• 제목/요약/키워드: EXtended Reality

검색결과 177건 처리시간 0.027초

Environmental Consciousness and Environmental Management Performance: The Mediating Effect of Environmental Information Sharing

  • KIM, Minkyung;HA, Byoung-Chun
    • The Journal of Asian Finance, Economics and Business
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    • 제9권8호
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    • pp.57-69
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    • 2022
  • The purpose of the study is to empirically investigate the effect of suppliers' environmental consciousness on environmental information sharing and management performance and to conduct the mediating effect of environmental information sharing between the environmental consciousness of suppliers and environmental management performance. The scope of environmental consciousness was extended from the consumer perspective to the organizational perspective and proposed a variable called environmental information sharing to explain how environmental consciousness affects environmental management performance. The research model and hypotheses were established based on previous studies. After collecting 295 samples of effective responses from suppliers, an empirical analysis was conducted using structural equation modeling. The findings show that suppliers' environmental consciousness affects environmental information sharing and management performance, and such sharing has a mediating effect on the relationship between suppliers' environmental consciousness and environmental management performance. The fact that environmental consciousness affects environmental management performance indicates that environmental consciousness is not just a concept of values such as the firm's belief or will, but a part of the firm's actual goal of performance. Therefore, suppliers have difficulties in reality such as a lack of professional manpower or guideline, but it is necessary to enhance the importance of environmental consciousness and promote environmental information sharing.

디지털 윤리와 UX를 반영한 메타버스 R&D 추진전략 (Metaverse R&D Promotion Strategy Reflecting Digital Ethics and UX)

  • 방준성;박판근
    • 방송공학회논문지
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    • 제27권5호
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    • pp.703-717
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    • 2022
  • 메타버스는 가상과 현실이 연결된 디지털 사회에서 사회·문화·경제 활동을 하며 다양한 가치를 생산할 수 있는 시뮬레이션 환경을 제공한다. 본 논문에서는 메타버스 서비스와 산업 현황을 분석하고 서비스 플랫폼 구현 기술들을 살펴봄으로써 그 발전 방향을 예측해 본다. 그리고, 지속가능한 메타버스를 구성하기 위한 메타버스 윤리(Metaverse Ethics)와 사용자들의 서비스 참여를 높이기 위한 메타버스 사용자경험(UX)에 대해서도 논의한다. 마지막으로, 기술 경쟁력 확보를 위해 디지털 윤리와 UX가 반영된 메타버스 R&D 추진전략을 제시한다.

Concurrent topology optimization of composite macrostructure and microstructure under uncertain dynamic loads

  • Cai, Jinhu;Yang, Zhijie;Wang, Chunjie;Ding, Jianzhong
    • Structural Engineering and Mechanics
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    • 제81권3호
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    • pp.267-280
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    • 2022
  • Multiscale structure has attracted significant interest due to its high stiffness/strength to weight ratios and multifunctional performance. However, most of the existing concurrent topology optimization works are carried out under deterministic load conditions. Hence, this paper proposes a robust concurrent topology optimization method based on the bidirectional evolutionary structural optimization (BESO) method for the design of structures composed of periodic microstructures subjected to uncertain dynamic loads. The robust objective function is defined as the weighted sum of the mean and standard deviation of the module of dynamic structural compliance with constraints are imposed to both macro- and microscale structure volume fractions. The polynomial chaos expansion (PCE) method is used to quantify and propagate load uncertainty to evaluate the objective function. The effective properties of microstructure is evaluated by the numerical homogenization method. To release the computation burden, the decoupled sensitivity analysis method is proposed for microscale design variables. The proposed method is a non-intrusive method, and it can be conveniently extended to many topology optimization problems with other distributions. Several numerical examples are used to validate the effectiveness of the proposed robust concurrent topology optimization method.

Multiparameter recursive reliability quantification for civil structures in meteorological disasters

  • Wang, Vincent Z.;Fragomeni, Sam
    • Structural Engineering and Mechanics
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    • 제80권6호
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    • pp.711-726
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    • 2021
  • This paper presents a multiple parameters-based recursive methodology for the reliability quantification of civil structures subjected to meteorological disasters. Recognizing the challenge associated with characterizing at a single stroke all the meteorological disasters that may hit a structure during its service life, the proposed methodology by contrast features a multiparameter recursive mechanism to describe the meteorological demand of the structure. The benefit of the arrangements is that the essentially inevitable deviation of the practically observed meteorological data from those in the existing model can be mitigated in an adaptive manner. In particular, the implications of potential climate change to the relevant reliability of civil structures are allowed for. The application of the formulated methodology of recursive reliability quantification is illustrated by first considering the reliability quantification of a linear shear frame against simulated strong wind loads. A parametric study is engaged in this application to examine the effect of some hyperparameters in the configured hierarchical model. Further, the application is extended to a nonlinear hysteretic shear frame involving some field-observed cyclone data, and the incompleteness of the relevant structural diagnosis data that may arise in reality is taken into account. Also investigated is another application scenario where the reliability of a building envelope is assessed under hailstone impacts, and the emphasis is to demonstrate the recursive incorporation of newly obtained meteorological data.

An image-based deep learning network technique for structural health monitoring

  • Lee, Dong-Han;Koh, Bong-Hwan
    • Smart Structures and Systems
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    • 제28권6호
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    • pp.799-810
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    • 2021
  • When monitoring the structural integrity of a bridge using data collected through accelerometers, identifying the profile of the load exerted on the bridge from the vehicles passing over it becomes a crucial task. In this study, the speed and location of vehicles on the deck of a bridge is reconfigured using real-time video to implicitly associate the load applied to the bridge with the response from the bridge sensors to develop an image-based deep learning network model. Instead of directly measuring the load that a moving vehicle exerts on the bridge, the intention in the proposed method is to replace the correlation between the movement of vehicles from CCTV images and the corresponding response by the bridge with a neural network model. Given the framework of an input-output-based system identification, CCTV images secured from the bridge and the acceleration measurements from a cantilevered beam are combined during the process of training the neural network model. Since in reality, structural damage cannot be induced in a bridge, the focus of the study is on identifying local changes in parameters by adding mass to a cantilevered beam in the laboratory. The study successfully identified the change in the material parameters in the beam by using the deep-learning neural network model. Also, the method correctly predicted the acceleration response of the beam. The proposed approach can be extended to the structural health monitoring of actual bridges, and its sensitivity to damage can also be improved through optimization of the network training.

메타버스와 보안 이슈에 대한 고찰 (A Study of Metaverse and Security Issues)

  • 조은영;최재홍;안인회;이준동;주용완
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2022년도 제65차 동계학술대회논문집 30권1호
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    • pp.109-112
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    • 2022
  • 메타버스란 가상, 초월을 뜻하는 Meta와 우주, 세계를 뜻하는 Universe의 합성어로 가상과 현실이 상호작용 하면서 사회·경제·문화 활동이 이루어지며 가치를 창출하는 세상을 말한다. 이러한 메타버스는 5G와 그래픽 기술의 발전과 함께 코로나 사태로 인한 비대면 생활이 계속되면서 디지털 네이티브 세대인 Z세대가 메타버스 플랫폼을 소통의 장으로 삼기 시작하면서 성장하고 있다. 메타버스 안에서 콘서트나 사인회를 하고, 가상 아이템을 판매하며 마케팅을 벌이는 등 다양한 산업에서 메타버스에 뛰어들고 있다. 점점 진화하고 있는 메타버스는 메타버스 내에서 유저들 간에 맺는 상호관계 활동이 큰 장점이지만, 이로 인해 개인정보 보호 문제나, 위치정보, 금융정보 문제 등의 다양한 문제가 발생할 수 있는 문제점을 가지고 있다. 이에 본 논문에서는 메타버스에서 발생할 수 있는 문제점과 그 대응 방안을 제시하였다.

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게임에서의 자연풍경의 그래픽 스타일 차이에 따른 감성 반응 분석 (Analysis of Emotional Responses to Different Graphical Styles of Natural Scenery in Video Games)

  • 홍한선;김성수;강민지;이주영
    • 한국환경과학회지
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    • 제32권12호
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    • pp.979-985
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    • 2023
  • After the outbreak of COVID-19, the demand for home-enjoyable video games has surged, driven by extended pandemic conditions and resulting in rapid graphic technology advancements. Consequently, games with diverse expression techniques have emerged, captivating players. Virtual Reality (VR) environments predominantly feature natural landscapes, with advancing graphic technology enabling lifelike scenes. The rise in individuals seeking solace through natural elements in games has followed suit. As VR technology and metaverse interest grow, more people are exposed to digital imagery. However, evidence on the influence of graphic expression methods on emotional response to that is lacking. Our study examined user emotional responses, focusing on natural landscapes in digital graphics of games. Analyzing a group of 47 young adults as frequent digital media consumers, we studied reactions to different image styles (Realism, Semi-Realism, Stylized). In the analysis, Realism-style images were perceived the most positively, while emotional responses to natural landscapes with different graphical expressions showed no significant differences. Results suggest that recognizing digital natural landscapes may outweigh expression style impacting the evaluation of digital nature. This study's empirical analysis enhances the understanding of digital nature's application to actual situations.

A Study on the Utilization of Virtual Educational Training Contents

  • Jihan Kim;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.158-163
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    • 2024
  • Virtual world technology is driving major advances in education, entertainment, and professional training. Metaverse and extended reality (XR) technologies maximize immersion to enhance learning, provide global learning environments, and expose students to situations that are difficult to experience in real life. Career exploration is an important developmental task in adolescence, and virtual training maximizes learning by providing life-like experiences with imagery training. Virtual training overcomes spatial, financial, performance, and situational constraints and is effective in a variety of fields, including military and disaster training. It provides customized learning for various users such as youth, job seekers, and people with disabilities, deepening their understanding of professional activities and improving their problem-solving skills. It also improves the quality of learning through repetitive learning and contributes to the improvement of teamwork and communication skills, and helps to solve financial problems by using unlimited internal resources and space in virtual space, and enables people with disabilities to perform in various professions. This paper investigated the value of virtual training as a comprehensive educational tool through an economical and efficient learning experience.

확장 베이지안망을 적용한 고위험성 HRCT 영상 분류 (Classification of Very High Concerns HRCT Images using Extended Bayesian Networks)

  • 임채균;정용규
    • 전자공학회논문지CI
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    • 제49권2호
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    • pp.7-12
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    • 2012
  • 최근 의료분야에서는 방대한 양의 정보를 효과적으로 처리하기 위하여 의사결정트리, 신경망, 베이지안망 등을 비롯한 각종 데이터마이닝 기법의 적용 방안을 연구하고 있다. 또한 환자의 기본적인 신상정보나 과거력, 가족력과 같은 정보 이외에도 MRI, HRCT 등의 영상정보를 추가적으로 수집하고 진단에 활용함으로써 질병진단의 정확도 향상을 도모하는 것이 일반적인 현황이다. 하지만 실제 상황에서는 결과에 영향을 미치는 다량의 변수가 존재하므로 특정 데이터마이닝 기법을 통하여 얻을 수 있는 정보가 상당히 제한적이라고 볼 수 있다. 그뿐만 아니라 촬영된 의료영상도 부수적으로 진단에 긍정적인 영향을 줄 수는 있지만, 주관적인 판단 비중이 높아 자동화된 시스템으로 처리하기가 난해한 문제이다. 이에 따라 현실의 복잡한 상황에서 상대적으로 대처가 유리하고 다변량 확률적인 모델을 기반으로 하는 베이지안망에서 K2나 TAN 등으로 탐색 알고리즘을 개선한 확장 모델이 제안되었다. 이 때, 적용되는 탐색 알고리즘의 종류에 따라 그 성능이 크게 좌우되는 확장 베이지안망의 특성상, 각 기법에 대한 성능과 적합성의 사실적인 평가가 요구된다. 따라서 본 논문에서는 확장 베이지안망에서 질병 진단에 대한 동일한 데이터를 이용하여 실험을 수행하였으며, K2, TAN과 같은 탐색 알고리즘에 변화를 주며 분류 정확도를 측정하였다. 실험에서는 10-fold 교차검증을 수행한 결과분석을 기반으로 성능을 비교평가하고, 발병 위험성이 높은 환자에 대한 HRCT 영상을 분류하여 고위험성의 데이터를 식별 가능하도록 하였다.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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