• Title/Summary/Keyword: 메타표현

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Development of a Metamodel-Based Healthcare Service System using OSGi Component Platform (OSGi 컴포넌트 플랫폼을 이용한 메타모델 기반의 건강관리 서비스 시스템 개발)

  • Kim, Tae-Woong;Kim, Hee-Cheol
    • Journal of Korea Multimedia Society
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    • v.14 no.1
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    • pp.121-132
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    • 2011
  • A healthcare system is a type of medical information system that performs early detection and prevention in diseases by checking one's health condition periodically. Such a healthcare system is based on the signal obtained from the body. However, the developed existing system represents certain differences in the storage and description of vital signs according to medicare devices and the evaluation method of the system. It brings some disadvantages, such as lacks in the interoperability between systems, increases in the development cost of systems, and absence of a unified system. Thus, this study develops a healthcare system based on a meta model. For establishing this objective, this study describes and stores vital sign data based on the standard meta model of HL7 and applies OCL, which is a mathematical specification language, for defining wellness indexes and extracting data in order to evaluate health risk appraisals in health. In addition, this study implements components based on OSGi and assemble them in order to easily extend various devices and systems. By describing vital data based on the meta model, it represents some advantages that it makes possible to ensure the interoperability between systems and introduce the standardization of the evaluation method of health conditions through defining the wellness index using OCL. Also, it provides dear specifications.

The Centra of the aesthetics and the aspect of existence of the Sijo in the Choseon Dynasty (조선조(朝鮮朝) 시조(時調)의 미적주체(美的主體)와 그 존재양상(存在樣相))

  • Choi, Dong-Kook
    • Sijohaknonchong
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    • v.23
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    • pp.107-131
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    • 2005
  • The purpose of this is to make sure what the scholar of the Choseon thought the object of aesthetics, and which psychological element did they use to clear the center of the aesthetics. In addition, I consider their way to recognize the human's aesthetic point of view. A literary man in Choseon regarded the five senses as an obstacle which interrupted to see the nature of all things. So they set up the spiritual condition as their aesthetic subject, with suppressing the pleasure through five senses. The goal to make one's mind calm was to cause someone's spirit to activate freely. The condition of the calmness was considered as a process of recovering the human's natural spirit, which was connected to the poetic spirit and became the aesthetic subject. Simultaneously, a literary man at that time set up the condition of the calmness as a subject of objective consciousness, and estimated the common things as a objective existence, which led to the result that all the materials of the poem and the poet could be unified. This aesthetic centra put a premium on the senses caused by contacting with all natural things, and adopted the 'Xing' as a method of expression. This 'Xing' is not a sense based upon one's experience, but a sense which is created of itself. The expression method of 'Xing' caused the reader to feel and express, encourage, and sublimate what they feel through the poem, as well as purified reader's mind.

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Helicopter Pilot Metaphor for 3D Space Navigation and its implementation using a Joystick (3차원 공간 탐색을 위한 헬리콥터 조종사 메타포어와 그 구현)

  • Kim, Young-Kyoung;Jung, Moon-Ryul;Paik, Doowon;Kim, Dong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.57-67
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    • 1997
  • The navigation of virtual space comes down to the manipulation of the virtual camera. The movement of the virtual cameras has 6 degrees of freedom. However, input devices such as mouses and joysticks are 2D. So, the movement of the camera that corresponds to the input device is 2D movement at the given moment. Therefore, the 3D movement of the camera can be implemented by means of the combination of 2D and 1D movements of the camera. Many of the virtual space navigation browser use several navigation modes to solve this problem. But, the criteria for distinguishing different modes are not clear, somed of the manipulations in each mode are repeated in other modes, and the kinesthetic correspondence of the input devices is often confusing. Hence the user has difficulty in making correct decisions when navigating the virtual space. To solve this problem, we use a single navigation metaphore in which different modes are organically integrated. In this paper we propose a helicopter pilot metaphor. Using the helicopter pilot metaphore means that the user navigates the virtual space like a pilot of a helicopter flying in space. In this paper, we distinguished six 2D movement spaces of the helicopter: (1) the movement on the horizontal plane, (2) the movement on the vertical plane,k (3) the pitch and yaw rotations about the current position, (4) the roll and pitch rotations about the current position, (5) the horizontal and vertical turning, and (6) the rotation about the target object. The six 3D movement spaces are visualized and displayed as a sequence of auxiliary windows. The user can select the desired movement space simply by jumping from one window to another. The user can select the desired movement by looking at the displaced 2D movement spaces. The movement of the camera in each movement space is controlled by the usual movements of the joystick.

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Relationship between Bronchial Sensitivity and Bronchial Reactivity in Asthma (기관지천식 환자에서 기관지 감수성과 기관지 반응성에 관한 연구)

  • Seo, Ki-Youl;Chang, Jung-Hyun;Cheon, Seon-Hee
    • Tuberculosis and Respiratory Diseases
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    • v.45 no.2
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    • pp.341-350
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    • 1998
  • Background: Airway hyperreponsiveness is a cardinal feature of asthma. It consists of both an increased sensitivity of the airways, as indicated by a smaller concentration of a constrictor agonist needed to initiate the brochoconstrictor response and an increased reactivity, increments in response induced subsequent doses of constrictor, as manifested by slopes of the dose-response curve. The purpose of this study is to observe the relationship between bronchial sensitivity and reactivity in asthmatic subjects. Method: Inhalation dose-response curves using methacholine were plotted in 56 asthmatic subjects. They were divided into three groups(mild, moderate and severe) according to clinical severity of bronchial asthma. PC20 were determined from the dose-response curve as the provocative concentration of the agonist causing a 20% fall in FEVl. PC40 were presumed or determined from the dose response curve, using the PC20 and the one more dose after PC20. Reactivity was calculated from the dose-response curve regression line, connecting PC20 with PC40. Results: PC20 were 1.83mg/ml in mild group, 0.96mg/ml in moderate, and 0.34mg/ml in severe. PC40 were 7.l7mg/ml in mild group, 2.34mg/ml in moderate, and 0.75mg/ml in severe. Reactivity were $24.7{\pm}17.06$ in mild group, $46.1{\pm}22.l0$ in moderate, and $59.0{\pm}5.82$ in severe. There was significant negative correlation between PC20 and reactivity (r= -0.70, P<0.01). Conclusion: Accordingly, there was significant negative correlation between bronchial sensitivity and brochial reactivity in asthmatic subjects. However, in some cases, there were wide variations in terms of the reactivity among the subjects who have similar sensitivity. So both should be assessed when the bronchial response tor bronchoconstrictor agonists is measured.

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The Purchasing Status of the Avatars and Digital Fashion Items in Metaverse and Consumers' Purchase Satisfaction and the Future Purchase Intentions According to Usage Motivation (메타버스 디지털 아이템 이용 실태 및 이용동기에 따른 만족도 및 추후 구매의사)

  • Kim, Nam Eun;Lee, Jeong Ran
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.133-148
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    • 2022
  • This study aims to explore the status and motives for using avatars and digital fashion items in the metaverse and to examine consumers' purchase satisfaction and future purchase intentions. We intend to provide implications for the development of avatars and fashion items, and the direction of the fashion industry and clothing education. For this purpose, the purchasing status, consumer motives for using avatars and digital fashion items, purchase satisfaction, and future purchase intentions were investigated, through a survey with 149 consumers aged 19 years or older, with the experience of using avatars. The results are as follows. First, the percentage of avatar ownership was high among women aged between 19 and 29, and those with low or high incomes. The younger group was more likely to make mobile phone purchases than the older group, and the older group was more likely to use credit cards. Even those respondents who owned avatars did not purchase frequently or spent a lot on items. On the other hand, in the case of fashion item purchases, the group spending more than 8,000 won was aged between 19 and 29, and the frequency and amount of purchases increased as income increase. Second, among the motives for using avatars and fashion items, the pursuit of pleasure had the greatest influence, and men paid more attention to self-expression through avatars than women. Third, the motive for vicarious satisfaction influenced purchase satisfaction, and the factors that influenced future purchase intention were vicarious satisfaction and stress relief. The results of this study suggests that avatars and fashion items should be developed considering factors that can relieve stress for all age groups, create a sense of unity among metaverse users, and provide satisfaction in a virtual world that is different from reality. In addition, education on how to use fashion items and consumption attitudes in education related to clothing life will be required.

MNFS: Design of Mobile Multimedia File System based on NAND FLASH Memory (MNFS : NAND 플래시메모리를 기반으로 하는 모바일 멀티미디어 파일시스템의 설계)

  • Kim, Hyo-Jin;Won, You-Jip;Kim, Yo-Hwan
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.11
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    • pp.497-508
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    • 2008
  • Mobile Multimedia File System, MNFS, is a file system which extensively exploits NAND FLASH Memory, Since general Flash file systems does not precisely meet the criteria of mobile devices such as MP3 Player, PMP, Digital Camcorder, MNFS is designed to guarantee the optimal performance of FLASH Memory file system. Among many features MNFS provides, there are three distinguishable characteristics. MNFS guarantees, first, constant response time in sequential write requests of the file system, second, fast file system mounting time, and lastly least memory footprint. MNFS implements four schemes to provide such features, Hybrid mapping scheme to map file system metadata and user data, manipulation of user data allocation to fit allocation unit of file data into allocation unit of NAND FLASH Memory, iBAT (in core only Block Allocation Table) to minimize the metadata, and bottom-up representation of directory. Prototype implementation of MNFS was tested and measured its performance on ARM9 processor and 1Gbit NAND FLASH Memory environment. Its performance was compared with YAFFS, NAND FLASH File system, and FAT file system which use FTL. This enables to observe constant request time for sequential write request. It shows 30 times faster mounting time to YAFFS, and reduces 95% of HEAP memory consumption compared to YAFFS.

What Changed and Unchanged After Science Class: Analyzing High School Student's Conceptual Change on Circular Motion Based on Mental Model Theory (과학수업 후 변하는 것과 변하지 않는 것: 정신모형 이론을 중심으로 한 고등학생의 원운동 개념변화 사례 분석)

  • Park, Ji-Yeon;Lee, Gyoung-Ho;Shin, Jong-Ho;Song, Sang-Ho
    • Journal of The Korean Association For Science Education
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    • v.26 no.4
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    • pp.475-491
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    • 2006
  • In physics education, the research on students' conceptions has developed in the discussion on the nature and the difficulty of conceptual change. Recently, mental models have been a theoretical background in concrete arguments on "how students' conceptions are constructed or created." Mental models that integrate information in the presented problem and individual knowledge in their long-term memory have important information about not only expressed ideas but also in the thinking process behind the expressed ideas. The purpose of this study is to investigate the forming process and the characteristics of high school student's mental models about circular motion, and how they were changed by instruction. We used the think-aloud method based on the instrument for identifying student's mental models about circular motion, pretest of physics concept, mind map and interview for investigating student's characteristics. The results of the study showed that instructions based on the mental model theory facilitated scientific expressed model, but several factors that affected forming mental models like epistemological belief didn't change scientifically after 3 lessons.

Research on Georges Schwizgebel's "The Subject of Picture" - Focus on Deleuze's Frame Theory and Sensibility Theory - (조르주 슈비츠게벨의 "회화의 주체" 작품연구 - 들뢰즈의 감각이론과 프레임이론을 중심으로 -)

  • Jeong, Dong-Hee;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.102-109
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    • 2007
  • This is an analysis study about the pictorial frame of Georges Schwizgebel's animation "The Subject of Picture", focusing on Deleuze's frame theory. First of all, the shapes in the frame of the animation is the representation of the tactile sensation from the erased vestiges of the characters. It shows the metamorphosis of the erased vestiges of the shapes by Deleuze's sensibility theory. Besides, the layout of the animation's background has similar property with the aplat which was mentioned by Deleuze. It means that the background of the animation correspond to the aplat which is other boundary different from reality, and the character which has the minimum embodiment about the object makes the shape newly through the distortion of the shape. Secondly, as the problem of frames in terms of the continuity of time, the meaning in Schwizgebel's animation is created by the relation between each frame. It means that the depiction of the shape itself by the composition between each frame is composed of the frame. Eventually, Schwizgebel's work is the animation which has the characteristic of the modem cinema and is the crystal depiction that deviates from rules and logics of the object which was mentioned by Deleuze.

Robot Knowledge Framework of a Mobile Robot for Object Recognition and Navigation (이동 로봇의 물체 인식과 주행을 위한 로봇 지식 체계)

  • Lim, Gi-Hyun;Suh, Il-Hong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.6
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    • pp.19-29
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    • 2007
  • This paper introduces a robot knowledge framework which is represented with multiple classes, levels and layers to implement robot intelligence at real environment for mobile robot. Our root knowledge framework consists of four classes of knowledge (KClass), axioms, rules, a hierarchy of three knowledge levels (KLevel) and three ontology layers (OLayer). Four KClasses including perception, model, activity and context class. One type of rules are used in a way of unidirectional reasoning. And, the other types of rules are used in a way of bi-directional reasoning. The robot knowledge framework enable a robot to integrate robot knowledge from levels of its own sensor data and primitive behaviors to levels of symbolic data and contextual information regardless of class of knowledge. With the integrated knowledge, a robot can have any queries not only through unidirectional reasoning between two adjacent layers but also through bidirectional reasoning among several layers even with uncertain and partial information. To verify our robot knowledge framework, several experiments are successfully performed for object recognition and navigation.

Business Process Design to Apply ebXML Framework to the Port and Logistics Distribution Industry (ebXML 적용을 위한 항만물류산업 비즈니스 프로세스 설계)

  • Choi, Hyung-Rim;Park, Nam-Kyu;Lim, Ho-Seob;Lee, Hyun-Chul;Lee, Chang-Sup
    • Information Systems Review
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    • v.4 no.2
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    • pp.209-222
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    • 2002
  • EDI (Electronic Data Interchange) has been widely utilized to support Business Activities since it has such advantages as fast transfer of information, less documentation work, efficient information exchange etc. Recently e-business environment has urged the traditional EDI system to be changed to ebXML framework. To apply the ebXML framework to a certain industry, it is required to implement Business Process (BP), Core Component (CC), Collaboration Protocol Profile (CPP), Collaboration Protocol Agreement (CPA), Messaging system etc. We have selected the port and logistics industry as a target domain to apply ebXML framework, since the EDI usage ratio of it is relatively higher than other industries. In this paper, we have analyzed the current status of EDI system and transaction processes in the port and logistics industry. We have defined the business process that will be registered in the registry/repository, the main component of ebXML framework, using UN/CEFACT modeling methodology. And Business Collaborations, Business Transactions, Business Document Flows, Choreography, Pattern, etc. are represented using UML according to UN/ CEFACT modeling methodology, to apply ebXML Framework to the port and logistics distribution industry. Also we have suggested the meta methodology for applying the ebXML framework to other industries.