• Title/Summary/Keyword: Collaboration Application

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A Study on Presence of Collaboration based Multi-user Interaction in Immersive Virtual Reality (몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구)

  • Park, Seongjun;Park, Wonjun;Heo, Hayoung;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.11-20
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    • 2018
  • This study proposes collaboration based multi-user interaction to provide improved presence and satisfying experience to multiple HMD users in immersive virtual reality. The core of the proposed multi-user interaction is to present the direction in which HMD users in virtual reality environment can interact through communication and collaboration with each other based on their separate roles and behaviors. Each user in the virtual collaborative environment uses a hand to interact with a virtual environment or virtual objects. Based on the basic structure, this study designs methods (synchronization and communication) that can be achieved a common goal together through communication and collaboration. Then, this study creates a virtual reality application of arcade genre that considers communication and collaboration in order to verify whether the proposed multi-user interaction provides improved presence and satisfaction experience. And, the survey experiments are conducted for participants. Through these processes, it is confirmed that the interaction in the proposed immersive virtual collaborative environments provide the presence and experience that is satisfactory to all users.

Sharing Application and Distributed Collaboration Control for Cooperative Work (공동작업을 위한 분산 협조 제어와 애플리케이션 공유)

  • Park, Mun-Seong;Kim, Jin-Seok
    • Electronics and Telecommunications Trends
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    • v.11 no.2 s.40
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    • pp.81-97
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    • 1996
  • 본 고는 공동작업의 환경에서 필요한 요구 사항을 애플리케이션, 기능, 기술 그리고 유연성 부문으로 나누어 정의하고, CSCW(Computer Supported Cooperative Work) 기반의 공동작업 시스템 모형을 제시하였다. 또한 분산 협조 제어 구조로 공동작업을 할 수 있는 시스템들을 조사 및 분석하여, 공동작업 시스템 구성에 필요한 기술과 요구 사항을 제시하였다.

Development of Collaboration Framework for Injection Mold Design (사출 금형을 위한 협업 설계 시스템의 개발)

  • 정종훈;이건우
    • Korean Journal of Computational Design and Engineering
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    • v.5 no.1
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    • pp.50-60
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    • 2000
  • XML and CORBA have vast potential to improve software interoperability and to facilitate data exchange across applications and people from various disciplines and vendors. This Paper describes a framework for the integration and validity evaluation of injection mold design problems in a network-oriented design environment, based on In and CORBA. An overview of the framework is provided and an application to a design phase of injection mold is illustrated. The example illustrates how design validities are notified and design directions are provided to the designer during design process.

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Design of Web based Remote Monitoring & Diagnosis System for Machine Tool (Web based 공작기계 원격감시.진단시스템 설계)

  • 김동훈;김선호;이은애;한기상;권용찬;김주한
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.05a
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    • pp.1005-1010
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    • 2000
  • Internet service has widely used in office automation such as, manufacturing management purchase, and material resource. Nowadays, factory automation and shop floor control system including CAD/CAM department need a web based monitoring and diagnosis to achieve global collaboration and tole-service. This raper deal with design of web based remote monitoring and diagnosis system which concerned with open architecture controller for machine tool.

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Application of Consignment to Three Stage Supply Chain

  • Ryu, Chungsuk;Hwang, Gyuyoung
    • Journal of Distribution Science
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    • v.16 no.7
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    • pp.35-45
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    • 2018
  • Purpose - The study investigates the impact of consignment on the economic performance in the supply chain with three stages. Through the analysis on distinct forms of consignment application, this study intends to answer to the question of how the consignment should be used in the multi-stage supply chain. Research design, data, and methodology - The proposed mathematical model represents the supply chain system with a manufacturer, a wholesaler, and a retailer. Three different forms of consignment application are considered depending on which stages adapt the consignment, and their system profits are compared with the traditional non-consignment system in numerical examples. Results - The numerical examples show that the serial consignment application performs better than any other forms of consignment as well as the non-consignment system. The additional analysis indicates that the system profit is significantly sensitive to the consignment rate. Conclusions - The outcome of this study implies the potential of consignment to improve the system performance even in the multi-stage supply chain system. Meanwhile, each supply chain member's preference to the specific form of consignment application could be different depending on which stage he has. All the supply chain members should jointly determine the appropriate consignment rates to obtain the best system performance.

New In-service Education Program on Science Experiments to Develop Professionality of Science Teachers

  • Han, Jae-young;Sim, Jae-Ho;Ryu, Sung-Chul;Ihm, Hyuk;Choi, Jung-Hoon;Shin, Young-Joon;Son, Jeong-Woo;Hong, Jun-Euy;Hwang, Book-Kee
    • Journal of The Korean Association For Science Education
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    • v.28 no.7
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    • pp.768-778
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    • 2008
  • The most important factor in students' growth and development is the teacher. Therefore in-service science teacher education to develop the professionality is important as well as the selection of new excellence teachers. Our research is on the development and application of new education program on science experiments where in-service teachers become the lecturers in the program and provide information that is bound to the context of real lessons. This program is consisted of following 10 steps of work, which was implemented in 5 months: sharing the philosophy of the program, selecting science experiments, first application of the experiments, discussion on the first application, learning how to edit the movie clips of the lesson, second application of the experiments, in depth discussion on the second application, developing the experiment package, giving lecture to other science teachers, and evaluating the program. We describe the process of the program developed and implemented in detail to suggest a model of science teacher education program on science experiments and discuss educational implications. This program is characterized by the emphasis of the context closely linked to the real lessons, the problem solving in a real situation, and the collaboration of teachers, professors and science education researcher in a teacher education.

Analyzing Research Trends in Blockchain Studies in South Korea Using Dynamic Topic Modeling and Network Analysis (다이나믹 토픽모델링 및 네트워크 분석 기법을 통한 블록체인 관련 국내 연구 동향 분석)

  • Kim, Donghun;Oh, Chanhee;Zhu, Yongjun
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.23-39
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    • 2021
  • This study aims to explore research trends in Blockchain studies in South Korea using dynamic topic modeling and network analysis. To achieve this goal, we conducted the university & institute collaboration network analysis, the keyword co-occurrence network analysis, and times series topic analysis using dynamic topic modeling. Through the university & institute collaboration network analysis, we found major universities such as Soongsil University, Soonchunhyang University, Korea University, Korea Advanced Institute of Science and Technology (KAIST) and major institutes such as Ministry of National Defense, Korea Railroad Research Institute, Samil PricewaterhouseCoopers, Electronics and Telecommunications Research Institute that led collaborative research. Next, through the analysis of the keyword co-occurrence network, we found major research keywords including virtual assets (Cryptocurrency, Bitcoin, Ethereum, Virtual currency), blockchain technology (Distributed ledger, Distributed ledger technology), finance (Smart contract), and information security (Security, privacy, Personal information). Smart contracts showed the highest scores in all network centrality measures showing its importance in the field. Finally, through the time series topic analysis, we identified five major topics including blockchain technology, blockchain ecosystem, blockchain application 1 (trade, online voting, real estate), blockchain application 2 (food, tourism, distribution, media), and blockchain application 3 (economy, finance). Changes of topics were also investigated by exploring proportions of representative keywords for each topic. The study is the first of its kind to attempt to conduct university & institute collaboration networks analysis and dynamic topic modeling-based times series topic analysis for exploring research trends in Blockchain studies in South Korea. Our results can be used by government agencies, universities, and research institutes to develop effective strategies of promoting university & institutes collaboration and interdisciplinary research in the field.

Effect of Editors' Commitment on Open Collaboration Contents: Promotion of Wikipedia Featured Articles (에디터의 몰입이 개방형 협업 콘텐츠 품질에 미치는 영향: 위키피디아 알찬급 승급을 중심으로)

  • Khan, Naveed;Kim, Jong Woo;Lee, Hong Joo
    • The Journal of Society for e-Business Studies
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    • v.22 no.4
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    • pp.1-19
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    • 2017
  • Wikipedia is one of the world's most visited sites for content collaboration. Its success is due to thousands of volunteers' motivation and commitment to contribute their knowledge to Wikipedia. In this paper, we use the Cox regression model to assess the effect of self-loop editing on the promotion of Wikipedia featured articles. We collected 2978 Wikipedia featured article editing history from start of Wikipedia until 2011. We use self-loops as a proxy measure for Wikipedia editors' commitment, and find that self-loop editing has a positive effect on the promotion of featured articles. We further distinguish the self-loop into a short-term self-loop and a long-term self-loop. We find that long-term self-loop editing is more helpful than short-term self-loop editing. This research has been conducted with both theoretical and practical application methods.

Implementation of Business Logic Framework for Collaboration of Heterogeneous Service Systems in RFID/USN Environment (RFID/USN 환경에서의 이기종 서비스 시스템 간 협업지원을 위한 비즈니스 로직 프레임워크 구현)

  • Chang, Jun-O
    • The Journal of Society for e-Business Studies
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    • v.14 no.3
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    • pp.71-85
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    • 2009
  • Nowadays the research and development of various middleware for the ubiquitous computing environment has been demanded and many application services have been provided. The practical ubiquitous computing environment is the world where a variety of services based on RFID/USN devices are integrated with each other and make synergy effects all together. In the end user perspectives, there should be a middleware platform and business logic framework collaborating various services all together to satisfy the user requirements. In addition, the platform should provide the user to describe a scenario based on various event to maximize the collaboration. In this paper, we have proposed business logic framework which is supporting collaboration between heterogeneous service systems based on the user's scenario. We have also tried to show the efficiency and scalability of the proposed framework by providing the result of a couple of tests.

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A Serious Game Platform Design for Collaboration Game (협동게임을 위한 기능성 게임 플랫폼 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.1
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    • pp.72-79
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    • 2007
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum) as a Serious Game Platform By combining velocity, direction and touch sensitive input devices like a korea traditional drum "Jang Go" and computer graphics imagery into an LCD or PDP display up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the design of detail input device and application fields of Kom-O-Drum for Serious Game.

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