• Title/Summary/Keyword: Digital Virtual

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A Study on Human-Robot Interaction Trends Using BERTopic (BERTopic을 활용한 인간-로봇 상호작용 동향 연구)

  • Jeonghun Kim;Kee-Young Kwahk
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.185-209
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    • 2023
  • With the advent of the 4th industrial revolution, various technologies have received much attention. Technologies related to the 4th industry include the Internet of Things (IoT), big data, artificial intelligence, virtual reality (VR), 3D printers, and robotics, and these technologies are often converged. In particular, the robotics field is combined with technologies such as big data, artificial intelligence, VR, and digital twins. Accordingly, much research using robotics is being conducted, which is applied to distribution, airports, hotels, restaurants, and transportation fields. In the given situation, research on human-robot interaction is attracting attention, but it has not yet reached the level of user satisfaction. However, research on robots capable of perfect communication is steadily being conducted, and it is expected that it will be able to replace human emotional labor. Therefore, it is necessary to discuss whether the current human-robot interaction technology can be applied to business. To this end, this study first examines the trend of human-robot interaction technology. Second, we compare LDA (Latent Dirichlet Allocation) topic modeling and BERTopic topic modeling methods. As a result, we found that the concept of human-robot interaction and basic interaction was discussed in the studies from 1992 to 2002. From 2003 to 2012, many studies on social expression were conducted, and studies related to judgment such as face detection and recognition were conducted. In the studies from 2013 to 2022, service topics such as elderly nursing, education, and autism treatment appeared, and research on social expression continued. However, it seems that it has not yet reached the level that can be applied to business. As a result of comparing LDA (Latent Dirichlet Allocation) topic modeling and the BERTopic topic modeling method, it was confirmed that BERTopic is a superior method to LDA.

Beyond Platforms to Ecosystems: Research on the Metaverse Industry Ecosystem Utilizing Information Ecology Theory (플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구 )

  • Seokyoung Shin;Jaiyeol Son
    • Information Systems Review
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    • v.25 no.4
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    • pp.131-159
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    • 2023
  • Recently, amidst the backdrop of the COVID-19 pandemic shifting towards an endemic phase, there has been a rise in discussions and debates about the future of the metaverse. Simultaneously, major metaverse platforms like Roblox have been launching services integrated with generative AI, and Apple's mixed reality hardware, Vision Pro, has been announced, creating new expectations for the metaverse. In this situation where the outlook for the metaverse is divided, it is crucial to diagnose the metaverse from an ecosystem perspective, examine its key ecological features, driving forces for development, and future possibilities for advancement. This study utilized Wang's (2021) Information Ecology Theory (IET) framework, which is representative of ecosystem research in the field of Information Systems (IS), to derive the Metaverse Industrial Ecosystem (MIE). The analysis revealed that the MIE consists of four main domains: Tech Landscape, Category Ecosystem, Metaverse Platform, and Product/Service Ecosystem. It was found that the MIE exhibits characteristics such as digital connectivity, the integration of real and virtual worlds, value creation capabilities, and value sharing (Web 3.0). Furthermore, the interactions among the domains within the MIE and the four characteristics of the ecosystem were identified as driving forces for the development of the MIE at an ecosystem level. Additionally, the development of the MIE at an ecosystem level was categorized into three distinct stages: Narrow Ecosystem, Expanded Ecosystem, and Everywhere Ecosystem. It is anticipated that future advancements in related technologies and industries, such as robotics, AI, and 6G, will promote the transition from the current Expanded Ecosystem level of the MIE to an Everywhere Ecosystem level, where the connection between the real and virtual worlds is pervasive. This study provides several implications. Firstly, it offers a foundational theory and analytical framework for ecosystem research, addressing a gap in previous metaverse studies. It also presents various research topics within the metaverse domain. Additionally, it establishes an academic foundation that integrates concept definition research and impact studies, which are key areas in metaverse research. Lastly, referring to the developmental stages and conditions proposed in this study, businesses and governments can explore future metaverse markets and related technologies. They can also consider diverse metaverse business strategies. These implications are expected to guide the exploration of the emerging metaverse market and facilitate the evaluation of various metaverse business strategies.

Motor Control IP Design and Quality Evaluation from the Viewpoint of Reuse (ICCAS 2004)

  • Lee, Sang-Deok;Han, Sung-Ho;Kim, Min-Soo;Park, Young-Jun
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.981-985
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    • 2004
  • In this paper we designed the motor control IP Core and evaluate its quality from the viewpoint of IP reuse. The most attractive merit of this methodology, so called IP-based hardware design, is hardware reuse. Although various vendors designed hardware with the same specification and got the same functional results, all that IPs is not the same quality in the reuse aspect. As tremendous calls for SoC have been increased, associated research about IP quality standard, VSIA(Virtual Socket Interface Alliance) and STARC(Semiconductor Technology Academic Research Center), has been doing best to make the IP quality evaluation system. And they made what conforms to objective IP design standard. We suggest the methodology to evaluate our own designed motor control IP quality with this standard. To attain our goal, we designed motor control IP that could control the motor velocity and position with feedback compensation algorithm. This controller has some IP blocks : digital filter, quadrature decoder, position counter, motion compensator, and PWM generator. Each block's functionality was verified by simulator ModelSim and then its quality was evaluated. To evaluate the core, We use Vnavigator for lint test and ModelSim for coverage check. During lint process, We adapted the OpenMORE's rule based on RMM (Reuse Methodology Manual) and it could tell us our IP's quality in a manner of the scored value form. If it is high, its quality is also high, and vice versa. During coverage check ModelSim-SE is used for verifying how our test circuits cover designs. This objective methods using well-defined commercial coverage metrics could perform a quantitative analysis of simulation completeness. In this manner, We evaluated the designed motor control IP's quality from the viewpoint of reuse. This methodology will save the time and cost in designing SoC that should integrate various IPs. In addition to this, It can be the guide for comparing the equally specified IP's quality. After all, we are continuously looking forward to enhancing our motor control IP in the aspect of not only functional perfection but also IP reuse to prepare for the SoC-Compliant motor control IP design.

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Research for Characteristics of Sound Localization at Monaural System Using Acoustic Energy (청각에너지를 이용한 모노럴 시스템에서의 음상 정위 특성 연구)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.4
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    • pp.181-189
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    • 2011
  • According to developments of digital signal processing, 3D sound come into focus on multimedia systems. Many studies on 3d sound have proposed lots of clues to create realistic sounds. But these clues are only focused on binaural systems which two ears are normal. If we make the 3d sound using those clues at monaural systems, the performance goes down dramatically. In order to use the clues for monaural systems, we have studies algorithms such as duplex theory. In duplex theory, the sounds that we listen are affected by human's body, pinna and shoulder. So, we can enhance sound localization performances using its characteristics. In this paper, we propose a new method to use psychoacoustic theory that creates realistic 3D audio at monaural systems. To improve 3d sound, we calculate the excitation energy rates of each symmetric HRTF and extract the weights in each bark range. Finally, they are applied to emphasize the characteristics related to each direction. Informal listening tests show that the proposed method improves sound localization performances much better than the conventional methods.

자동차 분야의 CALS/EC 구축 방향

  • 김관영
    • Proceedings of the CALSEC Conference
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    • 1998.10b
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    • pp.585-594
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    • 1998
  • 이미 전자상거래(EC)가 시간적ㆍ공간적 제약을 극복하고 국경을 초월한 새로운 교역시장 (Cyber Market)으로 등장하고 있으며 세계 자동차 산업은 표준부품의 공동개발 및 조달을 통해 중복투자 방지, 신차개발기간 단축 등 전략적 제휴를 통한 공조ㆍ공생체계 구축을 경쟁적으로 추진하고 있으나 국내 자동차업계는 제품개발, 부품조달, 판매 및 A/S 등 모든 부문을 독자적으로 해결함으로써 경쟁력 제고에 역행하는 경향이 있다. 또한 자동차 선진국과는 달리 국제 경쟁력 강화를 위한 CALS/EC 정보 기반 기술의 실질적인 활용이 미흡한 실정이다. 이러한 현실을 개선하기 위해 최근에 자동차공업협회(KAMA)와 현대, 대우, 기아 자동차 3사는 자동차 산업 CALS 추진 모델(Autopia)의 구축을 추진하고 있다. 추진 내용은 자동차 산업의 전체 Life-Cycle인 제품기획 단계부터 설계, 생산, 구매/조달, 고객지원 단계등 전 분야를 3개 부문(신차개발 프로세스, 구매조달 프로세스, 고객지원 서비스)으로 구분되어 있다. 신차개발 프로세스 부문은 차세대 PDM을 통하여 제품개발 사이클 단축을 추구하며 STEP을 통한 범용적 설계정보 교환 체계 구현이 기반이 된다. 또한 업무 흐름의 불투명성으로 인한 업무의 불균형 현상 타파와 설계 변경의 효율적 대응을 위하여 Workflow Management가 동시공학에 바탕을 두고 도입 적용되어야 한다. CAD 데이터를 비롯한 방대한 데이터의 효율적 관리를 위해서는 각 프로세스별로 독립된 정보를 체계적으로 관리할 수 있는 통합 환경(Integrated Data Environment)을 구성하여 각 프로세스에 걸쳐 데이터의 처리효율을 증대하여야 한다. 신차개발 부문의 핵심 기술이면서도 현업 적용이 초기 단계인 Digital Mockup과 Virtual Reality의 적용을 위해서는 3D 모델링이 기본 설계 방법으로 적용되어야 하며 이를 통한 어셈블리 및 부품구조의 관리가 이루어져야 한다. 구매조달 프로세스 부문은 자동차 업계의 공통 EDI/EC 네트워크 구축을 통한 경제적인 인프라 구조와 함께 부품 조달 체계의 간소화를 추구함으로써 자동차 산업의 대외 경쟁력 강화가 이루어 질 수 있다. 공개구매 시스템의 구축을 통하여 완성차별로 전속 계열화된 수직적인 부품조달 체계와 업체간 정보공유의 폐쇄성을 제거할 수 있고 완전 경쟁에 의한 우량 협력업체 발굴 기회의 확대가 용이하다. 이를 통하여 궁극적으로는 Global Vendor망의 구축이 실현될 것이다. 종합물류 시스템이 구현되면 판매는 경쟁체제, 물류는 공동화가 됨으로써 국가적으로 물류 비용의 절감이 엄청날 것으로 예상된다. 전국에 산재되어 있는 1,000여개의 대리점과 7,000여개의 정비업소를 대상으로 한 정비부품 EDI/EC 시스템이 구축되면 고객 서비스의 효율 향상과 함께 정비업소의 물류 및 재고 비용의 감소, 조달 속도의 향상, 조달 업무의 간소화 등의 효과를 보게 될 것이다. 고객지원 서비스는 정비정보 시스템, 산업정보 시스템, 쇼핑몰 시스템, 등록대행 시스템등을 통하여 일반 국민들이 피부로 느낄 수 있는 시스템으로 구축 되어야 할 것이다.

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

A Study on the Correlation of Factors in 3-D Stereoscopic Visual-perception (3차원 입체영상에서 시지각(時知覺) 요인의 상관관계)

  • Cho, Yong-Keun
    • Cartoon and Animation Studies
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    • s.19
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    • pp.161-181
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    • 2010
  • Human beings experience the outside world through senses and have developed various ways of representation to preserve what they've experienced. The rapid progress of digital technology has opened a new era of representation technology, and furthermore, is functioning as a technology which offers new experiences. The sensory experiences through the sense of sight, which humans depend on more than 70% to perceive the outside world, have been becoming the center of representing the reality as the 3-D graphics technology has been growing, and developing by being grafted onto different areas of study. Various technologies to express the sense of reality, such as the technology to reinforce the virtual reality and to represent it in the reality, computer graphic, TUI technology, and five sensory technologies which apply humans' senses, are making advancement based on humans' visual features and sensory elements. In particular, the 3-D technology to display solidness provides not only representation but also new sensory experiences, and is emerging as the key technology to image contents. However, compared to the development of technology of 3-D graphics, there have been few basic studies on the principles of the sense of vision. Therefore, in this study, the principles and elements to sense videos will be examined. The sensory features of 3-D images to represent the sense of reality will be researched into, especially focusing on the experiential and physiological elements to sense 3-D structures, and the physical and psychological elements to sense shapes, which might be hopefully the basic study for producing 3-D contents.

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Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.554-565
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    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.

A SoC Design Synthesis System for High Performance Vehicles (고성능 차량용 SoC 설계 합성 시스템)

  • Chang, Jeong-Uk;Lin, Chi-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.181-187
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    • 2020
  • In this paper, we proposed a register allocation algorithm and resource allocation algorithm in the high level synthesis process for the SoC design synthesis system of high performance vehicles We have analyzed to the operator characteristics and structure of datapath in the most important high-level synthesis. We also introduced the concept of virtual operator for the scheduling of multi-cycle operations. Thus, we demonstrated the complexity to implement a multi-cycle operation of the operator, regardless of the type of operation that can be applied for commonly use in the resources allocation algorithm. The algorithm assigns the functional operators so that the number of connecting signal lines which are repeatedly used between the operators would be minimum. This algorithm provides regional graphs with priority depending on connected structure when the registers are allocated. The registers with connecting structure are allocated to the maximum cluster which is generated by the minimum cluster partition algorithm. Also, it minimize the connecting structure by removing the duplicate inputs for the multiplexor in connecting structure and arranging the inputs for the multiplexor which is connected to the operators. In order to evaluate the scheduling performance of the described algorithm, we demonstrate the utility of the proposed algorithm by executing scheduling on the fifth digital wave filter, a standard bench mark model.

Pedestrian Multi-Agent Model in College Town Streets (대학촌 가로의 보행환경 개선을 위한 보행자 멀티에이전트(Pedestrian Multi-Agent) 모델링)

  • Moon, Tae-Heon;Han, Soo-Chel;Sung, Han-Uk;Jeong, Kyeong-Seok
    • Journal of the Korean Association of Geographic Information Studies
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    • v.9 no.2
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    • pp.194-205
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    • 2006
  • The purpose of this study is to develop a pedestrian multi-agent model and simulation system using multi-agent theory, which may be utilized as a planning support system for building a comfort and safe environment of pedestrian street. Differing from existing pedestrian models, however, every single pedestrian was regarded as an individual agent in the model. Multiple agents like multiple pedestrians in the street then maintain their own characteristics and respond to surrounding environment. In addition their moving behavior are made by their own decision rules that they have or had acquired through the interactive communications or learning between agents like real world. After verifying the model validation, as the $R^2$ between the predicted value and observed value was up to 0.781, the developed model was applied to Gazwa district within Gyeongsang university village. The simulation system was developed by Flash MX action scripts and the physical environment of the streets was configured with the digital map and ArcGis within computer virtual space. The attribute data of buildings such as type and size of commercial business were collected through the field survey and combined with physical features. Then the effect of the variation of building attractiveness and the occurrence of street events to pedestrian environment were simulated. Through the experiments this study could make suggestions to improve pedestrian environment.

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