• Title/Summary/Keyword: 통합서비스

Search Result 4,605, Processing Time 0.03 seconds

A Study on the Coexistance of Ganghak(講學) and Yusik(遊息) space of Oksan Confucian Academy, Gyeongju: Directed Attention Restoration Theory Perspectives (주의집중 피로회복이론의 장으로 본 경주 옥산서원 강학 및 유식공간의 일원적 공간성)

  • Tak, Young-Ran;Sung, Jeong-Sang;Choi, Jong-Hee;Kim, Soon-Ae;Rho, Jae-Hyun
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.34 no.3
    • /
    • pp.50-66
    • /
    • 2016
  • This study attempts to understand and explain how "Directed Attention Restorative Environment (DARE)" is managed and fostered in "Gang-Hak (講學)" and "Yu-Sik (遊息)" spaces both inside and outside of Oksan Seowon Confucian Academy, Gyeongju. Directed Attention is a pivotal element in human information processing so that its restoration is crucial for effective thinking and learning. According to Kaplan & Kaplan's Attention Restoration Theory, an environment, in order to be restorative, should have four elements: 'Being Away,' 'Extent,' 'Fascination,' and 'Compatibility.' We could confirm OkSan Seowon Confucian Academy has an inner logic that integrates two basically different spacial concepts of "Jangsu" and "Yusik" and thus fosters the Attention Restorative Environment. Particularly, the Four Mountains and Five Platforms (四山五臺) surrounding the premises provides an excellent learning environment, and is in itself educational in terms of the Neo-Confucian epistemology with "Attaining Knowledge by way of Positioning Things (格物致知)" as its principle precept, and of its aesthetics with "Connectedness with Nature" as its central tenet. This study attempts to recapture the value of Korea's cultural heritage concerning the Human/Nature relationship; and it may provide useful insights and practical guidelines/grounds in designing today's schools and campuses, where the young people's needs for the Directed Attention- and Attention Restorative- Servicescapes seem to be greater than ever.

A Study on a Quantified Structure Simulation Technique for Product Design Based on Augmented Reality (제품 디자인을 위한 증강현실 기반 정량구조 시뮬레이션 기법에 대한 연구)

  • Lee, Woo-Hun
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.85-94
    • /
    • 2005
  • Most of product designers use 3D CAD system as a inevitable design tool nowadays and many new products are developed through a concurrent engineering process. However, it is very difficult for novice designers to get the sense of reality from modeling objects shown in the computer screens. Such a intangibility problem comes from the lack of haptic interactions and contextual information about the real space because designers tend to do 3D modeling works only in a virtual space of 3D CAD system. To address this problem, this research investigate the possibility of a interactive quantified structure simulation for product design using AR(augmented reality) which can register a 3D CAD modeling object on the real space. We built a quantified structure simulation system based on AR and conducted a series of experiments to measure how accurately human perceive and adjust the size of virtual objects under varied experimental conditions in the AR environment. The experiment participants adjusted a virtual cube to a reference real cube within 1.3% relative error(5.3% relative StDev). The results gave the strong evidence that the participants can perceive the size of a virtual object very accurately. Furthermore, we found that it is easier to perceive the size of a virtual object in the condition of presenting plenty of real reference objects than few reference objects, and using LCD panel than HMD. We tried to apply the simulation system to identify preference characteristics for the appearance design of a home-service robot as a case study which explores the potential application of the system. There were significant variances in participants' preferred characteristics about robot appearance and that was supposed to come from the lack of typicality of robot image. Then, several characteristic groups were segmented by duster analysis. On the other hand, it was interesting finding that participants have significantly different preference characteristics between robot with arm and armless robot and there was a very strong correlation between the height of robot and arm length as a human body.

  • PDF

The Satisfaction Analysis of Suburban Rural Human Settlements in Henan Province, China -Focused on Tai Nan Village - (중국 허난성(河南省) 도시 근교형 농촌 거주환경 만족도 분석 - 태남마을(太南村)을 중심으로 -)

  • Hou, ShuJun;Jung, Teayeol
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.51 no.1
    • /
    • pp.72-84
    • /
    • 2023
  • The Rural Revitalization Strategy (2018-2022), published by the Chinese State Council in 2018, represents a new period of rural development in China. Suburban areas are more convenient than other rural areas in integrated urban-rural development but are under greater pressure from construction and industrial pollution. As a rural area with a high proportion of rural areas, it would be valuable for Henan province to gain a comprehensive grasp of rural human settlementst while identifying problems and proposing solutions. The purpose of this study is to analyze the satisfaction of the evaluation items based on the usage status and life perception of the residents of Tai Nan village, a suburb-type rural village in Henan province. The study proposes improvement programs based on the evaluation results. As a result of the study, 24 evaluation items were derived and divided into five categories: "Living Service Facilities", "Housing Environment, "Road Environment", "Health & Ecology Environment", and "Social & Cultural Environment". The Fuzzy Comprehensive Evaluation Method was used to find the overall satisfaction level of the human living environment in Tai Nan village, which was "average", among which "Living Service Facilities" was the most important "Health & Ecology Environment" was the least satisfied. Based on these results, an improvement plan is proposed in three stages. First, the living service will be improved while strengthening the facility management of the hygiene and the ecological environment. Second, reasonable improvement of housing and the road environment will be applied. Third, programs will be introduced to cultivate residents' ability to build their own and improve the social and cultural environment. This study provides basic data for the future improvement of rural settlements in the suburban areas of Henan province and is of great significance in gradually improving the the residents' quality of life.

Research on Generative AI for Korean Multi-Modal Montage App (한국형 멀티모달 몽타주 앱을 위한 생성형 AI 연구)

  • Lim, Jeounghyun;Cha, Kyung-Ae;Koh, Jaepil;Hong, Won-Kee
    • Journal of Service Research and Studies
    • /
    • v.14 no.1
    • /
    • pp.13-26
    • /
    • 2024
  • Multi-modal generation is the process of generating results based on a variety of information, such as text, images, and audio. With the rapid development of AI technology, there is a growing number of multi-modal based systems that synthesize different types of data to produce results. In this paper, we present an AI system that uses speech and text recognition to describe a person and generate a montage image. While the existing montage generation technology is based on the appearance of Westerners, the montage generation system developed in this paper learns a model based on Korean facial features. Therefore, it is possible to create more accurate and effective Korean montage images based on multi-modal voice and text specific to Korean. Since the developed montage generation app can be utilized as a draft montage, it can dramatically reduce the manual labor of existing montage production personnel. For this purpose, we utilized persona-based virtual person montage data provided by the AI-Hub of the National Information Society Agency. AI-Hub is an AI integration platform aimed at providing a one-stop service by building artificial intelligence learning data necessary for the development of AI technology and services. The image generation system was implemented using VQGAN, a deep learning model used to generate high-resolution images, and the KoDALLE model, a Korean-based image generation model. It can be confirmed that the learned AI model creates a montage image of a face that is very similar to what was described using voice and text. To verify the practicality of the developed montage generation app, 10 testers used it and more than 70% responded that they were satisfied. The montage generator can be used in various fields, such as criminal detection, to describe and image facial features.

A Study on the Curriculum for Record Management Science Education - with focus on the Faculty of Cultural Information Resources, Surugadai University; Evolving Program, New Connections (기록관리학의 발전을 위한 교육과정연구 -준하태(駿河台)(스루가다이)대학(大學)의 경우를 중심(中心)으로-)

  • Kim, Yong-Won
    • Journal of Korean Society of Archives and Records Management
    • /
    • v.1 no.1
    • /
    • pp.69-94
    • /
    • 2001
  • The purpose of this paper is to provide an overview of the current status of the records management science education in Japan, and to examine the implications of the rapid growth of this filed while noting some of its significant issues and problems. The goal of records management science education is to improve the quality of information services and to assure an adequate supply of information professionals. Because records management science programs prepare students for a professional career, their curricula must encompass elements of both education and practical training. This is often expressed as a contrast between theory and practice. The confluence of the social, economic and technological realities of the environment where the learning takes place affects both. This paper reviews the historical background and current trends of records management science education in Japan. It also analyzes the various types of curriculum and the teaching staff of these institutions, with focus on the status of the undergraduate program at Surugadai University, the first comprehensive, university level program in Japan. The Faculty of Cultural Information Resources, Surugadai University, a new school toward an integrated information disciplines, was opened in 1994, to explore the theory and practice of the management diverse cultural information resources. Its purpose was to stimulate and promote research in additional fields of information science by offering professional training in archival science, records management, and museum curatorship, as well as librarianship. In 1999, the school introduced a master program, the first in Japan. The Faculty has two departments and each of them has two courses; Department of Sensory Information Resources Management; -Sound and Audiovisual Information Management, -Landscape and Tourism Information Management, Department of Knowledge Information Resources Management; -Library and Information Management, -Records and Archives Management The structure of the entire curriculum is also organized in stages from the time of entrance through basic instruction and onwards. Orientation subjects which a student takes immediately upon entering university is an introduction to specialized education, in which he learns the basic methods of university education and study, During his first and second years, he arranges Basic and Core courses as essential steps towards specialization at university. For this purpose, the courses offer a wide variety of study topics. The number of courses offered, including these, amounts to approximately 150. While from his third year onwards, he begins specific courses that apply to his major field, and in a gradual accumulation of seminar classes and practical training, puts his knowledge grained to practical use. Courses pertaining to these departments are offered to students beginning their second year. However, there is no impenetrable wall between the two departments, and there are only minor differences with regard requirements for graduation. Students may select third or fourth year seminars regardless of the department to which they belong. To be awarded a B.A. in Cultural Information Resources, the student is required to earn 34 credits in Basic Courses(such as, Social History of Cultural Information, Cultural Anthropology, History of Science, Behavioral Sciences, Communication, etc.), 16 credits in Foreign Languages(including 10 in English), 14 credits on Information Processing(including both theory and practice), and 60 credits in the courses for his or her major. Finally, several of the issues and problems currently facing records management science education in Japan are briefly summarized below; -Integration and Incorporation of related areas and similar programs, -Curriculum Improvement, -Insufficient of Textbooks, -Lack of qualified Teachers, -Problems of the employment of Graduates. As we moved toward more sophisticated, integrated, multimedia information services, information professionals will need to work more closely with colleagues in other specialties. It will become essential to the survival of the information professions for librarians to work with archivists, record managers and museum curators. Managing the changes in our increasingly information-intensive society demands strong coalitions among everyone in cultural Institutions. To provide our future colleagues with these competencies will require building and strengthening partnerships within and across the information professions and across national borders.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
    • /
    • v.10 no.3
    • /
    • pp.21-38
    • /
    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

Real-Time Video Quality Assessment of Video Communication Systems (비디오 통신 시스템의 실시간 비디오 품질 측정 방법)

  • Kim, Byoung-Yong;Lee, Seon-Oh;Jung, Kwang-Su;Sim, Dong-Gyu;Lee, Soo-Youn
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.46 no.3
    • /
    • pp.75-88
    • /
    • 2009
  • This paper presents a video quality assessment method based on quality degradation factors of real-time multimedia streaming services. The video quality degradation is caused by video source compression and network states. In this paper, we propose a blocky metric on an image domain to measure quality degradation by video compression. In this paper, the proposed boundary strength index for the blocky metric is defined by ratio of the variation of two pixel values adjacent to $8{\times}8$ block boundary and the average variation at several pixels adjacent to the two boundary pixels. On the other hand, unnatural image movement caused by network performance deterioration such as jitter and delay factors can be observed. In this paper, a temporal-Jerkiness measurement method is proposed by computing statistics of luminance differences between consecutive frames and play-time intervals between frames. The proposed final Perceptual Video Quality Metric (PVQM) is proposed by consolidating both blocking strength and temporal-jerkiness. To evaluate performance of the proposed algorithm, the accuracy of the proposed algorithm is compared with Difference of Mean Opinion Score (DMOS) based on human visual system.

A Rule-based JMS Message Routing System for Dynamic Message Communication in based Distributed Systems (분산환경에서 동적 메시지 교환을 위한 룰 기반 JMS 메시지 라우팅 시스템)

  • Cho, Poong-Youn;Choi, Jae-Hyun;Park, Jae-Won;Lee, Nam-Yong
    • The Journal of Society for e-Business Studies
    • /
    • v.13 no.3
    • /
    • pp.1-20
    • /
    • 2008
  • Today's computing environment which is getting distributed to communicate with various systems needs dynamic inter-connectivity of the systems. MOM(Message Oriented Middleware) is popularly used for transmitting XML messages among the distributed systems for the inter-connectivity. But, they do not support event-based message routing functionalities with XML transformation for processing effective message routing, which is essential to inter-connectivity, and there is no integrated platform to cope with these requirements. Although event-based message routing and XML transformation have been studied in a wide range of computer science areas, development of message routing systems is considered as a tough job due to the technological difficulties. In order to address these requirements, we proposed a novel system, named RMRS(Rule-based Message Routing System), which supports event-based message routing as well as XML message transformation. To make the proposed system easy to use, we also redesigned ECA(Event- Condition-Action) rule to fit in our system and developed a tool to map source XML structure into target XML structure.

  • PDF

Measuring a Range of Information Dissemination in a Traffic Information System Based on a Vehicular ad hoc Network (Vehicular ad hoc network 기반 교통 정보 시스템에서 차량간 통신에 의한 정보 전달 범위 측정)

  • Kim, Hyoung-Soo;Shin, Min-Ho;Nam, Beom-Seok;Lovell, David J.
    • The Journal of The Korea Institute of Intelligent Transport Systems
    • /
    • v.7 no.6
    • /
    • pp.12-20
    • /
    • 2008
  • Recent wireless communication technologies are envisioned as an innovative alternative to solve transportation problems. On ad hoc networks, as a wireless communication technology, nodes can communicate data without any infrastructure. In particular, vehicular ad hoc networks (VANETs), a specific ad hoc network applied to vehicles, enable vehicles equipped with a communication device to form decentralized traffic information systems in which vehicles share traffic information they experienced. This study investigated traffic information dissemination in a VANET-based traffic information system. For this study, an integrated transportation and communications simulation framework was developed, and experiments were conducted with real highway networks and traffic demands. The results showed that it took 3 minutes in the low traffic density situations (10 vehicle/lane.km) and 43 seconds in the high traffic density condition (40 vehicle/lane.km) to deliver traffic information of 5km away with 10% market penetration rate. In uncongested traffic conditions, information seems to be disseminated via equipped vehicles in the opposite direction. In congested traffic conditions, the sufficient availability of equipped vehicles traveling in the same direction reduces the chance to use vehicles in the opposing direction even though it is still possible.

  • PDF

Rational Unification Scheme of Topographic Surveying and Cadastral Survey for the Synergistic Convergence Effect of GIS Industry (공간정보산업의 상승적 융합 효과 창출을 위한 측량과 지적의 합리적 통합방안)

  • Park, Hong Gi;Joo, Yong Jin;Min, Kwan Sik;Kim, Young Dan
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.31 no.1
    • /
    • pp.69-78
    • /
    • 2013
  • Recently, as GIS industry has substantially grown up, convergence between industries such as the application coverage of surveying and cadastral information is gradually on the increase. The new approach of convergence between topographic surveying and cadastral survey is indispensable to make the change of geospatial environment ready and to maximize the utilization of National Spatial Data Infrastructure(NSDI). The purpose of this paper is to seek the way of synergistic improvement in topographic surveying and cadastral survey in comprehensive aspects of national geospatial information. First, we reviewed policy environment to clearly establish aim of convergence and promising perspective of GIS industry policy, considering NSDI. In addition, we examined current state of administration (organization, human resource, service) and institution situation. We came up with interior ability and external policy environment as well as critical success factor for the synergistic convergence by using SWOT analysis. Lastly, we developed basic perspective of convergence and improvement model and concrete scheme for stakeholder to complementary make progress. We can come to conclusion that the convergence of topographic surveying and cadastral survey should be not only carried in macro outline of successful NSDI but also committed to completion and maintenance of GIS framework.