• Title/Summary/Keyword: 메타정보

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Smart Farm Metabus game for Settlement Process of Returning Farmers (귀농인들의 정착 과정을 위한 스마트팜 메타버스 게임)

  • Ko-Eun, Lee;Yoon-seop, Kim;Yeong-Seong, Moon;Hyo-Taek, Lim;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.93-100
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    • 2023
  • In this paper, the purpose of this study is to melt the process of returning to farming through games and settle down in a stable manner to ensure that there are no more prospective young farmers who wish to return to farming but cannot proceed with their dreams due to various barriers of reality. The game was designed to develop in the order of fields, greenhouses, automation systems, and smart farms, and to grow the crops they want at the early level, and added a community system to highlight that rural areas are community life, not individualistic life. Support benefits or information provided by local governments or governments were inserted into the community system so that prospective farmers could naturally access the information.

Effectiveness Analysis and Utilization of Game System for Military Education and Training (국방 교육훈련을 위한 게임 효과분석 및 활용방안)

  • Park, Heungsoon;Lee, Yunho
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.95-103
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    • 2022
  • The goal of education and training in military is to foster strong combatants who can fight and defeat enemies. The Korean military is deeply aware of the importance of education & training, and has been introducing various advanced training systems so far. Despite these efforts, however, the military environment to maintain and strengthen the level of training is becoming increasingly difficult. In this study, it was conducted on the effectiveness analysis and utilization of the game system for military education & training through literature review. As a result of literature analysis, the introduction of the game system could be expected to have various effects throughout the cognitive and behavioral areas. Based on this effect analysis, the concept and shape of game system operation for each purpose were derived, and an improved plan using the game system was proposed.

A Review of Recent Digital Technology-Based Language Rehabilitation For Aphasia: Focusing on VR, AR, and Mobile Application (실어증 환자 대상 디지털 기술 기반 언어재활에 관한 최근 문헌 고찰: VR, AR, 모바일 애플리케이션을 중심으로)

  • Chung, Chae Youn;Hong, You Jeong;Kong, Seong Hyeon;Choi, You Jin;Lee, Kyogu
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.46-63
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    • 2022
  • With the rapid development of digital technology and the growing trend to integrate it into the medical field, recent studies suggest language rehabilitation for people with aphasia using virtual reality (VR), augmented reality (AR) and mobile applications. This study conducted a scoping review to summarize the features of digital technology-based language rehabilitation for aphasia in the last four years (2018-2021) and draw implications for future research. A total of 20 papers met the selection criteria among the documents retrieved from the Web of Science, CINAHL, and RISS. This review demonstrates that digital technology could offer unique treatment content by gamification, individualization, and creating a realistic communication environment, and by utilizing them in various ways. Therefore, we expect digital technology-based language rehabilitation for aphasia could supplement the limitations of conventional language rehabilitation and provide a novel perspective on development of treatment content.

Greedy-based Neighbor Generation Methods of Local Search for the Traveling Salesman Problem

  • Hwang, Junha;Kim, Yongho
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.69-76
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    • 2022
  • The traveling salesman problem(TSP) is one of the most famous combinatorial optimization problem. So far, many metaheuristic search algorithms have been proposed to solve the problem, and one of them is local search. One of the very important factors in local search is neighbor generation method, and random-based neighbor generation methods such as inversion have been mainly used. This paper proposes 4 new greedy-based neighbor generation methods. Three of them are based on greedy insertion heuristic which insert selected cities one by one into the current best position. The other one is based on greedy rotation. The proposed methods are applied to first-choice hill-climbing search and simulated annealing which are representative local search algorithms. Through the experiment, we confirmed that the proposed greedy-based methods outperform the existing random-based methods. In addition, we confirmed that some greedy-based methods are superior to the existing local search methods.

Self-supervised Meta-learning for the Application of Federated Learning on the Medical Domain (연합학습의 의료분야 적용을 위한 자기지도 메타러닝)

  • Kong, Heesan;Kim, Kwangsu
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.27-40
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    • 2022
  • Medical AI, which has lately made significant advances, is playing a vital role, such as assisting clinicians with diagnosis and decision-making. The field of chest X-rays, in particular, is attracting a lot of attention since it is important for accessibility and identification of chest diseases, as well as the current COVID-19 pandemic. However, despite the vast amount of data, there remains a limit to developing an effective AI model due to a lack of labeled data. A research that used federated learning on chest X-ray data to lessen this difficulty has emerged, although it still has the following limitations. 1) It does not consider the problems that may occur in the Non-IID environment. 2) Even in the federated learning environment, there is still a shortage of labeled data of clients. We propose a method to solve the above problems by using the self-supervised learning model as a global model of federated learning. To that aim, we investigate a self-supervised learning methods suited for federated learning using chest X-ray data and demonstrate the benefits of adopting the self-supervised learning model for federated learning.

Automatic Creation of ShEx Schemas for RML-Based RDF Knowledge Graph Validation

  • Choi, Ji-Woong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.67-80
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    • 2022
  • In this paper, we propose a system which automatically generates the ShEx schemas to describe and validate RDF knowledge graphs constructed by RML mapping. ShEx schemas consist of constraints. The proposed system generates most of the constraints by converting the RML mapping rules. The schemas consisting only of constraints obtained from mapping rules can help users to figure out the structure of the graphs generated by RML mapping, but they are not sufficient for sophisticated validation purposes. For users who need a schema for validation, the proposed system is also able to provide the schema with added constraints generated from metadata extracted from the input data sources for RML mapping. The proposed system has the ability to handle CSV, XML, JSON or RDBMS as input data sources. Testing results from 297 cases show that the proposed system can be applied for RDF graph validation in various practical cases.

The Design and experiment of 5G-based metaverse motion synchronization system (5G 기반의 메타버스 모션 동기화 시스템의 설계 및 실험)

  • Lee Sangyoon;Lee Daesik;You, Youngmo;You, Hyeonsoo;Lee, Sangku
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.61-75
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    • 2023
  • In this paper, we design and experiment a 5G-based metaverse motion synchronization system with configuration of a mobile motion capture studio that has not been commercialized at home and abroad. As a result of the experiment, the average value of the latency test measurement using Wi-Fi is 0.134 seconds faster than the average latency test measurement value using the 5G network. Existing motion capture studios have spatial limitations as the motion capture range is limited to the Wi-Fi communication range. However, the 5G-based metaverse motion synchronization system configures a mobile motion capture studio so that motion performers can solve the spatial limitations by expanding the motion capture communication range indefinitely regardless of time and place. Therefore, it is possible to implement realistic metaverse contents by displaying a realistic and natural digital human because it is free from spatial constraints. The system which was tested in this paper can create a new business model by converging next-generation technologies that are receiving attention related to the digital virtual world, such as motion capture + 5G + digital human twin + metaverse. And it allows for research and develop a next-generation metaverse-based broadcasting solution at a recent time when the business value of digital human and metaverse technologies and functions has been proven and related sales are growing in earnest.

Reduced Raytracing Approach for Handling Sound Map with Multiple Sound Sources, Wind Advection and Temperature

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.55-62
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    • 2023
  • In this paper, we present a method that utilizes geometry-based sound generation techniques to efficiently handle multiple sound sources, wind turbulence, and temperature-dependent interactions. Recently, a method based on reduced raytracing has been proposed to update the sound position and efficiently calculate sound propagation and diffraction without recursive reflection/refraction of many rays, but this approach only considers the propagation characteristics of sound and does not consider the interaction of multiple sound sources, wind currents, and temperature. These limitations make it difficult to create sound scenes in a variety of virtual environments because they only generate static sounds. In this paper, we propose a method for efficiently constructing a sound map in a situation where multiple sounds are placed, and a method for efficiently controlling the movement of an agent through it. In addition, we propose a method for controlling sound propagation by considering wind currents and temperature. The method proposed in this paper can be utilized in various fields such as metaverse environment design and crowd simulation, as well as games that can improve content immersion based on sound.

A Study on the Development of Rural Tourism Products in Jeju Island Using Smart Glass - Attracting Group Tourists and Strategies through the Development of Realistic Media Education Contents (스마트글라스를 활용한 제주도 농촌 관광 상품 개발에 관한 연구 - 실감미디어 교육콘텐츠 개발을 통한 단체관광객 유치 및 전략)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.45-51
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    • 2023
  • As COVID-19 made it difficult to travel abroad and attract domestic tourists to foreigners, the phenomenon of MZ generations flocking to Jeju through consumption patterns occurred. In this study, if Jeju Island uses Jeju's rural tourism and smart glasses to study how to attract and cope with domestic tourists after the pandemic and build a mobile application or smart glass to tour based on village maps, the docent guide service through smart glasses will help tourists. Furthermore, it would be very beneficial to introduce a location-based service to provide the necessary information at the location according to the movement path of tourists. In fact, we conclude that it can be implemented through the development of the Hansung Baekje Museum, and hope that the actual media can be applied to free tourist courses such as Jeju Olle Trail, as it provides various contents in selective development such as AR and VR.

A Dynamic Web Service Orchestration and Invocation Scheme based on Aspect-Oriented Programming and Reflection (관점지향 프로그래밍 및 리플렉션 기반의 동적 웹 서비스 조합 및 실행 기법)

  • Lim, Eun-Cheon;Sim, Chun-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.9
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    • pp.1-10
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    • 2009
  • The field of the web service orchestration introduced to generate a valuable service by reusing single services. Recently, it suggests rule-based searching and composition by the AI (Artificial Intelligence) instead of simple searching or orchestration based on the IOPE(Input, Output, Precondition, Effect) to implement the Semantic web as the web service of the next generation. It introduce a AOP programming paradigm from existing object-oriented programming paradigm for more efficient modularization of software. In this paper, we design a dynamic web service orchestration and invocation scheme applying Aspect-Oriented Programming (AOP) and Reflection for Semantic web. The proposed scheme makes use of the Reflection technique to gather dynamically meta data and generates byte code by AOP to compose dynamically web services. As well as, our scheme shows how to execute composed web services through dynamic proxy objects generated by the Reflection. For performance evaluation of the proposed scheme, we experiment on search performance of composed web services with respect to business logic layer and user view layer.