;Lee, Sung-wook;Kang, Hyeon-seok;Duc, Nguyen Ngoc;Kim, Seo-kang;Jeong, Seong-hoon;Chu, Peter C.;Kim, Joon-young
    • Journal of Advanced Navigation Technology
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    • v.21 no.6
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    • pp.537-543
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    • 2017
  • Underwater glider is the long-term operating underwater robot that was developed with a purpose of continuous oceanographic observations and explorations. Torpedo-type underwater glider is not efficient from an aspect of maneuverability, because it uses a single buoyancy engine and motion controller for obtaining propulsive forces and moments. This paper introduces a ray-type underwater glider(RUG) with dual buoyancy engine, which improves the control performance of buoyancy and motion compared with torpedo-type underwater glider. Carrying out Computational Fluid Dynamics (CFD) analysis as static pitch drift test, the performance of fluid resistance for gliding motion was identified. Based on the calculated hydrodynamic coefficients, the dynamic simulation compared and analyzed the motion performance of torpedo-type and ray-type while controlling same volume of buoyancy engine. Small-sized model of RUG was developed to perform fundamental performance tests.

The 4th.industrial revolution and Korean university's role change (4차산업혁명과 한국대학의 역할 변화)

  • Park, Sang-Kyu
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.235-242
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    • 2018
  • The interest about 4th Industrial Revolution was impressively increased from newspapers, iindustry, government and academic sectors. Especially AI what could be felt by the skin of many peoples, already overpassed the ability of the human's even in creative areas. Namely, now many people start fo feel that the effect of the revolution is just infront of themselves. There were several issues in this trend, the ability of deep learning by machine, the identity of the human, the change of job environment and the concern about the social change etc. Recently many studies have been made about the 4th industrial revolution in many fields like as AI(artificial intelligence), CRISPR, big data and driverless car etc. As many positive effects and pessimistic effects are existed at the same time and many preventing actions are being suggested recently, these opinions will be compared and analyzed and better solutions will be found eventually. Several educational, political, scientific, social and ethical effects and solutions were studied and suggested in this study. Clear implication from the study is that the world we will live from now on is changing faster than ever in the social, industrial, political and educational environment. If it will reform the social systems according to those changes, a society (nation or government) will grasp the chance of its development or take-off, otherwise, it will consume the resources ineffectively and lose the competition as a whole society. But the method of that reform is not that apparent in many aspects as the revolution is progressing currently and its definition should be made whether in industrial or scientific aspect. The person or nation who will define it will have the advantage of leading the future of that business or society.

Study on the Learning Elements of 'Information Ethics' Topic of Informatics Subject (정보 교과의 '정보 윤리' 주제의 학습 요소에 관한 연구)

  • Jeong, InKee;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.295-306
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    • 2014
  • A form of life is changed rapidly through development of ICT. And we need information ethics as a new norm of information-oriented society. The effect of information ethics can be maximized by education. Therefore, a new curriculum is demanded by new technology and circumstance. Korea Association of Information education has studied a new curriculum and suggested a new plan that contents of information education classified by 'Software', 'Computer System' and 'Convergence Activities' sections. And the 'Convergence Activities' section is composed of 'Information Ethics', 'Productivity Tools' and 'Robot'. In this paper, we studied on learning elements of the 'Information Ethics' of first grade to ninth grade. We analysed the domestic and foreign curriculum, research results and new issues about information ethics and selected the learning elements about information ethics. We nextly suggested the achievement goals, teaching-learning methods and evaluation methods of information ethics. We expect that the learning elements we suggested about information ethics will contribute to deal with wisely information dysfunction and to training correct talented individuals.