• Title/Summary/Keyword: 지도 맥락

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Per-Object Transparency in Visualization of Segmented Volumes (분할된 볼륨의 가시화에서 객체당 투명도)

  • Jeong Dongkyun;Shin Yeong Gil;Lee Cheol-Hi
    • Journal of Korea Multimedia Society
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    • v.8 no.9
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    • pp.1239-1247
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    • 2005
  • Basically, objects are discriminated by transfer functions in volume rendering . However, in some cases objects cannot be discriminated only with transfer functions. In these cases, objects are pre-segmented with other methods, and visualized based on the segmentation information. In this paper we present a way of assigning per-object transparency in visualization of segmented volumes. Semi-transparent rendering is used to effectively give context information about the observed object. Per-object transparency can be used as a very effective visualization tool especially when it is difficult to adjust transfer functions to make the object semi-transparent. We present several interpretations of the meaning of per-object transparency, and corresponding variations of the algorithm. We show that efficient implementations for interactive use are possible, by presenting an implementation using general graphics hardware.

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Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s (1960년대 기계오락문화현상과 전(前)게임기의 맥락)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.111-120
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    • 2015
  • The purpose of this study is to understand the sociocultural context of the pre-game period, and how the context influenced on the identity formation of games. Games did not develop with the fixed and stable identities. Instead, games is the outcome which is conceived in the history of articulation of various discourses, technologies and social factors. The mechanical amusement devices was consumed for the urban entertainment, and made a strained relations with the society for the speculative and pathological characteristics. The mechanical amusement has extended to the electronic games in 1970s, and reached the present digital game culture.

Guidelines for Serious Game Museum Exhibits (박물관 전시용 기능성 게임을 위한 가이드라인 연구)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.119-138
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    • 2019
  • Digital interactives in museums are expanding and user experience is becoming the focus of exhibition design. The purpose of this study was to suggest guidelines for serious games as a part of museum exhibits. To achieve this, studies on museum education, public space HCI, serious games, and universal design were analyzed by using content analysis methods. Results included 16 quality standards from cognitive, physical, and personal/social models. The findings from this study could benefit the design of future museum gaming interactives.

Graph Reasoning and Context Fusion for Multi-Task, Multi-Hop Question Answering (다중 작업, 다중 홉 질문 응답을 위한 그래프 추론 및 맥락 융합)

  • Lee, Sangui;Kim, Incheol
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.8
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    • pp.319-330
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    • 2021
  • Recently, in the field of open domain natural language question answering, multi-task, multi-hop question answering has been studied extensively. In this paper, we propose a novel deep neural network model using hierarchical graphs to answer effectively such multi-task, multi-hop questions. The proposed model extracts different levels of contextual information from multiple paragraphs using hierarchical graphs and graph neural networks, and then utilize them to predict answer type, supporting sentences and answer spans simultaneously. Conducting experiments with the HotpotQA benchmark dataset, we show high performance and positive effects of the proposed model.

A Comparative Study of Figure Skating Commentary on NBCSN and MBC's Coverage of 2018 Olympic Games (NBCSN과 MBC의 평창동계올림픽 피겨 스케이팅 해설에 대한 비교분석: 피겨 스케이팅 중계방송 해설의 개선방안에 대하여)

  • Song, Yung-Joo;Kim, Hana
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.94-105
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    • 2022
  • The purpose of this study is to suggest improvement plan for a commentary on figure skating in Korea from comparing to NBCSN and MBC's coverage of the 2018 Pyungchang Olympic Games employing both of quantitative and text analysis. Results indicate that NBCSN and MBC's commentary on figure skating have definitely different characteristics in terms of expertise and dramatizing ability. The commentator of MBC frequently used monotonous and repetitive emotional expression and provided incoherent information in very automatic way. Whereas, NBCSN's comments expressed very diverse way on introduction of players, explanation of technique and evaluation, especially on dramatizing ability to contextualize combining players' performance and background information.

70만 경영체-<한국군 어디로 가야 하나> 소고

  • Jo, Nam-Tae
    • Defense and Technology
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    • no.10 s.152
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    • pp.18-27
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    • 1991
  • <70만 경영체-한국군 어디로 가야 하나)라는 책자가 최근 출간되어 많은 파문을 낳고 있습니다. 이러한 시기적인 맥락에서 방위산업과 방산업체, 국과연, KFP사업, 군비축소 등 가장 중요하다고 여겨지는 5가지 사안에 대해 간략히 살펴보도록 꾸몄습니다. 참고적으로 알려드릴것은 바뿐 업무일정속에서 특별기고를 해준 조남태실장은 본지의 주요필자중 한사람이며, 70년대초부터 방위산업 발전에 일익을 담당해온 중견연구원입니다 애독자 여러분의 필독과 지도편달을 바랍니다

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마리 퀴리와 피에르 퀴리

  • Jo, Suk-Gyeong
    • The Science & Technology
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    • no.6 s.445
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    • pp.82-85
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    • 2006
  • 과학연구의 세계적 권위로 자리 잡은 노벨과학상이 제정된 지 100년이 넘었다. 그 동안 물리학, 화학, 생리의학상 세 분야에서 수백 명의 과학자들이 영예로운 상을 수상했으며, 지난 2001년 노벨재단은 이를 기념하기 위해 전세계 주요 도시를 순회하는 특별전시회를 기획했다. ‘창조성의 문화 : 개인적 차원 혹은 사회적 차원’을 주제로 한 이 전시회는 과학적 창조성의 발현이 개인의 특성뿐만 아니라 개개인이 태어나고 성장하는 사회∙문화적 여건에 의해 영향을 받는다는 강한 메시지를 전달하고자 했다. 이번호부터 게재될‘노벨과학상 수상자의 삶과 애환’은 뛰어난 연구 성과를 낸 과학자들이 살았던 사회∙문화적 맥락과 함께 그들의 삶을 소개하고자 한다.

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Development of An Interactive Tour-Guide Robot in Dynamic Environments

  • 김건희;정우진;김경록;김문상;한상목;신홍식
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.05a
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    • pp.20-20
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    • 2004
  • 최근 들어서 로봇 기술이 공공장소에서 서비스 제공을 위한 목적으로 이용되기 위하여 다양한 시도들이 이루어지고 있다. 현재 로봇 기술 연구에 있어서 큰 두 가지 이슈엔 로봇과 사람 사이의 인터렉션과 동적 환경에서의 네비게이션 문제가 있고, 이에 밀접하게 연관된 안내 로봇 시스템 연구에 많은 연구자들이 관심을 가지고 연구를 수행하고 있다 KIST(Korea Institute of Science and Technology)의 지능로봇연구센터에서도 이러한 맥락에서 2004년 8월에 대전 국립중앙박물관에 상시 운영을 목표로 하는 안내 로봇 "지니"를 개발 하고 있다.(중략)

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Factors Influencing Acceptance and Use of New Technologies in the Metaverse Era : Focusing on the Difference between B2C Context and B2B Context (Metaverse 시대의 신기술 사용 의도에 영향을 미치는 요인: B2C 맥락과 B2B 맥락의 차이를 중심으로)

  • Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.4 no.3
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    • pp.125-139
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    • 2021
  • As the 4th industrial revolution progresses, new technologies and services are being born, growing, and maturing. Now, beyond the mobile era, the metaverse is being discussed as a new paradigm. Therefore, in this study, in preparation for the metaverse era, we tried to analyze what factors have an important influence when consumers want to use new technologies. In particular, the research was conducted focusing on how the context in which consumers use the technology changes depending on whether they are B2C or B2B. For this, augmented reality (AR) was selected in the B2C context by linking the research subject with the metaverse era, and the smart factory was selected in the B2B context. The research model for the analysis was established by deriving and setting common influence variables by reflecting the characteristics of the research target technology based on the modified extended unified theory of acceptance and use of technology. A survey was conducted for empirical analysis, and 150 AR and 150 smart factory subjects were analyzed. The empirical study results are as follows. The relationship between performance expectancy and intention to use, technology readiness and intention to use was found to have a significant positive (+) effect on both AR and smart factory. On the other hand, it was found that effort expectancy, social influence, and trust had a positive (+) effect on intention to use only in AR. Only in smart factory, facilitating conditions had a significant positive (+) effect on intention to use. It was also found that the perceived risk had a significant negative (-) effect on the intention to use only in the smart factory. The results of this study are academically significant in that we empirically test that influencing factors of technology use varies depending on the context in which it is used by consumers. In practice, it provided an implication of what to focus on first is being implemented.

초등학교에서의 알고리즘 지도의 필요성과 지도방법

  • Seo, Chan-Suk;Nam, Seung-In
    • Communications of Mathematical Education
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    • v.11
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    • pp.145-157
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    • 2001
  • 학습자가 수학적 지식이 정말로 가치 있고 유용한 것이라는 실감을 갖게 하기 위해서는 학습자가 학습의 주체로써 능동적인 참여 기회와 환경의 제공해야 할 것이다. 그러나 지금까지의 수학 학습은 주로 교과서에 제시된 내용과 순서에만 의존하여 교사가 자신의 관점에 근거하여 학생들을 가르치기 위해 수업을 설계하고 실행하고 평가함으로 해서 이미 만들어진 수학을 전수 받아 이를 암기하고 반복 연습하는 경우가 많았다. 특히 수학학습에서 가장 기본 ${\cdot}$ 기초가 되는 알고리즘 학습의 경우 학생들이 가지고 있는 기존의 경험이나 지식에 근거하여 그들 스스로 알고리즘을 구안 ${\cdot}$ 적용해 볼 수 있는 기회를 통해 문제를 해결하는 경험이 중요하다고 보겠다. 이런 맥락에서 본고에서는 인간의 창조적 활동의 산물인 표준화된 알고리즘을 직접적으로 도입 ${\cdot}$ 적용하기에 앞서서 학습자의 수준에서 창의적으로 알고리즘을 고안 ${\cdot}$ 활용해 볼 수 있도록 하기 위해 초등학교 수학에서 알고리즘을 지도하는 방안에 대해 알아보고자 한다

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