• Title/Summary/Keyword: 상상가능성

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Motor Imagery based Brain-Computer Interface for Cerebellar Ataxia (소뇌 운동실조 이상 환자를 위한 운동상상 기반의 뇌-컴퓨터 인터페이스)

  • Choi, Young-Seok;Shin, Hyun-Chool;Ying, Sarah H.;Newman, Geoffrey I.;Thakor, Nitish
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.6
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    • pp.609-614
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    • 2014
  • Cerebellar ataxia is a steadily progressive neurodegenerative disease associated with loss of motor control, leaving patients unable to walk, talk, or perform activities of daily living. Direct motor instruction in cerebella ataxia patients has limited effectiveness, presumably because an inappropriate closed-loop cerebellar response to the inevitable observed error confounds motor learning mechanisms. Recent studies have validated the age-old technique of employing motor imagery training (mental rehearsal of a movement) to boost motor performance in athletes, much as a champion downhill skier visualizes the course prior to embarking on a run. Could the use of EEG based BCI provide advanced biofeedback to improve motor imagery and provide a "backdoor" to improving motor performance in ataxia patients? In order to determine the feasibility of using EEG-based BCI control in this population, we compare the ability to modulate mu-band power (8-12 Hz) by performing a cued motor imagery task in an ataxia patient and healthy control.

A Study on Creating and Managing "Makerspaces" in Libraries (도서관 무한창조공간 구축 및 운영모형 제안에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.1
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    • pp.53-76
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    • 2014
  • Combining makerspaces and library services is an innovative idea that could positively and radically change the library user experience. The Library Makerspace is able to offer users a different view of the world, and give them the opportunity to explore and imagine new possibilities which they can then create. Therefore, this study focused on analyzing real-world makerspace examples to create suggests for utilizing this trend. The roles and concepts of library makerspaces derived through this research are as follows: space for infinite creativity as social communication space, study areas, job searches, self-publishing, idea incubation, collaboration, equipment and utilization, storytelling, expert mentoring and consulting, and so on. The possibilities are endless, and allow for the development and expansion of the library.

An Availability Model for Active/Active Cluster Systems (Active/Active 클러스터 시스템의 가용도 모델)

  • Park, Kie-Jin;Kim, Sung-Soo
    • The KIPS Transactions:PartC
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    • v.8C no.2
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    • pp.173-181
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    • 2001
  • 하드웨어 기술의 발전으로 인해 컴퓨터 하드웨어의 결함 발생률은 상수 값이거나 점차 작아지는 경향이 있다. 반면에 하드웨어에 탑재된 소프트웨어의 복잡성 및 크기는 이전에는 상상할 수 없을 정도로 방대해져가고 있기 때문에, 소프트웨어의 결함 발생으로 인한 컴퓨터 시스템의 장애 발생 가능성은 점차 더 높아지고 있다. 본 논문에서는 Active/Active 클러스터 시스템의 가용도 개선을 위해서 소프트웨어적인 결함 발생을 미연에 방지할 수 있는 능동적 결함허용 기법인 소프트웨어 재활(rejuvenation) 방법에 대하여 연구하였다. 소프트웨어 재활 과정 및 여분서버로 작업전이(switchover) 과정을 semi-Markov 프로세스로 모델링 한 후, 수학적 분석을 통해 구한 Active/Active 클러스터 시스템의 bud형 상태 확률을 이용하여, 다양한 운영 조건하의 가용도 및 손실비용을 계산하였으며, 이를 통하여 소프트웨어 재활을 통한 Active/Active 클러스터 시스템의 가용도 개선 가능성을 확인하였다.

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Industrialization of Augmented Reality Contents : Focusing on the 21st Century's Films and Augmented Reality Arts (증강현실 콘텐츠의 산업화 : 21세기 영화와 증강현실 예술을 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.347-374
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    • 2014
  • The aim of this article is to consider the future of industrialization of Augmented Reality contents focusing on cinematic imagination of films that used Augmented Reality techniques and artistic imagination of Augmented Reality Arts in the 21st century. The film showing future technology through cinematic imagination plays an role in the presentation of future vision important. Augmented Reality Arts show the big picture of future arts, future aspect of society, and future culture by using technically possible present technology. I classified the researched films according to Augmented Reality technique. It is expected that Gesture Recognition will develop with transparent display device techniques, Hologram techniques will be changed into individualized communication styles, Biometrics will be able to evolve into multi-Biometrics, and Wearable Computer will develop in the aspect of physical body augmentation and then industrialize. In Augmented Reality Arts, it seems that the various utilization of avatar will be related to Hologram, the utilization of the physiological phenomenon of the human body will be related to Biometrics, the mixture of reality and virtual reality will utilize display devices through Gesture Recognition, and a new experiment of HMD(Head-Mounted Display) will industrialize with the diversification of Wearable Computer. Augmented Reality contents created through the imagination and representation in the films and arts take a role in helping human life, and, at the same time, show the future image industrialized in the way of combination between human and environment without a medium.

주택경기전망

  • 한국주택협회
    • 주택과사람들
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    • s.168
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    • pp.46-58
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    • 2004
  • >>> 시장여건 분석 $\blacktriangleright$ 주택수급 상황 $\cdot$ 신규입주물량은 46만호로 올해보다 크게 감소하나 아파트입주물량은 32만호로 증가. 특히, 주거용 오피스텔 입주가 본격화되면서 전체적으로 공급과잉구조로 전환 $\cdot$ 가수요는 물론 실수요도 위축되면서 미분양 증가, 입주후 공가가 주요이슈로 대두 $\blacktriangleright$주택정책 여건 $\cdot$양도세,재산세 중과, 주택거래신고제, 종합부동산세 등 10.29종합대책의 후속조치가 본격화되고, 토지거래허가대상 확대 및 개발이익환수 등 2차 대책 시행가능성 상존 $\cdot$ 분양원가 공개, 후분양제 도입, 신행정수도 이전계획의 향방에 따른 불안요인도 내재 $\blacktriangleright$거시경제 전망 $\cdot$ 경기회복으로 금리가 상승세로 돌아설 경우 투자수요 위축 불가피 $\cdot$ 경제성장률이 $5\%$대로 개선되고 시중유동성도 풍부하나, 가계부실과 실업 증가로 수요증가효과는 제한적 >>> 향후 시장전망 $\cdot$ 저금리기조와 각종 개발호재에 따른 시장불안요인은 상존하나 정부의 강력한 투기억제 의지를 감안할 때 단기 조정 후 추가 하락하는 전형적인 경기후퇴국면에 진입할 전망 $\cdot$매매가격은 서울아파트가격이 크게 하락하면서 전국평균-$2\%$ 내외의 하락률을 보이고, 전세가격도 국지적 불안 가능성은 있으나 $-1\%$ 내외의 하향안정세가 이얼질 전망. 분양시장은 청약률 둔화와 미분양 증가의 침제양상이 이어지면서 주택건설실적도 각종 사업여건 악화로 50만호 안팎에 머물 것으로 예상. 지가상상률은 투기대책과 주택시장 위축으로 올해보다는 소폭 낮아지나 각종 개발 호재에 힘입어 개발예정지역을 중심으로 $3\%$ 내외의 높은 상승세가 지속될 전망

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Gameness in SNS : Tetradic Analysis of the Classic Game Model (SNS의 게임성 연구 : 클래식 게임 모델의 테트래드적 분석)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.29-44
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    • 2014
  • This Study analyzes gameness in SNS. SNS is not only communication tool for real life but also game like media for the experimental fiction. As the media like games, SNS meets 6 classic game features. After the Tatradic analysis, Expressive and manipulation rules move SNS paidia direction, player's effort and negotiable outcome are obsolesced. Player's attachment is enhanced and in SNS, the tradition of MUD retrieves abstract ground with representative expression. As following result, SNS is able to extend its own area to the player's creative world for the possible. SNS is the media like games.

Reading 'Little Manila' along Daehangno : Exploring the Conceptualization of Transnational Spaces (대학로 '리틀마닐라' 읽기 : 초국가적 공간의 성격 규명을 위한 탐색)

  • Jung, Hun-Joo
    • Journal of the Korean association of regional geographers
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    • v.16 no.3
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    • pp.295-314
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    • 2010
  • The paper attempts to balance the discourses of transnational spaces that have focused on de-territorialization, by emphasizing that transnational spaces are maintained also through re-territorialization. Reviewing the literature of transnational social fields, translocality, multicultural spaces and transnational places, I aim to show the way the main issues from the literature help understand an actually existing transnational space, Little Mania in Daehangno, Seoul. I specifically address the dialectic relation between de-territorialization and re-territorialization, multi-scalar networks, and hybridity of multicultural spaces in interpreting the weekend enclave of Filipinos in Seoul. I argues that Little Manila is a grounded translocality operating through multi-scaled networks of various actors. Furthermore, it is not a unified space where one dominant Filipino identity stands out. Different Filipinos and Filipinas constitute the space imagining different homes. It is also a multicultural space open to other minorities, which suggests the possibility of alternative spatial politics based on co-presence of different 'Others'.

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Beyond Armageddon: Is the Jehovah's Witnesses' Paradise Earth Conceivable? (아마겟돈을 지나서 - 여호와의 증인이 말하는 지상낙원은 상상할 수 있는 것인가? -)

  • Chryssides, George D.
    • Journal of the Daesoon Academy of Sciences
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    • v.32
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    • pp.237-267
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    • 2019
  • The article considers the problems of envisaging a paradise on earth, with special reference to Jehovah's Witnesses. After an explanation of their relationship to the Christian Protestant tradition, particularly Adventism and American fundamentalism, some key doctrines of the Watch Tower organisation are identified, with particular reference to their belief in a coming earthly paradise. Jehovah's Witnesses are a restorationist movement, seeking a restored paradise on earth, and endeavouring to restore authentic Christianity in what they take to be its original form. Discussion is given to the possibility of physical accommodation on the earth, the position of animals, family life, language, and technology. Finally, brief comparison is made with the expected paradise of the Daesoon Jinrihoe, which is based on a radically different worldview. It is concluded that such differences help to explain why Jehovah's Witnesses have limited success in Korea, as compared with indigenous Korean new religions such as Daesoon Jinrihoe.

Dynamic graphic features in S-PLUS and XLISP-STAT (S-PLUS와 XLISP-STAT의 다이나믹그래픽 기능)

  • 김철웅;서한손
    • The Korean Journal of Applied Statistics
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    • v.6 no.1
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    • pp.23-28
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    • 1993
  • The increase in computing power and the decrease in price of computers has enabled statistical computer graphics to progress tremendously in recent years. Many people can now access to the newly developed computer graphical methods easily. The direct manipulation on screen and the symultaneous realization of the results are two main ingradients of dynamic graphics. We compare the dynamic graphical features in two relatively new packages; SPLUS and XLISP-STAT. XLISP-STAT is very lean packed with powerful dynamic graphical tools. The statistical computer graphics, being still in the state of infancy, has a lot of room to grow, and is a new research area with a great potential.

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MRI(Magnetic Resonance Imaging)의 원리와 응용

  • 오창현
    • Journal of the Korean Magnetics Society
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    • v.6 no.4
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    • pp.272-276
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    • 1996
  • 1948년 Harvard 대학의 Purcell교수와 Stanford 대학의 Bloch교수가 핵자기 공명(Nuclear Magnetic Resonance : NMR) 현상을 발견한 이래로 NMR은 물질의 분자단위에서 화학적, 물리학적 성질을 밝혀내는 탁월한 방법으로 널리 이용되어 왔다. NMR 현상을 이용한 영상촬영법(Magnetic Resonance Imaging, MRI)은 1970년대초 Lauterber와 Damadian 교수가 처음 영상을 얻을 수 있다는 가능성을 제시한 이후 급속한 발전을 하여 1980년대 초에는 Moore와 Holland에 의해 의학분야에 응용 가능할 정도의 영상이 얻어졌다. 1980년대 중반부터 상용화 되었으며 최근 그 기법도 NMR현상과 연관된 파라미터인 $T_{1}$, $T_{2}$는 물론 혈류의 속도, 자화율, 확산(Diffusion), Perfusion의 영상기법을 비롯해 혈관조영술(MR Angiography), 뇌기능영상(Functional Imaging)등 과거에는 상상도 할 수 없었던 다양한 영상기법 개발되었다. 여기서는 먼저 MRI의 원리를 설명한 후 MRI의 여러 촬영기법들과 그 응용에 관해 설명하겠다.

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