• Title/Summary/Keyword: 진화 연구 경험

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A study on the immersive experience in preparation for the era of autonomous ships (자율운항선박시대를 대비한 몰입형 자율운항 경험에 관한 연구)

  • Chang, Myung-Hee
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2020.11a
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    • pp.70-71
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    • 2020
  • In the era of autonomous ships, artificial intelligence technology will be able to provide a more advanced immersive experience by combining AR and VR. Immersion technology can provide a real-like experience and sensibility by dazzling the five senses of the user. In autonomous operation through VR or AR, it is necessary to provide a natural environment in which seafarers can immerse themselves in navigation and interact with virtual ships. In this study, in preparation for the era of autonomous ships, what are the key characteristics that seafarer can realize immersive user experience during autonomous navigation through VR or AR.

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Triple Helix Model evolution perspective through human capital policies in the process of industrialization era (산업화과정 인력양성 정책을 통해 본 Triple Helix Model의 진화)

  • Junghee Han
    • Journal of Technology Innovation
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    • v.31 no.2
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    • pp.29-58
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    • 2023
  • The knowledge and technological competitiveness produced by universities determines a country's scientific technology and industrial competitiveness. The aim of this study is to find the evolution of Triple Helix Model (THM) by analyzing cases of technological catching-up and nurturing the human capital policies during Korea industrialization era, from 1960 to 2020. To fulfill the aims, this study utilized qualitative methodologies. In this study not only the process of acquiring technologies and core technologies but also the system for nurturing the human capital focused on scientific and engineers was analyzed. In addition characteristics of each ear of Triple Helix Model (THM) were examined. From the results, this study suggests Triple Helix Syncro-Scenario (THSS) which is the compelling innovation model, based on scenario, combined the personal experiences various critical thoughts and problems with enterprises and government for creating the incessment innovations.

A Study of Driver's Response to Variable Message Sign Using Evolutionary Game Theory (진화 게임을 이용한 VMS 정보에 따른 운전자의 행태 연구)

  • Kim, Joo Young;Na, Sung Yong;Lee, Seungjae;Kim, Youngho
    • Journal of Korean Society of Transportation
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    • v.32 no.5
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    • pp.554-566
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    • 2014
  • An objective of VMS(Variable Message Signs) is to make transportation system effective specifically for driver's path selection. The traffic solutions including a VMS problem can be modeled through Game Theory, however, the majority of the studies can not model various driver's response according to VMS information in game theory. So, this paper tries to analyze a driver's response according to VMS traffic informations through evolutionary game theory. We apply a behavior characteristics of driver to evolutionary game theory, then finds drivers are only accepting in case of the biggest pay-off, and if a traffic flow finds a balance over time, ratio of accepting information is converged as an evolutionary stable state gradually. Consequently, the strategy of the other drivers such as traffic problems can not be predicted accurately. In case, drivers repeat between groups and reasonable judgment by the experience, we expect that VMS can provide strategic information through evolutionary game theory.

Human sensibility depending on the personality (개인 성향에 의존하는 감성)

  • Kim, Won-Sik
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.152-153
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    • 2009
  • 개인의 감성에 영향을 미치는 요인은 개인적, 사회적, 문화적 요인이 중요한 비중을 차지한다. 여러 자료를 추적해보면 하나의 개체로서의 인간은 다른 개체와 마찬가지로 종족유지 본능이 가장 우선하며 생활경험을 통하여 그 종족유지의 극대화를 위하여 그 구성요소로서의 유전인자들이 최적화되는 방향으로 진화하고 있다고 볼 수 있다. 즉, 우리의 생체는 무엇이 우리의 종족유지를 위한 환경인지 경험을 통하여 터득하게 되고 새로운 내적, 외적 환경자극에 무의식적으로 직관적으로 대처하며, 감성이란 이러한 대처 양상의 하나라고 볼 수 있다. 본 연구에서는 이러한 관점에서 개인적, 사회적, 문화적 요인, 생애초기특정기간(critical period)의 경험, 감성유발 직전의 기분상태 등이 어떻게 감성에 영향을 미치는가를 고찰해보고자 한다.

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Metamorphic Evolution of the Ogcheon Metamorphic Belt: Review of Recent Studies and Remaining Problems (중부 옥천변성대의 변성진화: 최근의 연구결과 논평 및 문제점)

  • 조문섭;김현철
    • The Journal of the Petrological Society of Korea
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    • v.11 no.3_4
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    • pp.121-137
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    • 2002
  • Metamorphic evolution of the Ogcheon metamorphic belt has been studied by many investigators for the past few decades. P-T conditions of the Ogcheon metamorphic belt were estimated as 4.2-9.4 kbar and $490-630^{\circ}C$, corresponding to the medium-pressure type. In addition, the clockwise P-T-t path suggests a crustal-thickening event in association with the formation of thrust nappes. However, some details on deformation and orogeny of the Ogcheon metamorphic belt have been ambiguous yet. Although the metamorphic age has been also equivocal, recent isotopic studies strongly suggest that the peak metamorphism in the Ogcheon metamorphic belt has occurred at ca. 300-280 Ma between Late Carboniferous and Early Permian. It is thus inferred that the Ogcheon metamorphic belt and the Taebaegsan basin have evolved as separate terranes and that both were sutured at ca. 250-220 Ma. These results are partly in contrast with those of previous workers and require a revised framework for tectonic evolution of the Ogcheon belt. In addition, it is likely that the Ogcheon belt is correlative with the Hida marginal belt and the Hida metamorphic belt.

Embedded Linux Solution for Smartphone System (스마트폰용 임베디드 리눅스 솔루션)

  • Yun, M.H.;Kim, W.S.;Lee, J.H.;Kim, D.H.;Kim, S.J.
    • Electronics and Telecommunications Trends
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    • v.21 no.1 s.97
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    • pp.68-81
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    • 2006
  • 모바일 단말은 인간과 가장 친밀한 관계를 가진 정보기기다. 그 중 핸드셋은 전세계적으로 가장 많이 사용되고 있는 정보기기로 세계 IT 산업의 원동력이기도 하다. 핸드셋이 보급되기 시작한 지 10여 년이 지난 현재 핸드셋은 발전된 하드웨어의 탑재와 다양한 기능을 융복합하는 진화를 경험하고 있다. 이제 핸드셋은 전화 통화를 제외하고도 수많은 통신 수단의 중심이 되었으며, WiBro, HSDPA 등 무선 네트워킹의 진화와 더불어 이런 현상은 계속 진행될 것으로 전망된다. 한편으로는, 하드웨어의 사양이 높아져 탑재되는 소프트웨어의 복잡도가 늘어나고 있어, 스마트폰의 OS는 수 년 전 PC에서 사용되었던 수준이 요구되고 있다. 본 고에서는 핸드셋 산업의 현재 상황을 분석하고 스마트폰의 OS의 연구 및 개발 현황을 살펴보고, 향후 스마트폰의 모습을 조망해본다.

How Does Smart Device User Experience Change by Generation (스마트 디바이스의 세대별 사용자 경험 변화 연구)

  • Lee, Hyun-Ju;Hong, Mi-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.252-260
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    • 2019
  • Smart devices have penetrated deeply into our daily lives. They have not only increased user convenience, but also changed the overall lifestyle of society. The objective of this study was to examine the change process of user experience through device classification and technology by generation. In order to achieve the objective, this study analyzed the purpose and pattern of using a device, which is a digital platform, and the input and output, which are the most important digital components for personal exclusiveness and interaction. The analysis results of this study showed that, in the past, the purpose of using a device was clear, a device was used in common, and a separate device was used for input and output. However, as devices evolved, users began to emphasize the fun aspect than the purpose of a device. As a result, personal exclusiveness has increased. Moreover, unlike devices in the past depending on separate input or output methods, devices are evolving to employ a method performing input and output using the five senses of people such as the touchscreen using a body part of a user, voice, and motion. This study evaluated how the overall experience of users, which was obtained through technology, has changed for each generation. Furthermore, this study proposed the future direction of device development by considering the user experience. It is believed that the results of this study will be useful for future studies on the overall experience of users who will use a range of smart devices, which will be released in the future.

Analysis of Mis-conceptualizations regarding Evolution Originating from TV Animation and Science Books for Children (TV 만화와 아동 과학 도서에 의한 진화의 오개념 분석)

  • Ha, Min-Su;Cha, Hee-Young
    • Journal of Korean Elementary Science Education
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    • v.25 no.4
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    • pp.352-362
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    • 2006
  • Many misconceptions regarding biology and evolution have been reported by students prior to being exposed to a formal education program of evolution which challenged them. This study sought to investigate and to analyze the misconception formation process of evolution originating from TV animation and science books for children. Firstly, to identify TV animation's influence on students' misconceptions of evolution, a questionnaire including TV animation characters was constructed and administered to 146 elementary school students, 161 middle school students, and 156 high school students. The data collected was analyzed. Secondly, 17 science books for children were sampled and the contents related to evolution were selected and analyzed in terms of five evolutionary explanations: creationism internal will explanation, teleological explanations, explanations of use and disuse, mutation and finally, natural selection. Children have understood 'growth' and 'metamorphosis' on TV animation as 'evolution'. The processes by which characters on TV animation undergo some forms of change, which are in fact a kind of metamorphosis has often been understood as 'evolution'. Many respondents have defined evolution incorrectly as the process of growing and changing shape. On the other hand, some science books fur children contained descriptions of evolution including' mutation and finally natural selection explanation'; however, most of the science books fur children sampled in this study were written through the perspectives of alternative evolutionary views such as 'teleology view', 'internal will view', and 'use and disuse view'. It is apparent that TV animation and science books fur children influence the formation of various misconceptions regarding evolution by children.

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User Experience Research on TV Multiview Feature (TV 멀티뷰 기능에 관한 사용자 경험 연구)

  • Kim, Hee-soo Esther;Kim, Jae-Yeop
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.415-424
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    • 2022
  • This study is a user experience research on the current usage of TV multiview and evaluating the usability. From traditional TV viewing to connecting laptop or mobile devices, the scope of using TV has expanded and evolved to multipurpose. Utilizing the multiview feature offers new TV experiences, but research on its usability has not been actively conducted yet. In this research, a case study and survey were held prior to usability testing to identify user needs and behavior of TV multiview. After reviewing the results, we ran a task-based usability testing and in-depth interview. As a result, users preferred different ways of accessing and using multiview based on their situation, and the current user interface needed improvement for easier, intuitive use. This study is expected to contribute to the development of improving user experience in TV multiview.

Development on Educator for Entrepreneurship Program (창업교육을 위한 교육자 양성)

  • Choi, Jong-In;HwangBo, Yun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.1
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    • pp.207-214
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    • 2012
  • Interest in the education for the technology entrepreneurship has increased significantly in the past decade but it is not enough for the educator. That is the reason that one educator has field experience without the theoretical background and the others have theory without the practical experience. Government ask to university to enhance the entrepreneurship training in the undergraduate and graduate level. Our study focus on the what is important for the entrepreneurship educators. Among the evolution of entrepreneurship education, this paper suggest three factors for the educators, the development of teacher and coach who has embedded entrepreneurship algorithm, teachers who has many practice and know-how, and last one is balancing and harmony teamwork of coaches and teachers.

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