• Title/Summary/Keyword: 툴 개발

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Development of Indoor Navigation System based on the Augmented Reality in Subway Station (증강현실 기반 지하철 역사의 보행안내 시스템)

  • KIM, Wongil;LIM, Guk hyun;KIM, Hyun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.18 no.1
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    • pp.43-55
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    • 2019
  • Smart phone based navigation applications are very useful in everyday life. Cost-effective and user friendly navigation can be provided to the user by many applications available in market. Using the Smart phone these navigation applications provide accurate navigation for outdoor locations. But providing an accurate navigation underground space such as subway station is still a challenge. It is hence more convenient and appropriate for mobility services if the visitors could simply view the guidance of the subway station on their mobile phone, wherever and whenever it is needed. This study develops a algorithm for indoor navigation with the help of Augmented Reality(AR) and QR marker code from the entrance to the train platform for users. This indoor navigation uses AR and QR maker codes for two purposes: to provide the user link to the subway station location and to provide the current guidance details to the user. This Smart phone algorithm that uses a smart phone optical tool to decode the QR marker to determine the location information and provide guidance to the AR without indoor Maps. This algorithm also provides a module to guide mobility vulnerable to the Barrier Free route to destination.

A Study on the Haptic Control Technology for Unmanned Military Vehicle Driving Control (무인차량 원격주행제어를 위한 힘반향 햅틱제어 기술에 관한 연구)

  • Kang, Tae-Wan;Park, Ki-Hong;Kim, Joon-Won;Kang, Seok-Won;Kim, Jae-Gwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.910-917
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    • 2018
  • This paper describes the developments to improve the feeling and safety of the remote control system of unmanned vehicles. Generally, in the case of the remote control systems, a joystick-type device or a simple steering-wheel are used. There are many cases, in which there are operations without considering the feedback to users and driving feel. Recently, as the application area of the unmanned vehicles has been extended, the problems caused by not considering the feedback are emphasized. Therefore, the need for a force feedback-haptic control arises to solve these problems. In this study, the force feedback-haptic control algorithm considering the vehicle parameters is proposed. The vehicle parameters include first the state variables of dynamics, such as the body side-slip angle (${\beta}$) and yawrate (${\gamma}$), and second, the parameters representing the driving situations. Force feedback-haptic control technology consists of the algorithms for general and specific situations, and considers the situation transition process. To verify the algorithms, a simulator was constructed using the vehicle dynamics simulation tool with CAN communication environment. Using the simulator, the feasibility of the algorithms was verified in various scenarios.

Analysis of Built and Walking Environment for Coastal Ferry Terminal using IPA -Focusing on Yeosu Coastal Ferry Terminal- (IPA를 이용한 연안여객터미널의 시설 및 보행특성 분석 -여수연안여객터미널을 중심으로-)

  • Song, Tea-Han;Kim, Hwa-Young
    • Journal of Korea Port Economic Association
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    • v.37 no.3
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    • pp.93-104
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    • 2021
  • A coastal ferries, which serve as a mode between mainland and offshore islands, are frequently used by islanders and travelers visiting islands. Therefore, it is located in a place with good accessibility to the downtown so that users can use it conveniently. However, research on the built environment and walking environment of coastal ferry terminals has not been conducted to ensure that elderly islanders and general travelers can use comfortably the coastal ferry terminal. In this study, with a focus on the coastal ferry terminal space, the walking section was set as 1)the accessibility of the coastal ferry terminal, 2)the built environment for using the coastal ferry terminal, and 3)walking environment in the ferry boarding and disembarkation at the coastal ferry terminal, and 4, 5)walking environment in the ferry. An evaluation tool was developed to measure the walking environment for each walking section, and the importance and satisfaction of users were analyzed using the IPA for the Yeosu Coastal Ferry Terminal. As a result, in the process of approaching the ferry terminal, 'convenience of using public transportation by foot' and 'convenience of using signposts guiding the location and direction of the ferry terminal' were investigated as concentrated areas. On the other hand, the built environment inside the ferry terminal and the walking environment showed that the satisfaction of the users was high. Regarding the walking environment from the ferry terminal to the ferry, the 'surface walking environment of the walking path', 'convenience of walking with luggage', 'convenience of walking in the slope section', and 'convenience of walking in the ferry ramp section' showed low satisfaction. This study can be used as basic data for improving the facilities and walking environment of Yeosu Coastal Ferry Terminal and is expected to be used as data for comparative research with other coastal ferry terminals.

Analysis of Grover Attack Cost and Post-Quantum Security Strength Evaluation for Lightweight Cipher SPARKLE SCHWAEMM (경량암호 SPARKLE SCHWAEMM에 대한 Grover 공격 비용 분석 및 양자 후 보안 강도 평가)

  • Yang, Yu Jin;Jang, Kyung Bae;Kim, Hyun Ji;Song, Gyung Ju;Lim, Se Jin;Seo, Hwa Jeong
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.12
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    • pp.453-460
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    • 2022
  • As high-performance quantum computers are expected to be developed, studies are being actively conducted to build a post-quantum security system that is safe from potential quantum computer attacks. When the Grover's algorithm, a representative quantum algorithm, is used to search for a secret key in a symmetric key cryptography, there may be a safety problem in that the security strength of the cipher is reduced to the square root. NIST presents the post-quantum security strength estimated based on the cost of the Grover's algorithm required for an attack of the cryptographic algorithm as a post-quantum security requirement for symmetric key cryptography. The estimated cost of Grover's algorithm for the attack of symmetric key cryptography is determined by the quantum circuit complexity of the corresponding encryption algorithm. In this paper, the quantum circuit of the SCHWAEMM algorithm, AEAD family of SPARKLE, which was a finalist in NIST's lightweight cryptography competition, is efficiently implemented, and the quantum cost to apply the Grover's algorithm is analyzed. At this time, the cost according to the CDKM ripple-carry adder and the unbounded Fan-Out adder is compared together. Finally, we evaluate the post-quantum security strength of the lightweight cryptography SPARKLE SCHWAEMM algorithm based on the analyzed cost and NIST's post-quantum security requirements. A quantum programming tool, ProjectQ, is used to implement the quantum circuit and analyze its cost.

Modelling Gas Production Induced Seismicity Using 2D Hydro-Mechanical Coupled Particle Flow Code: Case Study of Seismicity in the Natural Gas Field in Groningen Netherlands (2차원 수리-역학적 연계 입자유동코드를 사용한 가스생산 유발지진 모델링: 네덜란드 그로닝엔 천연가스전에서의 지진 사례 연구)

  • Jeoung Seok Yoon;Anne Strader;Jian Zhou;Onno Dijkstra;Ramon Secanell;Ki-Bok Min
    • Tunnel and Underground Space
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    • v.33 no.1
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    • pp.57-69
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    • 2023
  • In this study, we simulated induced seismicity in the Groningen natural gas reservoir using 2D hydro-mechanical coupled discrete element modelling (DEM). The code used is PFC2D (Particle Flow Code 2D), a commercial software developed by Itasca, and in order to apply to this study we further developed 1)initialization of inhomogeneous reservoir pressure distribution, 2)a non-linear pressure-time history boundary condition, 3)local stress field monitoring logic. We generated a 2D reservoir model with a size of 40 × 50 km2 and a complex fault system, and simulated years of pressure depletion with a time range between 1960 and 2020. We simulated fault system failure induced by pressure depletion and reproduced the spatiotemporal distribution of induced seismicity and assessed its failure mechanism. Also, we estimated the ground subsidence distribution and confirmed its similarity to the field measurements in the Groningen region. Through this study, we confirm the feasibility of the presented 2D hydro-mechanical coupled DEM in simulating the deformation of a complex fault system by hydro-mechanical coupled processes.

Electric Vehicle Wireless Charging Control Module EMI Radiated Noise Reduction Design Study (전기차 무선충전컨트롤 모듈 EMI 방사성 잡음 저감에 관한 설계 연구)

  • Seungmo Hong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.16 no.2
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    • pp.104-108
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    • 2023
  • Because of recent expansion of the electric car market. it is highly growing that should be supplemented its performance and safely issue. The EMI problem due to the interlocking of electrical components that causes various safety problems such as fire in electric vehicles is emerging every time. We strive to achieve optimal charging efficiency by combining various technologies and reduce radioactive noise among the EMI noise of a weirless charging control module, one of the important parts of an electric vehicle was designed and tested. In order to analyze the EMI problems occurring in the wireless charging control module, the optimized wireless charging control module by applying the optimization design technology by learning the accumulated test data for critical factors by utilizing the Python-based script function in the Ansys simulation tool. It showed an EMI noise improvement effect of 25 dBu V/m compared to the charge control module. These results not only contribute to the development of a more stable and reliable weirless charging function in electric vehicles, but also increase the usability and efficiency of electric vehicles. This allows electric vehicles to be more usable and efficient, making them an environmentally friendly alternative.

Analysis of conflict intensity and VST factor In the Animation conflict scene (애니메이션 갈등장면에서의 갈등강도와 VST요소 분석)

  • Lee, Tae Rin;Chen, Danni;Wang, YuChao;Kim, Jae Ho
    • Korea Science and Art Forum
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    • v.29
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    • pp.279-292
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    • 2017
  • This study was started by recognizing that visual storytelling(VST) is an important factor that determines the success of the work. The goal of this study is to analyze the VST study approaching from the narrative and visual dimension by analyzing the conflict intensity and VST factor. Therefore, in this paper, we analyzed the conflicts of the theater animation(4) that succeeded in the worldwide success and attempted the VST interpretation by approaching it technically. The results and contents of the study are as follows. Firstly, based on the narrative theory of Sung bong-Sun and Robert McKee, we classified the conflict scenes and found the kinds of conflicts. In addition, based on the 5B model, a total of 108 conflict shots were extracted. Secondly, through expert experiment, we found the conflict intensity of conflict shots. Thirdly, the visual elements of fifteen significant conflicts were extracted from internal and super individual conflicts. Fourth, as a result of the experiment, it was confirmed that the reliability of the visual elements in the inner and super personal conflicts was in the range of 100-83.33%, and the frequency of usage was found to be widely distributed in 5.88-70.59% and 5-70%. This means that the VST expression, which relied on the sense of the artist, can be engineered. Finally, I expect that it will be the basis of the development of the VST Tool which can predict the conflict expression of the work in the animation pre - production stage successfully.

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

The Lean Startup: Korea's Case Study-Cardoc (린 스타트업 방법론의 적용: 한국 '카닥' 사례를 중심으로)

  • Na, Hee Kyung;Lee, Hee Woo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.5
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    • pp.29-43
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    • 2016
  • The Lean Startup, a methodology for minimizing failure rate of startups, has been receiving attention since its publication in 2011. Although it has been receiving enormous attention as an effective methodology of startups' growth and the emergence of unicorn companies, it is undeniable that the theoretical research and cases on this topic have not been fully accumulated in Korea. Progress of management theory has been made when combining the theory and case studies. In this paper, we thus excavated the 'Cardoc' case, which has applied the lean startup concept to the entire process of service and customer development from the inception of its product design. The following are the findings of the case. First, for the successful application of lean startup, it is essential that all team members to understand the lean startup concept and are willing to apply it thoroughly to the business management. Second, the prompt launching of MVP(Minimum Viable Product) is more important than table discussion. Third, it is crucial to select the appropriate key metrics and analytic tools for effective learning. Fourth, startup must scale up promptly as soon as it verifies the product-market fit through the BML(Build-Measure-Learn) iteration cycle. Fifth, all new business expansion should be lean. Cardoc is currently testing new MVPs in order to move onto the next scale-up process with huge investments in newly added segments. This study is meaningful in that it elaborates the representative case of a Korean startup that has applied the lean startup strategy under the circumstance of insufficient discussion of Korean startup cases in comparison with growing attention both in concept development and case accumulation abroad. We hope that this paper can be a stepping stone for future relevant research on the implementation of lean startup methodology in Korea.

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A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.