Journal of the Korean Society of Earth Science Education
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v.14
no.2
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pp.159-172
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2021
This study is an action study that plans a instructional strategy for improving experimental activities and interactions in online science classes and suggests improvement plans based on the results. To this end, from July 7 to September 9, 2020, the 'Earth and the Moon' unit class was conducted for 20 6th grade elementary school students located in G Metropolitan City. For the class, smart devices and alternative experiments were planned in the experimental activity category, and an online chat room and Q&A strategy were planned in the interaction category. Among the collected data, class activity papers, homework assignments, reflection journals, online conversation contents, and Q&A contents were input into the matrix and analyzed by writing analytical texts. As a result of the implementation, smart devices and alternative experiments provided opportunities for exploration, but there was a risk of misconception formation and hindered experimental activities. The online chat room and Q&A provided opportunities for communication and examination and feedback on scientific concepts. Through this action study, the researcher was able to reflect on the class while writing class reflection notes, and suggested the role of smart devices in terms of the effectiveness and efficiency of science classes.
The primary purpose of this study is to develop a quality of life scale for adults with developmental disabilities and to test its validity and reliability. For this purpose, the authors generated a initial item pool composed of 62 items based on the conceptual model of Felce and Perry (1995). The initial items were evaluated by three reviewers, and then the items were revised based on their feedbacks. Utilizing a survey questionnaire including the scale items, data on 430 adults with developmental disabilities were collected in collaboration with 33 social welfare agencies and residential facilities for people with disabilities. Through descriptive analysis, correlation analysis, and relevant theories, the qualities of each item were examined, and then the best 20 items were selected. Cronbach's ${\alpha}$ for the final scale was .87. The results of confirmatory factor analysis showed that the 5-factor model fitted the data reasonably well, In addition, criterion validity of each subfactor of the scale was successfully established, employing t-test, one-way ANOVA, and correlation analysis. In discussion, implications and limitations of this study were examined.
In this paper, active noise control was performed to reduce radiated noise in the low frequency band of dishwashers. First, through an analysis of the noise environment of the dishwasher, it was confirmed that the pump noise contributed the most to the radiated noise in the low frequency band, From the result of the noise environment analysis, the reference signal was selected to be the vibration signal of the pump body. The reference signal was obtained by using the accelerometer on the pump body, which can prevent acoustic feedback. The error signal sensor was selected as a microphone located at 1 m in front of the dishwasher and 0.5 m in height. And to design the controller, the error signal and the reference signal were measured at the operational rpms of the dishwasher at 2,500 rpm, 2,600 rpm and 2,800 rpm, and the secondary path transfer function was measured. The designed controller was mounted on Digital Signal Processor (DSP) equipment, and the control performance was verified experimentally. As a result of the measurement at the 3 operational rpms, the 7th multiple component of pump operating frequency decreased by 1.93 dB, 4.43 dB, 5.15 dB per rpm, and the 12th multiple component decreased by 6.67 dB, 2.34 dB, 4.28 dB per rpm. And overall Sound Pressure Level (SPL) decreased by 0.84 dB, 2.58 dB, 1.48 dB by rpm.
KIPS Transactions on Computer and Communication Systems
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v.10
no.2
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pp.29-38
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2021
The Internet including mobile networks is developing to overcoming the limitation of physical distance and providing or acquiring information from remote locations. However, the systems that use video as primary information require higher bandwidth for recognizing the situation in remote places more accurately through high-quality video as well as lower latency for faster interaction between devices and users. The emergence of the 5th generation mobile network provides features such as high bandwidth and precise location recognition that were not experienced in previous-generation technologies. In addition, the Mobile Edge Computing that minimizes network latency in the mobile network requires a change in the traditional system architecture that was composed of the existing smart device and high availability server system. However, even with 5G and MEC, since there is a limit to overcome the mobile network state fluctuations only by enhancing the network infrastructure, this study proposes a high-definition video streaming system in ultra-low latency based on the SRT protocol that provides Forward Error Correction and Fast Retransmission. The proposed system shows how to deploy software components that are developed in consideration of the nature of 5G and MEC to achieve sub-1 second latency for 4K real-time video streaming. In the last of this paper, we analyze the most significant factor in the entire video transmission process to achieve the lowest possible latency.
Journal of Korean Tunnelling and Underground Space Association
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v.24
no.1
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pp.109-128
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2022
The precise inspection for safety and diagnosis (PISD) of tunnel has been conducted by the special act on safety control of public structures. However, the present assessment for the segmental lining of TBM tunnel has limitation such as: NDTs for integrity, segmental configuration for field inspection, and consideration for jacking system. Even if the number of TBM tunnel is less than 1% of enrolled facility in FMS, more attention to maintenance should be necessary due to its usage such as multi-use facility and national important facility. Compared to NATM tunnel, excavated by drilling and blasting and then installed lining by cast-in-place within 6~12 m, TBM tunnel is cut out ground by disk and cutter-bit and then assembled 7 pieces of precast segment, 1.2~1.4 m wide. Different features of design, construction, and maintenance should be considered to be more exact evaluation of TBM tunnel. The characteristics of defect is categorized and analyzed with 11 operational TBM tunnels in domestic subway. To be more comprehend various particular defects, foreign studies have been also adapted. Crack and leakage are categorized in 7 patterns. Breakage/spalling and corrosion are also grouped into 3 patterns. Patterned defects or damages are fed back in design, construction, and are useful guidelines for maintenance stage in future.
The Journal of the Convergence on Culture Technology
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v.8
no.2
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pp.367-372
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2022
With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.
This paper describes the possibility of human physiological data, especially brain-wave activity, to detect cognitive overload, a phenomenon that may occur while learner uses an e-learning system. If it is found that cognitive overload to be detectable, providing appropriate feedback to learners may be possible. To illustrate the possibility, while engaging in cognitive activities, cognitive load levels were measured by EEG (electroencephalogram) to seek detection of cognitive overload. The task given to learner was a computerized listening and recall test designed to measure working memory capacity, and the test had four progressively increasing degrees of difficulty. Eight male, right-handed, university students were asked to answer 4 sets of tests and each test took from 61 seconds to 198 seconds. A correction ratio was then calculated and EEG results analyzed. The correction ratio of listening and recall tests were 84.5%, 90.6%, 62.5% and 56.3% respectively, and the degree of difficulty had statistical significance. The data highlighted learner cognitive overload on test level of 3 and 4, the higher level tests. Second, the SEF-95% value was greater on test3 and 4 than on tests 1 and 2 indicating that tests 3 and 4 imposed greater cognitive load on participants. Third, the relative power of EEG gamma wave rapidly increased on the 3rd and $4^{th}$ test, and signals from channel F3, F4, C4, F7, and F8 showed statistically significance. These five channels are surrounding the brain's Broca area, and from a brain mapping analysis it was found that F8, right-half of the brain area, was activated relative to the degree of difficulty. Lastly, cross relation analysis showed greater increasing in synchronization at test3 and $4^{th}$ at test1 and 2. From these findings, it is possible to measure brain cognitive load level and cognitive over load via brain activity, which may provide atimely feedback scheme for e-learning systems.
Proprioception defined it as the ability to detect, the spatial position or movement of joints using balance, power of the muscle, agility in the internal parts of the body. In existing study for improvement of proprioception, reaching task training provided a feedback; the assessment was not provided a feedback. But, this has problem that it can not guide a proprioception from situation with visual feedback. Virtual reality technique can solve the problem of way providing feedback during training. In this study, we developed proprioception training program using virtual reality and pilot study is performed. VR task were composed three modes. In mode 1, real-time movement of the body was provided using visual feedback. In mode 2, body position was provided using visual feedback when participant have specific response. And in mode 3, body position was not provided. VR task is performed five sessions at each mode and one session performed one by one a three target. In the result of this study, the moving time toward the target from mode 3 was smaller than the moving time toward the target from mode 1 (p= 0.001). The correlation was statistically significant between mode 2 and mode 3 while be offering visual feedback position of mode 2 1session. But, the correlation was not statistically significant between mode 2 and mode 3 after be offered visual feedback position of mode2 1session (p = 0.012). Training environment of mode 1 shows which training used visual feedback than proprioception. Mode2 can execute training of proprioception because first session acquires visual feedback by proprioception. The next study will be verification of the system for training or assessment by clinical experiment.
A new design field called eDesign appears as if eBiz is an online related business in which an industrialized design creates the individual value added facing a digital revolution. The field of eDesign requires a special design process and management methodology regardless of the fact that human sensitivity will be satisfied through a dehumanized computer technique. However, it is the reality of eDesign that has been dependent upon a simple process or project management tool of general design. In this study, we develop an eDesign platform based on an eDesign process and template mainly focused on eBusiness in order to overcome the wrong situation. The template is a kind of document that has a standardization form. We aim to establish a general process through various case projects, store information using a necessary template, and use for the way of visual communication. We propose a standard of eDesign platform that can be widely applied to the field of design, medium and small enterprises focused on IT businesses or design-team through this project performed as an educational-industrial study. It makes it possible to get a detailed process methodology, which can be applied to many small design related companies that don't have their own process yet, and will be a scale for comparing their own process in which the company has a process of opened standard eDesign with it. In addition, it makes possible a systematic control of the own projects within and outside the firm, accumulating information for the firm through the database, and easy communication. Furthermore, it can be applied to check the process of the project as a checklist, and then it will reduce trial and error repeated for every project that has been done.
Many TV viewers use mainly portal sites in order to retrieve information related to broadcast while watching TV. However retrieving information that people wanted needs a lot of time to retrieve the information because current internet presents too much information which is not required. Consequentially, this process can't satisfy users who want to consume information immediately. Interactive video is being actively investigated to solve this problem. An interactive video provides clickable objects, areas or hotspots to interact with users. When users click object on the interactive video, they can see additional information, related to video, instantly. The following shows the three basic procedures to make an interactive video using interactive video authoring tool: (1) Create an augmented object; (2) Set an object's area and time to be displayed on the video; (3) Set an interactive action which is related to pages or hyperlink; However users who use existing authoring tools such as Popcorn Maker and Zentrick spend a lot of time in step (2). If users use wireWAX then they can save sufficient time to set object's location and time to be displayed because wireWAX uses vision based annotation method. But they need to wait for time to detect and track object. Therefore, it is required to reduce the process time in step (2) using benefits of manual annotation method and vision-based annotation method effectively. This paper proposes a novel annotation method allows annotator to easily annotate based on face area. For proposing new annotation method, this paper presents two steps: pre-processing step and annotation step. The pre-processing is necessary because system detects shots for users who want to find contents of video easily. Pre-processing step is as follow: 1) Extract shots using color histogram based shot boundary detection method from frames of video; 2) Make shot clusters using similarities of shots and aligns as shot sequences; and 3) Detect and track faces from all shots of shot sequence metadata and save into the shot sequence metadata with each shot. After pre-processing, user can annotates object as follow: 1) Annotator selects a shot sequence, and then selects keyframe of shot in the shot sequence; 2) Annotator annotates objects on the relative position of the actor's face on the selected keyframe. Then same objects will be annotated automatically until the end of shot sequence which has detected face area; and 3) User assigns additional information to the annotated object. In addition, this paper designs the feedback model in order to compensate the defects which are wrong aligned shots, wrong detected faces problem and inaccurate location problem might occur after object annotation. Furthermore, users can use interpolation method to interpolate position of objects which is deleted by feedback. After feedback user can save annotated object data to the interactive object metadata. Finally, this paper shows interactive video authoring system implemented for verifying performance of proposed annotation method which uses presented models. In the experiment presents analysis of object annotation time, and user evaluation. First, result of object annotation average time shows our proposed tool is 2 times faster than existing authoring tools for object annotation. Sometimes, annotation time of proposed tool took longer than existing authoring tools, because wrong shots are detected in the pre-processing. The usefulness and convenience of the system were measured through the user evaluation which was aimed at users who have experienced in interactive video authoring system. Recruited 19 experts evaluates of 11 questions which is out of CSUQ(Computer System Usability Questionnaire). CSUQ is designed by IBM for evaluating system. Through the user evaluation, showed that proposed tool is useful for authoring interactive video than about 10% of the other interactive video authoring systems.
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