• Title/Summary/Keyword: 메타볼

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Sound Blocking Using Acoustic Metamaterial Scaling (음향메타물질 단위격자 축소를 통한 소리 차단)

  • Park, SungJun;Song, Kyungjun;Kim, Jedo
    • The Journal of the Acoustical Society of Korea
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    • v.34 no.5
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    • pp.371-376
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    • 2015
  • In this study, we use 1:1, 1:2, and 1:4 scale zig-zag shape acoustic metamaterial structure to achieve broad and effective sound blocking at the subwavelength scale. The SPL(Sound Pressure Level) results show that the SPL loss of the scaled metamaterial slab in series is a superposition of individual SPL losses. Also, we show that the metamaterial tailors the material properties to achieve high impedance and high refractive index using effective medium theory. Our results show that broad and effective sound blocking is possible at the subwavelength scale just by scaling acoustic metamaterial.

A Study on Personalized Data Broadcasting Service using TV-Anytime Metadata (TV-Anytime 메타데이터를 이용한 맞춤형 데이터 방송 서비스에 관한 연구)

  • Kim Yong Ho;Lee Han-kyu;Choi Jin Soo;Hong Jin Woo
    • The KIPS Transactions:PartB
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    • v.12B no.6 s.102
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    • pp.655-660
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    • 2005
  • The number of broadcasting channels and contents are increasing with the arrival of digital broadcast and various broadcasting medium. However, there is a limit on searching of the program by using conventional program guide. Therefore, personalized broadcasting service to provide the environment, that user is able to consume his/her customized broadcasting contents at anytime, is standardized by TV-Anytime Forum. Especially. the structure of data broadcasting contents have different from that of AV contents. Therefore, it is necessary to new structure of the metadata for personalized data broadcasting service and new mechanism for data flow of broadcasting system. In this paper, we introduce a method for personalized data broadcasting service using TV-Anytime metadata.

A Study on the Generation MZ Users' Perception of Metaverse in Public Libraries (공공도서관의 메타버스 도입을 위한 MZ세대의 이용자 인식 연구)

  • Kim, Young-ju;Kwon, Sun-young
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.217-240
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    • 2022
  • As non-face-to-face elements became important due to COVID-19, the metaverse received social attention, and the MZ generation became the main users of public libraries. In light of this trend, it is necessary to introduce services for the MZ generation, the main users of public libraries, and to provide services tailored to social development. Therefore, this study investigated the perception of the metaverse through questionnaire surveys and semi-structured interviews, centered on the MZ generation, and then proposed a method for applying the metaverse to users in public libraries. According to the results of the study, the direction for the introduction of the metaverse in public libraries was suggested. First, it is necessary to provide basic education and information about the metaverse. Second, it is necessary to provide services that take advantage of the community based on communication. Third, a program that is not constrained by time and space should be provided. Fourth, services by librarians should be provided by enhancing the librarians' expertise on the metaverse. Fifth, services for generation M must be provided.

The Relationship between Mathematically Gifted Elementary Students' Math Creative Problem Solving Ability and Metacognition (초등수학영재의 수학 창의적 문제해결력과 메타인지와의 관계)

  • Shin, Seung Yoon;Ryu, Sung Rim
    • Education of Primary School Mathematics
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    • v.17 no.2
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    • pp.95-111
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    • 2014
  • The purpose of this study is to determine the relationship between metacognition and math creative problem solving ability. Specific research questions set up according to the purpose of this study are as follows. First, what relation does metacognition has with creative math problem-solving ability of mathematically gifted elementary students? Second, how does each component of metacognition (i.e. metacognitive knowledge, metacognitive regulation, metacognitive experiences) influences the math creative problem solving ability of mathematically gifted elementary students? The present study was conducted with a total of 80 fifth grade mathematically gifted elementary students. For assessment tools, the study used the Math Creative Problem Solving Ability Test and the Metacognition Test. Analyses of collected data involved descriptive statistics, computation of Pearson's product moment correlation coefficient, and multiple regression analysis by using the SPSS Statistics 20. The findings from the study were as follows. First, a great deal of variability between individuals was found in math creative problem solving ability and metacognition even within the group of mathematically gifted elementary students. Second, significant correlation was found between math creative problem solving ability and metacognition. Third, according to multiple regression analysis of math creative problem solving ability by component of metacognition, it was found that metacognitive knowledge is the metacognitive component that relatively has the greatest effect on overall math creative problem-solving ability. Fourth, results indicated that metacognitive knowledge has the greatest effect on fluency and originality among subelements of math creative problem solving ability, while metacognitive regulation has the greatest effect on flexibility. It was found that metacognitive experiences relatively has little effect on math creative problem solving ability. This findings suggests the possibility of metacognitive approach in math gifted curricula and programs for cultivating mathematically gifted students' math creative problem-solving ability.

Aspects of Meta-affect According to Mathematics Learning Achievement Level in Problem-Solving Processes (문제해결 과정에서의 수학 학습 성취 수준에 따른 메타정의의 기능적 특성 비교 분석)

  • Do, Joowon;Paik, Suckyoon
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.2
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    • pp.143-159
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    • 2018
  • Since the mathematics learning achievement level is closely related to problem-solving ability, it is necessary to understand the relationship between problem-solving ability and meta-affect ability from the point of view of general mathematics learning ability. In this study, we compared the frequency analysis and the case analysis of the functional aspects of the meta-affect in elementary school students' problem-solving processes according to mathematics learning achievement level in parallel with frequency analysis and case analysis. In other words, the frequency of occurrence of meta-affect, the frequency of meta-affective type, and the frequency of meta-functional types of meta-affect were compared and analyzed according to the mathematics learning achievement level in the collaborative problem-solving activities of small group members with similar mathematics learning achievement level. In addition, we analyzed the representative cases of meta-affect by meta-functional types according to the mathematics learning achievement level in detail. As a result, meta-affect in problem-solving processes of the upper level group acted as relatively various types of meta-functions compared to the lower level group. And, the lower level group, the more affective factors acted in the problem-solving processes.

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Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.16-30
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    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.

Design and Implementation of Video Metadata Player for Mobile Environment (모바일 환경을 위한 메타데이터 비디오 플레이어 설계 및 구현)

  • Lee, Don-Su;Hong, Seung-Pyo;Shin, Jung-Hun;Lee, Sang-Jun
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06a
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    • pp.128-130
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    • 2011
  • 동영상 데이타는 2차원의 이미지가 시간에 따라 변화하는 3차원의 데이타로 볼 수 있으며, 동영상 내에 등장하는 객체 등의 컨텐츠를 효율적으로 검색하고 브라우징 하는데 복잡한 기술이 필요하다. 본 논문에서는 메타데이터가 포함된 동영상을 모바일 환경에서 효과적으로 브리우징 할 수 있는 기법을 제안한다. 대규모 메타데이터의 효율적 전송을 고려한 저장 구조 및 전송 방법을 개선하여 불필요한 네트워크 트래픽을 줄임으로서 네트워크 대역폭의 제약이 큰 모바일 환경에서도 어려움 없이 사용자 참여형의 동영상 스트리밍 서비스를 제공할 수 있는 기법을 제시한다.

Agent-based Component Meta-info reuse method (에이전트 기반 컴포넌트 메타정보의 재사용 기법)

  • 김용식;문창주;송치양;백두권
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10a
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    • pp.349-351
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    • 2000
  • 컴포넌트의 재사용은 기존 소프트웨어의 문제점인 소프트웨어의 수요충족, 신뢰성 요구 및 유지보수 용이 등을 해결할 수 있는 방법중의 하나이다. 현재, 컴포넌트를 재사용하기 위한 노력은 기존의 프로그램의 개발, 유통과는 다른 차원에서 다루어질 필요가 있는데 이러한 노력은 컴포넌트 정보의 표준화와 여러 컴포넌트 유통사이트에서 볼 수 있다. 그러나 기존의 정보서비스는 데이터요소의 불일치와 이미 검색된 정보를 다시 찾아야 하는 비효율적인 검색방법을 사용하고 있음은 물론, 각 회사, 단체마다 각기 다른 포맷을 사용해 컴포넌트 정보에 대한 일관성을 제공해주지 못하고 있다. 본 논문에서는 이전에 찾은 컴포넌트 정보를 재사용할 수 있도록 에이전트를 사용해 컴포넌트 정보를 수집하고 이렇게 획득한 정보를 메타정보로 저장하는 동시에 각 사용자에게 필요한 측면별로 정보를 달리 관리하는 컴포넌트 정보의 재사용 방법을 제시한다. 즉, 이용자별로 컴포넌트에 대한 메타정보를 정의하는 동시에 각 이용자가 에이전트를 사용해 획득한 컴포넌트 정보를 효과적으로 활용하는 방법을 통해 효과적인 컴포넌트 정보관리 시스템의 모델을 제시한다.

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An Effective Ray Tracing Algorithm Using a Meta Table (메타 테이블을 이용한 효율적인 레이트레이싱 알고리즘)

  • Seo, Choong-Won;Kang, Y.S.;Yang, S.B.
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.130-134
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    • 2006
  • 본 논문에서는 메타 테이블(meta table)을 이용한 광선(ray)과 삼각형(triangle)들의 교차검사를 할 수 있는 효율적인 레이트레이싱 알고리즘을 제안한다. 기존의 kd-tree 탐색은 깊이 우선 탐색을 하면서 이미 방문했던 노드들을 방문하지 않기 위해서 스택을 이용하는 방법을 택하고 있는데, 본 논문에서 제안하는 알고리즘은 스택을 사용하지 않고 읽기 전용으로만 쓰이는 메타 테이블을 둠으로써 기존의 트리 탐색 과정보다 효율적으로 트리의 리프 노드들에 접근할 수 있도록 하였다. 실험결과 제안된 레이트레이싱 알고리즘이 기존의 kd-tree의 트리 탐색보다 노드 방문을 5배 이상 적게 하였고, 이미지 렌더링 시간도 총 2배 정도 향상됨을 볼 수 있었다.

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Review of Metaverse Technology (메타버스 기술에 대한 소고)

  • Jung, Sanghun;Lee, Seongok;Jeon, Sungwoo;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.341-344
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    • 2021
  • Metaverse is a field that is growing explosively along with the COVID-19 pandemic. However, it can be seen from several cases that the existing concept of Mebatus is not misunderstood or that a new one has not appeared. It is hoped that an approach similar to this article will be helpful in the metavassus era to be developed in the future.

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