• Title/Summary/Keyword: 사용자 참여형

Search Result 296, Processing Time 0.028 seconds

Virtual Reality Based Welding Training Simulator (가상현실 기반 용접 훈련 시뮬레이터)

  • Jo, Dong-Sik;Kim, Yong-Wan;Yang, Ung-Yeon;Lee, Gun-A.;Choi, Jin-Sung;Kim, Ki-Hong
    • Proceedings of the KWS Conference
    • /
    • 2010.05a
    • /
    • pp.49-49
    • /
    • 2010
  • 용접은 산업계의 기계 조립 및 접합을 위한 공정의 주요한 작업으로 조선, 중공업, 건설 등 산업현장에서 사람에 의한 수동적인 작업으로 대부분 수행된다. 이러한 용접 작업을 수행하는 용접 기술자는 산업 현장 훈련원과 직업 교육 학교에서 양성되지만 용접 훈련 과정은 실습 초보자에게 위험하고, 장시간 교육하기에 어려울 뿐 아니라 재료 낭비, 의사 소통의 한계, 즉석 결과 평가의 한계, 공간부족 등 다양한 문제가 있다. 그러므로, 안전하고 반복적인 실습 환경 제공하고 장시간 및 다수 교육참여 지원 등이 가능한 시스템을 구축하여 숙련된 우수 인력 조기 확보와 훈련 비용을 절감할 필요가 있다. 본 논문에서는 실제와 동일한 상호작용을 제공할 뿐만 아니라 고품질로 훈련 환경을 가시화하여 용접 상황을 동일하게 모사하는 가상 현실 기반 용접 훈련 시뮬레이터를 제시한다. 이 시스템은 용접의 형상과 환경의 고품질 가시화, 경험 DB를 통한 용접의 비드 형상 데이터 획득, 용접 토치를 이용하는 사용자 상호작용, 용접 훈련 결과 평가 및 최적 작업 가이드, 용접 콘텐츠 저작, 다양한 용접 훈련을 가시화하는 하드웨어 플랫폼으로 구성된다. 고품질 가상 용접 가시화는 경험 DB 기반 비드 형상 데이터와 신경회로망을 이용한 비드 형상 예측을 통해 실시간 비드 표현이 이루어지며 쉐이더 기반 고품질 모재 및 비드 표현, 아크 불꽃 효과 표현을 포함한다. 사용자 상호작용은 현장 작업 도구와 일치된 토치 인터페이스와 위치추적을 이용하여 토치의 작업각, 진행각, 속도, 거리 등을 반영할 수 있으며 진동과 소리 등 용접 훈련의 사실적 상호작용도 재현하였다. 용접 훈련 평가 및 최적 작업 가이드는 훈련자의 용접속도, 거리, 각도 등의 사용자 작업 결과를 그래픽으로 표현하고, 애니메이션을 통한 훈련 자세를 추후 분석할 수 있도록 하였고, 가상토치, 기준선, 수치계기 등을 이용한 최적 작업 훈련 가이드 제시하였다. 훈련 콘텐츠 저작은 메뉴UI 기반으로 용접의 전류, 전압 등의 조건과 상황을 선택하도록 제시하였고, 하드웨어 플랫폼은 워크벤치형 입체 디스플레이 방식으로 용접 환경을 가시화하였고, 위, 정면, 아래보기 등 다양한 용접 자세 변경을 지원 할 수 있도록 구축하였다. 이러한 가상현실 기반 훈련 시뮬레이터는 아크열 발생에 따른 장시간 훈련의 어려움을 극복할 수 있고, 다양한 실습 환경을 바꾸어 가며 반복적인 훈련이 가능하고, 실 재료를 사용하지 않아 재료의 낭비를 줄일 수 있는 환경 친화적인 안전하고 효율적인 훈련 실습 환경을 제공할 수 있다.

  • PDF

Young Children's User Experience on Dramatic Activities Relying on Robot Projector Based Augmented Reality (증강현실기술과 로봇을 적용한 동극활동유형에 대한 유아의 사용자 경험)

  • Hyun, Eunja;Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.4
    • /
    • pp.469-480
    • /
    • 2013
  • The purpose of this study is to investigate young children's user experience on three types of dramatic activity: traditional dramatic activities, dramatic activities relying on robot projector based augmented reality and creative dramatic activities relying on robot projector based augmented reality. Participants were 20 five-year-old children attending D kindergarten, in Seoul, Korea. They read 3 picture books, then did 3 types of dramatic activities in order. Participants were divided into 3 groups in each activity then they took a role as actors and audiences in order. After all dramatic activities had been done, participants had been interviewed regarding to user experience. The findings of this study are as follows; First, the most interesting dramatic activity for young children was creative dramatic activities relying on robot projector based augmented reality. On the other hand, the least interesting activity was traditional dramatic activities. Second, They answered it the easiest one for them the dramatic activities relying on robot projector based augmented reality, whereas the hardest one was the creative dramatic activities relying on robot projector based augmented reality. Thirdly, all the participants answered that it was not hard for them to use the technology embedded in dramatic activities relying on robot projector based augmented reality. They acknowledged the effects of augmented reality technology and the role of robot as well. The result of this study would suggest the feasibility of new technology promoting young children's digital literacy.

Trends of Semantic Web Services and Technologies : Focusing on the Business Support (비즈니스를 지원하는 시멘틱 웹서비스와 기술의 동향)

  • Kim, Jin-Sung;Kwon, Soon-Jae
    • Journal of Intelligence and Information Systems
    • /
    • v.16 no.4
    • /
    • pp.113-130
    • /
    • 2010
  • During the decades, considerable human interventions to comprehend the web information were increased continually. The successful expansion of the web services made it more complex and required more contributions of the users. Many researchers have tried to improve the comprehension ability of computers in supporting an intelligent web service. One reasonable approach is enriching the information with machine understandable semantics. They applied ontology design, intelligent reasoning and other logical representation schemes to design an infrastructure of the semantic web. For the features, the semantic web is considered as an intelligent access to understanding, transforming, storing, retrieving, and processing the information gathered from heterogeneous, distributed web resources. The goal of this study is firstly to explore the problems that restrict the applications of web services and the basic concepts, languages, and tools of the semantic web. Then we highlight some of the researches, solutions, and projects that have attempted to combine the semantic web and business support, and find out the pros and cons of the approaches. Through the study, we were able to know that the semantic web technology is trying to offer a new and higher level of web service to the online users. The services are overcoming the limitations of traditional web technologies/services. In traditional web services, too much human interventions were needed to seek and interpret the information. The semantic web service, however, is based on machine-understandable semantics and knowledge representation. Therefore, most of information processing activities will be executed by computers. The main elements required to develop a semantic web-based business support are business logics, ontologies, ontology languages, intelligent agents, applications, and etc. In using/managing the infrastructure of the semantic web services, software developers, service consumers, and service providers are the main representatives. Some researchers integrated those technologies, languages, tools, mechanisms, and applications into a semantic web services framework. Therefore, future directions of the semantic web-based business support should be start over from the infrastructure.

A Plan to Strengthen the Role of Citizens as Co-Creators of Smart City Services - Focused on the Development of Function Issue Card Technology - (스마트도시서비스 공동창의자로서의 시민 역할 강화 방안 - 기능카드 기법 개발을 중심으로 -)

  • JI, Sang-Tae;PARK, Jun-Ho;PARK, Joung-Woo;NAM, Kwang-Woo
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.24 no.2
    • /
    • pp.1-11
    • /
    • 2021
  • Lately, the Korean Government has gradually expanded participation by local residents who are users of the area in the smart city project for the construction of region specialization smart city service (hereinafter called "Smart Service") and the enhancement in the citizen's awareness. However, due to the lack of information on smart service-related technology, there has been a limitation in getting the specific opinion of citizens in the process of designing the Smart Service. In this study, reports made by 4 four local governments which were selected for implementation of 2019 "Smart Town Challenge Projects" were reviewed to diagnose the actualization level of the smart service suggested by citizens through the living lab. The analysis results show that though the smart service plan was established by using diverse design thinking methodology through the living lab, there was a limitation in having citizens design the specific functions of the smart service. So, this study suggests the function issue card technique which can be used by modulating and freely combining four elements such as information collection, processing, supplying method and technique of the smart service and the service contents. This function issue card technique was directly applied to the living lab of the smart city project to verify its effectiveness. It was found that through this technique, citizens can combine the functions and contents of the smart service to materialize smart services at the level of detailed functions. The function issue card technique suggested in this study is expected to contribute to the actualization of opinions for the role of citizens as co-creators in solving local problems in the citizen participation type smart city plan in the future, thus helping the design of the regional specialization smart service.

The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student (저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.2
    • /
    • pp.225-232
    • /
    • 2013
  • The smart education is performed in the education field, but the contents related to the subject class performed in the various smart devices are insufficient and it is necessary to continue training teacher and learner for the app development education. Therefore this study developed and applied the contents production education program of the game type web app around elementary science 6 grade 1 term utilizing Storyline authoring tools, similar to PowerPoint and be executable in the various devices. After educating students, we investigate the convenience of the use of Storyline, satisfaction level of learning contents work activity, and the continued availability, and etc,. They are interested in the activity of the smart educational contents development and they wished to participate in the continued app development education and activity in spite of it make difficulty for using English menu.

  • PDF

Emotion Recognition Method of Competition-Cooperation Using Electrocardiogram (심전도를 이용한 경쟁-협력의 감성 인식 방법)

  • Park, Sangin;Lee, Don Won;Mun, Sungchul;Whang, Mincheol
    • Science of Emotion and Sensibility
    • /
    • v.21 no.3
    • /
    • pp.73-82
    • /
    • 2018
  • Attempts have been made to recognize social emotion, including competition-cooperation, while designing interaction in work places. This study aimed to determine the cardiac response associated with classifying competition-cooperation of social emotion. Sixty students from Sangmyung University participated in the study and were asked to play a pattern game to experience the social emotion associated with competition and cooperation. Electrocardiograms were measured during the task and were analyzed to obtain time domain indicators, such as RRI, SDNN, and pNN50, and frequency domain indicators, such as VLF, LF, HF, VLF/HF, LF/HF, lnVLF, lnLF, lnHF, and lnVLF/lnHF. The significance of classifying social emotions was assessed using an independent t-test. The rule-base for the classification was determined using significant parameters of 30 participants and verified from data obtained from another 30 participants. As a result, 91.67% participants were correctly classified. This study proposes a new method of classifying social emotions of competition and cooperation and provides objective data for designing social interaction.

Generation United News In Education Using Knowledge Sharing Service (지식공유서비스를 활용한 세대통합형 NIE)

  • Jang, Jae-Kyung;Kim, Ho-Sung
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.213-218
    • /
    • 2007
  • 정보생산을 촉진하는 새로운 형태의 사이버공간이 나타나면서 지식의 창출과 지식을 얻는 형태가 변화하고 있다. 최종사용자에게 웹 애플리케이션을 제공하는 컴퓨팅 플랫폼인 web 2.0의 도입으로 손쉽게 자신이 필요한 정보를 분류할 수 있는 웹 컨텐츠가 활발히 제공되고 있으며 제공된 컨텐츠를 활용하여 수많은 정보 속에서 자신만의 보석을 찾아 손쉽게 지식을 쌓아 관리를 하고 있다. 이러한 지식공유서비스는 무분별한 정보, 중복된 지식, 그리고 단순한 관리로 인해 자신이 원하는 지식을 얻기란 쉽지 않은 것이 사실이다. 본 논문에서는 온라인상의 정보를 탐색하기 위해서 인터넷을 이용하던 네티즌들이 정보생산자로서 참여하는 공간으로 등장한 '지식공유서비스'를 기반으로 지식 창출 및 관리자로서 시니어를 활용하여 지식의 수용자로서 유아들을 위한 NIE (News In Education) 활용 교육 체계를 제안한다. 뉴스는 유아부터 성인까지 활용될 수 있는 좋은 교육 자료로서 NIE를 통하여 사고력, 논리력, 표현력, 창의력 등 여러 영역에 걸친 능력을 향상시킬 수 있다. 특히 유치원이나 학교의 교과과정에 맞추어 이러한 능력들을 더욱 배가 시킬 수 있다는 점에서 NIE가 더욱 각광받고 있다. 본 연구는 미디어 융합의 결과로 인터넷 뉴스를 활용해 생활과 분리되지 않은 통합교육을 할 수 있는 SCORM 기반의 유아용 콘텐츠를 생성하여 유아 교육에 활용하고자 한다. 또한, 유아용 NIE 교육 콘텐츠는 시니어들을 NIE 강사로 양성하였을 때 학습 자료로도 활용된다. 시니어들을 NIE 강사로 양성함으로써 시니어의 일자리 창출 및 지역사회 통합과 1세대인 여성시니어와 3세대인 아동 간의 세대통합을 이끌어 낼 수 있도록 하는 것에 목적을 두고 시니어 NIE 콘텐츠를 생성하고자 한다. NIE에 생성되는 지식을 생성하고 관리하기 위한 지식 솔루션으로 위키의 기능을 추가하여 개발하고자 한다. 위키를 사용하므로 개별적으로 존재하던 지식을 공동의 지식으로 공유할 수 있으며 의견을 하나로 통합하는 과정에서도 유용하게 사용될 수 있을 것이다. 위키를 이용한 시니어 NIE 콘텐츠에서는 교수 학습 계획안 및 NIE 아이디어를 공동 작업을 통하여 효율적으로 지식을 생성할 수 있으며 여러 사람들이 여러 단계를 거치면서 하나의 정제된 지식을 생성하게 되므로 양질의 교수 학습 계획안이나 NIE 아이디어를 창출할 수 있을 것이다.

  • PDF

A Study on the Distribute Authentication Method Scheme through Authentication and Right Mechanism Trend of the Ubiquitous Environment (유비쿼터스 환경의 인증 및 권한 메커니즘 동향을 통한 분산 인증기법 방안 연구)

  • Oh, Dong-Yeol;Sung, Kyung-Sang;Kim, Bae-Hyun;Oh, Hae-Seok
    • Convergence Security Journal
    • /
    • v.8 no.1
    • /
    • pp.35-42
    • /
    • 2008
  • While an information system and administration for an application that a user contacts with raise a head by an important problem, a system approach and methodology for administration are mentioned. Authentication technology of various configuration is used, but non-efficiency by complicated authentication administration and operation inappropriate use are for a successful expansion of various and new business of wire/wireless environment. In addition, under the mobile computer environment with different authentic method each other, it is difficult at all to expect flexible and continuous service. Under the ubiquitous computing environment, It is very important thing plan to research and develop compatibility and the side of variance authentication plan that preservation characteristics are helped. Hereby, This paper look around an requirement items and authority mechanism for the administration and the operation mechanism of the distributed authentication considering expansion possibility of the ubiquitous computing environment not only fixed computing environment but also mobile computing. In future, we expect it by can guide positive participation about distributed authentication technique of the genuine ubiquitous environment.

  • PDF

Understanding information users through user segmentation using factor analysis and cluster analysis (요인 분석과 클러스터 분석 기법을 활용한 사용자 세분화를 통한 정보이용자 이해)

  • Park, Minsoo
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.3
    • /
    • pp.437-442
    • /
    • 2020
  • Since the advent of the innovative information technology called the Internet, the dynamism of the information environment has brought about changes in information users' needs and behavior. It is essential to understand information users in this rapidly changing environment, and based on this, it is necessary to effectively build and operate an information service and a system therefor. The purpose of this study is to understand the characteristics according to the segmentation of users of the National Science and Technology Information Service System, and to derive improvements to customized services and content development through research and analysis of content usage. A total of 816 science and technology information service system users participated in online surveys from September to November. Collected data is applied to factor analysis and cluster analysis techniques to subdivide users of science and technology information service systems, to recognize new information technologies and information services, science technology information needs, and science and technology attributes that users consider important. We derived the results according to the segmented user group.

Evaluation of Gaze Depth Estimation using a Wearable Binocular Eye tracker and Machine Learning (착용형 양안 시선추적기와 기계학습을 이용한 시선 초점 거리 추정방법 평가)

  • Shin, Choonsung;Lee, Gun;Kim, Youngmin;Hong, Jisoo;Hong, Sung-Hee;Kang, Hoonjong;Lee, Youngho
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.1
    • /
    • pp.19-26
    • /
    • 2018
  • In this paper, we propose a gaze depth estimation method based on a binocular eye tracker for virtual reality and augmented reality applications. The proposed gaze depth estimation method collects a wide range information of each eye from the eye tracker such as the pupil center, gaze direction, inter pupil distance. It then builds gaze estimation models using Multilayer perceptron which infers gaze depth with respect to the eye tracking information. Finally, we evaluated the gaze depth estimation method with 13 participants in two ways: the performance based on their individual models and the performance based on the generalized model. Through the evaluation, we found that the proposed estimation method recognized gaze depth with 90.1% accuracy for 13 individual participants and with 89.7% accuracy for including all participants.