• Title/Summary/Keyword: Interests Tracking

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Study on the Legal Issues of New Draft of Civil Aviation Law in China (중국 민용항공법 개정 최근 동향과 주요 법적쟁점)

  • Lee, Hwa
    • The Korean Journal of Air & Space Law and Policy
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    • v.31 no.2
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    • pp.177-214
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    • 2016
  • During more than 20 years of practice, Civil Aviation Law has experienced three times of amendments since it was enacted in 1995. But these revisions are limited to the technical level. The problems and limitations have become increasingly prominent in its implementation. Firstly, the civil aviation law is the result of interests game among several departments and some legal issues was left behind and the regulation was very vague as a result. Secondly, the process of aviation legislation is the process that the country has undergone profound changes and social transformation. The 20 years is long enough for the society to undergo tremendous changes and 1995 version of civil aviation law does not keep pace of development of economy. There was a serious lag between reality and the law. In order to actively promote the development of the aviation industry and overcome implementation issues of the Civil Aviation Law, Civil Aviation Administration of China (CAAC) initiated modification procedure the law and published new draft of Civil Aviation Law in August 2016. The spirit of this modification is to learn and absorb new achievements of domestic and foreign legislation and the International Convention on civil aviation. Furthermore, the purpose of the revision is to provide favorable policy for the development of civil aviation industry and improve aviation safety and supervision, strengthen and protection of consumer rights and interests, to enhance the safety of civil aviation activities, and promote the development of general aviation. This revision concerned to the 78 articles which are revised or deleted and 24 articles added. The highlights of the draft include but not limited to the enhancement of security management, clarification of the main responsibility for production safety. And also it added the provisions related to the construction of effective tracking capability of public air transport enterprises and license system on the transport of dangerous goods. Compared with the existing civil aviation law, the draft has made a great improvements. But there are several deficiencies and limitations in the drafts. These problems need to be supplemented and perfected through further amendments in near future.

Analysis of Space Use Patterns of Public Library Users through AI Cameras (AI 카메라를 활용한 공공도서관 이용자의 공간이용행태 분석 연구)

  • Gyuhwan Kim;Do-Heon Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.4
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    • pp.333-351
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    • 2023
  • This study investigates user behavior in library spaces through the lens of AI camera analytics. By leveraging the face recognition and tracking capabilities of AI cameras, we accurately identified the gender and age of visitors and meticulously collected video data to track their movements. Our findings revealed that female users slightly outnumbered male users and the dominant age group was individuals in their 30s. User visits peaked between Tuesday to Friday, with the highest footfall recorded between 14:00 and 15:00 pm, while visits decreased over the weekend. Most visitors utilized one or two specific spaces, frequently consulting the information desk for inquiries, checking out/returning items, or using the rest area for relaxation. The library stacks were used approximately twice as much as they were avoided. The most frequented subject areas were Philosophy(100), Religion(200), Social Sciences(300), Science(400), Technology(500), and Literature(800), with Literature(800) and Religion(200) displaying the most intersections with other areas. By categorizing users into five clusters based on space utilization patterns, we discerned varying objectives and subject interests, providing insights for future library service enhancements. Moreover, the study underscores the need to address the associated costs and privacy concerns when considering the broader application of AI camera analytics in library settings.

Effective 3-D GPR Survey for the Exploration of Old Remains (유적지 발굴을 위한 효율적 3차원 GPR 탐사)

  • Kim, Jung-Ho;Yi, Myeong-Jong;Son, Jeong-Sul;Cho, Seong-Jun;Park, Sam-Gyu
    • Geophysics and Geophysical Exploration
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    • v.8 no.4
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    • pp.262-269
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    • 2005
  • Since the buried cultural relics are three-dimensional (3-D) objects in nature, 3-D survey is more preferable in archeological exploration. 3-D Ground Penetrating Radar (GPR) survey based on very dense data in principle, however, might need much higher cost and longer time of exploration than other geophysical methods commonly used for the archeological exploration, such as magnetic and electromagnetic methods. We developed a small-scale continuous data acquisition system which consists of two sets of GPR antennas and the precise positioning device tracking the moving-path of GPR antenna automatically and continuously. Since the high cost of field work may be partly attributed to establishing many profile lines, we adopted a concept of data acquisition at arbitrary locations not along the pre-established profile lines. Besides this hardware system, we also developed several software packages in order to effectively process and visualize the 3-D data obtained by the developed system and the data acquisition concept. Using the developed system, we performed 3-D GPR survey to investigate the possible historical remains of Baekje Kingdom at Buyeo city, South Korea, prior to the excavation. Owing to the newly devised system, we could obtain 3-D GPR data of this survey area having areal extent over about $17,000m^2$ within only six-hours field work. Although the GPR data were obtained at random locations not along the pre-established profile lines, we could obtain high-resolution 3-D images showing many distinctive anomalies, which could be interpreted as old agricultural lands, waterways, and artificial structures or remains. This cast: history led us to the conclusion that 3-D GPR method is very useful not only to examine a small anomalous area but also to investigate the wider region of the archeological interests.

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.

Three dimensional GPR survey for the exploration of old remains at Buyeo area (부여지역 유적지 발굴을 위한 3차원 GPR 탐사)

  • Kim Jung-Bo;Son Jeong-Sul;Yi Myeong-Jong;Lim Seong-Keun;Cho Seong-Jun;Jeong Ji-Min;Park Sam-Gyu
    • 한국지구물리탐사학회:학술대회논문집
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    • 2004.08a
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    • pp.49-69
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    • 2004
  • One of the important roles of geophysical exploration in archeological survey may be to provide the subsurface information for effective and systematic excavations of historical remains. Ground Penetrating Radar (GPA) can give us images of shallow subsurface structure with high resolution and is regarded as a useful and important technology in archeological exploration. Since the buried cultural relics are the three-dimensional (3-D) objects in nature, the 3-D or areal survey is more desirable in archeological exploration. 3-D GPR survey based on the very dense data in principle, however, might need much higher cost and longer time of exploration than the other geophysical methods, thus it could have not been applied to the wide area exploration as one of routine procedures. Therefore, it is important to develop an effective way of 3-D GPR survey. In this study, we applied 3-D GPR method to investigate the possible historical remains of Baekje Kingdom at Gatap-Ri, Buyeo city, prior to the excavation. The principal purpose of the investigation was to provide the subsurface images of high resolution for the excavation of the surveyed area. Besides this, another purpose was to investigate the applicability and effectiveness of the continuous data acquisition system which was newly devised for the archeological investigation. The system consists of two sets of GPR antennas and the precise measurement device tracking the path of GPR antenna movement automatically and continuously Besides this hardware system, we adopted a concept of data acquisition that the data were acquired arbitrary not along the pre-established profile lines, because establishing the many profile lines itself would make the field work much longer, which results in the higher cost of field work. Owing to the newly devised system, we could acquire 3-D GPR data of an wide area over about $17,000 m^2$ as a result of the just two-days field work. Although the 3-D GPR data were gathered randomly not along the pre-established profile lines, we could have the 3-D images with high resolution showing many distinctive anomalies which could be interpreted as old agricultural lands, waterways, and artificial structures or remains. This case history led us to the conclusion that 3-D GPR method can be used easily not only to examine a small anomalous area but also to investigate the wider region of archeological interests. We expect that the 3-D GPR method will be applied as a one of standard exploration procedures to the exploration of historical remains in Korea in the near future.

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Design of a Crowd-Sourced Fingerprint Mapping and Localization System (군중-제공 신호지도 작성 및 위치 추적 시스템의 설계)

  • Choi, Eun-Mi;Kim, In-Cheol
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.9
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    • pp.595-602
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    • 2013
  • WiFi fingerprinting is well known as an effective localization technique used for indoor environments. However, this technique requires a large amount of pre-built fingerprint maps over the entire space. Moreover, due to environmental changes, these maps have to be newly built or updated periodically by experts. As a way to avoid this problem, crowd-sourced fingerprint mapping attracts many interests from researchers. This approach supports many volunteer users to share their WiFi fingerprints collected at a specific environment. Therefore, crowd-sourced fingerprinting can automatically update fingerprint maps up-to-date. In most previous systems, however, individual users were asked to enter their positions manually to build their local fingerprint maps. Moreover, the systems do not have any principled mechanism to keep fingerprint maps clean by detecting and filtering out erroneous fingerprints collected from multiple users. In this paper, we present the design of a crowd-sourced fingerprint mapping and localization(CMAL) system. The proposed system can not only automatically build and/or update WiFi fingerprint maps from fingerprint collections provided by multiple smartphone users, but also simultaneously track their positions using the up-to-date maps. The CMAL system consists of multiple clients to work on individual smartphones to collect fingerprints and a central server to maintain a database of fingerprint maps. Each client contains a particle filter-based WiFi SLAM engine, tracking the smartphone user's position and building each local fingerprint map. The server of our system adopts a Gaussian interpolation-based error filtering algorithm to maintain the integrity of fingerprint maps. Through various experiments, we show the high performance of our system.