• Title/Summary/Keyword: Interactive application

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Design and Performance Evaluation of Software On-Demand Streaming System Providing Virtual Software Execution Environment (가상 소프트웨어 실행 환경을 제공하는 주문형 소프트웨어 스트리밍 시스템 설계 및 성능평가)

  • Kim Young-Man;Park Hong-Jae;Han Wang-Won;Choi Wan;Heo Seong-Jin
    • The KIPS Transactions:PartC
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    • v.13C no.4 s.107
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    • pp.501-510
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    • 2006
  • Software streaming allows the execution of stream-enabled software on desktop or portable computing devices like PC, PDA, laptop, cellular phone, etc., even while the transmission/streaming from the server may still be in progress. In this paper, we present an efficient streaming system called Software On-Demand(SOD) streaming system to transmit stream-enabled applications in addition to automatic installation of program registry, environment variables, configuration files, and related components. In particular, we design and implement a SOD system in Linux to provide the user with the instant look-and-click software execution environment such that software download and installation are internally proceeded in a completely user-transparent way. Therefore, the SOD system relieves the user from the tricky, failure-prone installation business. In addition, the software developer now obtains a new, powerful means to advertise and propagate their software products since the user can use software packages via user-friendly UI window or web browser by look-and-click interactive operation. In the paper, we also make a couple of SOD streaming experiments using a spectrum of popular softwares. Based on the analysis of the experiment results, we also propose two performance improvement schemes.

Development of KBIMS Architectural and Structural Element Library and IFC Property Name Conversion Methodology (KBIMS 건축 및 구조 부재 라이브러리 및 IFC 속성명 변환 방법 개발)

  • Kim, Seonwoo;Kim, Sunjung;Kim, Honghyun;Bae, Kiwoo
    • Journal of the Korea Institute of Building Construction
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    • v.20 no.6
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    • pp.505-514
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    • 2020
  • This research introduces the method of developing Korea BIM standard (KBIMS) architectural and structural element library and the methodology of converting KBIMS IFC property names with special characters. Diverse BIM tools are utilizing in project, however BIM library researches lack diversity on BIM tool selection. This research described the method to generate twelve categories and seven hundred and ninety-three elements library containing geometrical and numerical data in CATIA V6. KBIMS has its special property data naming systems which was the challenge inputting to ENOVIA IFC database. Three mapping methods for special naming characters had been developed and the ASCII code method was applied. In addition, the convertor prototype had been developed for searching and replacing the ASCII codes into the original KBIMS IFC property names. The methodology was verified by exporting 2,443 entities without data loss in the sample model conversion test. This research would provide a wider choice of BIM tool selection for applying KBIMS. Furthermore, the research would help on the reduction of data interoperability issues in projects. The developed library would be open to the public, however the continuous update and maintenance would be necessary.

A Study on the Trend of Healthcare Device Technology by Biometric Signal (생체신호를 통한 헬스케어 디바이스 기술 동향 연구)

  • Choi, Kyoung-Ho;Yang, Eun-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.2
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    • pp.165-176
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    • 2020
  • Customized medical care and services timely providing effective prevention and treatment by collecting and using individuals' biomedical data are recently possible and utilized for users' health care. They are developed as the real-time health care services and information is provided to individuals by using smart phones, PC, tablet, etc. Interactive communication is supported by informing managers of analysis data and results, through collected data. It is therefore the time for constructing health care. This study attempts to prepare for patent applications of technical development at this time, by analyzing the tendency of smart wearable health care technologies, including biological signal-based health care devices and real-time health care system. Patents regarding smart wearable health care technologies were reported to have the relatively higher concentration of research development. Korea focuses on patent activities for real-time health care systems across the intervals of analysis, while U.S and European countries actively make efforts for patent activities regarding health care devices Japan conduct patent activities across health care devices and systems, based on bio-technologies. Korea has recently dominated the market of patents for bio-technologies-based health care devices and real-time health care devices and also appears to secure patents for the technologies and the market, so entry barriers to the market of smart wearable health care technologies are determined to be higher in Korea. It is important to establish the portfolios of patents, by securing patent rights for the figures of products, manufacturing methods and other related technical systems, if technologies are planned to be commercialized.

Recent Trends in Integrative Insect Nutrition: A Nutritional Geometry Perspective (통합곤충영양학에 관한 최신 연구동향: 영양기하학적 관점을 중심으로)

  • Lee, Kwang Pum;Jang, Taehwan;Rho, Myung Suk
    • Korean journal of applied entomology
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    • v.61 no.1
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    • pp.129-142
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    • 2022
  • Nutrition dictates nearly all biological processes and determines Darwinian fitness in all living organisms, including insects. Research on insect nutrition has a long history in the field of insect physiology and the importance of understanding insect nutrition has become increasingly apparent with the growing need for producing insects as food and feed. Nevertheless, it is only in recent years that we have witnessed a major breakthrough in our knowledge of insect nutrition. The multivariate, interactive, and dynamic nature of nutrition has long hampered our complete understanding of insect nutrition. However, the challenge posed by such nutritional complexity has been overcome with the advent of the Nutritional Geometry, which is an integrative and multidimensional framework that enabled us to model complex interactions between multiple nutrients. In this review, we introduce the basic concepts and principles of the Nutritional Geometry and describe how this innovative framework has revolutionized the field of insect nutrition and has placed nutrition in the centre of the interface between physiology, ecology, and evolution. We close this review by discussing potentially fertile research areas that can benefit tremendously from the application of this powerful nutritional paradigm in the future.

Case study of Ontact PBL Development and Application to Improve Teaching Presence & Learning Presence (교수실재감 및 학습실재감을 높이기 위한 Ontact PBL 개발 및 적용 사례 연구)

  • Lee, Seong Ah
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.303-337
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    • 2022
  • The purpose of this study is to realize Ontact PBL that can sufficiently contain interactive elements that can increase the perception of reality between professors and students in an environment without human contact. This is a class designed, developed, and operated ontact PBL for the first semester of 2021. As a result of diagnosing the realism of teaching and learning for students who took the class, the average teaching realism improved significantly by 0.95. This was found to be effective in improving the sense of realism in teaching as there were many related opinions in the reflective journal on students' classes. In addition, there was an effect on learning presence, and it was confirmed that emotional presence, which is a sub-element of learning presence, significantly improved by 0.7, social presence by 0.5, and cognitive presence by 0.6. Learning presence also confirmed the students' reflection on the class, and it was possible to judge that Ontact PBL was effective in improving the sense of presence.

Research on Cross-border Practice and Communication of Dance Art in the New Media Environment (뉴미디어 환경에서 무용예술의 크로스오버 실현과 전파에 대한 연구)

  • Zhang, Mengni;Zhang, Yi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.47-57
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    • 2019
  • The end of the 20th century, along with the popularity of new media technology and the rise of new media art, dance as a visual art, and body language art, has the features of more and more rich and changeful. In today's Internet booming new media environment, many different fields, such as film and theater, computer technology, digital art, etc.) with its commonness and characteristics of all kinds of interaction between the creation, produced a new interdisciplinary research with theoretical model. When cross-border interactions between various areas become a hot topic at the same time, the traditional form of dance performances are also seeking new breakthrough. Canada's famous social psychologist McLuhan believes that modern is retrieving lost over a long period of time "overall" feel, return to a feeling of equilibrium. The audience how to have the characteristics of focus on details of visual art back to the "overall" feel worthy of study. At the same time, the new media in today's digital dance teaching in colleges and universities dancing education remains to be perfect and popular, if continue to use the precept of the traditional teaching way blindly, so it is difficult to get from the development of the current domestic dance overall demand. In this paper, the main body is divided into two parts, the first chapter is the study of image device dance performance art, the second chapter is the research of digital dance teaching application system, thus further perspective of media technology to explore dance art crossover practice under the new media environment and mode of transmission.

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

Development and Application of a Virtual Reality-Based Geological Field Trip around Mt. Jeoksang, Muju-gun, Jeollabuk-do, Korea (전라북도 무주군 적상산 일대를 중심으로 한 가상현실 기반 지질학습장(VFT) 개발과 적용)

  • Kyu-Seong Cho;Dong-Gwon Jeong
    • Journal of the Korean earth science society
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    • v.44 no.3
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    • pp.222-235
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    • 2023
  • This study developed a geological virtual reality-based field trip (VFT) to find an alternative to replace the actual field trip, which is often considered lightly by students owing to difficulties in the school. For this purpose, we selected a total of five geological learning sites that focus on the Mt. Jeoksang Muju-gun, Jeollabuk-do, Korea by evaluating the contents of the curriculum and the possibility of developing a VFT. The developed VFT provided middle-school students with an interactive space to observe and explore rocks and geological structures, including orbicular granite gneiss, tuff, conglomerate, sandstone, stratification, and joints. A semi-structured interview was conducted with the 1st-grade middle-school students to evaluate the educational value of the VFT. The responses of the students were analyzed using semantic network analysis to understand the significance of relationships between the reaction words. Results show that the students were able to sense reality through the VFT, which enabled them to understand and remember the characteristics of rocks. Therefore, students can indirectly have a sense of reality of an outdoor experience through the VFT program, which positively influences their learning. Our study shows that VFT can be effectively utilized as a meaningful learning resource in schools.

A Study on intent to use AI-enhanced development tools (AI 증강 개발 도구 사용의도에 관한 연구)

  • Hyun Ji Eun;Lee Seung Hwan;Gim Gwang Yong
    • Convergence Security Journal
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    • v.24 no.2
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    • pp.89-104
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    • 2024
  • This study is an empirical study to examine the factors that influence the intention to use artificial intelligence (AI) technology for SW engineering-related tasks, and the purpose of the study is to understand the key factors that influence the use in terms of AI augmentation characteristics and interactive UI/UX characteristics. For this purpose, a survey was conducted among information and communication workers who have experience in using AI-related technologies and the collected data was analyzed. The results of the empirical analysis showed that perceived usefulness was positively influenced by the factors of expertise, interestingness, realism, aesthetics, efficiency, and flexibility, and perceived ease of use was positively influenced by the factors of expertise, interestingness, realism, aesthetics, and flexibility. Variety had no effect on both perceived ease of use and perceived usefulness. Perceived ease of use had a significant effect on perceived immersion, which positively influenced intention to use. These findings are significant in that they provide an academic understanding of the factors that influence the use of AI-enhanced tools in SW engineering-related tasks such as application design, development, testing, and process automation, as well as practical directions for the creators of tools that provide AI-enhanced development services to develop user acquisition strategies.

Mobile Contents Transformation System Research for Personalization Service (개인화 서비스를 위한 모바일 콘텐츠 변환 시스템 연구)

  • Bae, Jong-Hwan;Cho, Young-Hee;Lee, Jung-Jae;Kim, Nam-Jin
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.119-128
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    • 2011
  • The Sensor technology and portable device capability able to collect recent user information and the information about the surrounding environment haven been highly developed. A user can be made use of various contents and the option is also extending with this technology development. In particular, the initial portable device had simply a call function, but now that has evolved into 'the 4th screen' which including movie, television, PC ability. also, in the past, a portable device to provided only the services of a SMS, in recent years, it provided to interactive video service, and it include technology which providing various contents. Also, it is rising as media which leading the consumption of contents, because it can be used anytime, anywhere. However, the contents available for the nature of user's handheld devices are limited. because it is very difficult for making the contents separately according to various device specification. To find a solution to this problem, the study on one contents from several device has been progressing. The contents conversion technology making use of the profile of device out of this study comes to the force and profile study has been progressing for this. Furthermore, Demand for a user is also increased and the study on the technology collecting, analyzing demands has been making active progress. And what is more, Grasping user's demands by making use of this technology and the study on the technology analyzing, providing contents has been making active progress as well. First of all, there is a method making good use of ZigBee, Bluetooth technology about the sensor for gathering user's information. ZigBee uses low-power digital radio for wireless headphone, wireless communication network, and being utilized for smart energy, automatic home system, wireless communication application and wireless sensor application. Bluetooth, as industry standards of PAN(Personal Area Networks), is being made of use of low power wireless device for the technology supporting data transmission such as drawing file, video file among Bluetooth device. With analyzing the collected information making use of this technology, it utilizes personalized service based on network knowledge developed by ETRI to service contents tailor-made for a user. Now that personalized service builds up network knowledge about user's various environments, the technology provides context friendly service constructed dynamically on the basis of this. The contents to service dynamically like this offer the contents that it converses with utilizing device profile to working well. Therefore, this paper suggests the system as follow. It collects the information, for example of user's sensitivity, context and location by using sensor technology, and generates the profile as a means of collected information as sensor. It collects the user's propensity to the information by user's input and event and generates profile in the same way besides the gathered information by sensor. Device transmits a generated profile and the profile about a device specification to proxy server. And proxy server transmits a profile to each profile management server. It analyzes profile in proxy server so that it selects the contents user demand and requests in contents server. Contents server receives a profile of user portable device from device profile server and converses the contents by using this. Original source code of contents convert into XML code using the device profile and XML code convert into source code available in user portable device. Thus, contents conversion process is terminated and user friendly system is completed as the user transmits optimal contents for user portable device.