• Title/Summary/Keyword: Physical Display

Search Result 541, Processing Time 0.024 seconds

Effect of Virtual Reality Training for the Enclosed Space Entry (밀폐공간진입을 위한 가상현실(VR) 훈련의 효과)

  • Chae, Chong-Ju;Lee, Jin-Woo;Jung, Jin-Ki;Ahn, Young-Joong
    • Journal of the Korean Society of Marine Environment & Safety
    • /
    • v.24 no.2
    • /
    • pp.232-237
    • /
    • 2018
  • According to the MAIIF report, from 1998 to 2009, 101 incidents involving entering enclosed spaces aboard ships resulted in 93 deaths and 96 casualties. IMO has therefore amended the Recommendations for entering Enclosed Spaces Entry and SOLAS 1974 Convention Chapter 3 Regulation 19, which mandates enclosed spaces entry and rescue drill on a regular basis. The training of entering such enclosed spaces should be practical, recognizing all possible risks of entering enclosed spaces aboard ships, while also considering the safety of trainees during the training. Recently, educational contents utilizing virtual reality (VR) have been applied in various fields to improve education and training effects, and these methods have proven to have advantages in actual and repetitive learning without being limited to physical space. In this study, the effectiveness, characteristics and differentiation of training of entering enclosed spaces aboard ships using VR were compared with traditional class room lectures through quantitative evaluation and questionnaires of training participants. Through the evaluation and questionnaire, it was found that participants using VR understood and learned the required training elements better than the control group, all of whom were trained through the normal class room lecture. Moreover, participants reported to display preference for training with the help of VR. As a result of the study, it was confirmed that the learning effects of VR onboard training can be used as an effective training method, especially by using video and other types of simulators.

Expression of image contents based on property of digital signage - Focuses on the Digital Signage in Public Transport (디지털 사이니지의 특성에 따른 영상콘텐츠의 변화 -버스와 지하철 내 디지털 사이니지를 중심으로)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
    • /
    • v.16 no.5
    • /
    • pp.783-793
    • /
    • 2015
  • TV display which existed only in house started to show up out of house around us and now it found naturally its place in everywhere like street, bus, subway and elevator. It is called digital signage which showed up through digitalization of sign, that is, sign board and bulletin board. The distinction of digital sign from existing signs is that the latter one should go through physical process like removal after installation every time its contents are changed but the former one can produce its various outputs flexibly once it is installed. Also existing sign may be static image or 2 or 3 pieces of image to express simple motion while digital sign can contain multi media contents luxurious in design and motion. This paper confined the range of contents in digital signage in bus and subway. It needs to analyze characteristics of mass transportation-people of use, consumer by place and time, accommodation environment for consumer etc and arrange planned contents along with time and place. Developments of dedicated contents suitable to those digital signages will harmonize with place and time and promote the realm of digital signage which provides variety of experience to consumer and with which communication is possible and which is distinctive. Furthermore we may expect the birth of smart signage as a new media, in which fun and art are combined.

A Study on the Development of Backlight Surface Defect Inspection System using Computer Vision (컴퓨터비젼을 이용한 백라이트 표면결함 검사시스템 개발에 관한 연구)

  • Cho, Young-Chang;Choi, Byung-Jin;Yoon, Jeong-Oh
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.12 no.3
    • /
    • pp.116-123
    • /
    • 2007
  • Despite the number of backlight manufacturer is increased as the market of flat panel display equipments and related development devices is enlarged, the inspection based on the human eye is still used in many backlight production lines. The defects such as particle, spot and scratch on the light emitting surface of the backlight prevent the LCD device from displaying the colors correctly. From that manual inspection it is difficult to maintain the quality of backlight consistently because the accuracy and the speed of the inspection may change with the physical condition of the operater. In this paper we studied on the development of automatic backlight surface defect inspection system. For this, we made up of the computer vision system and we developed the main program with various user interfaces to operate the inspection system effectively. And we developed the image processing module to extract the defect information. Furthermore, we presented the labeling process to reconstruct defect regions using the labeling table and the defect index. From the experimental results, we found that our system can detect all defect regions identified from human eye and it is sufficient to substitute for the conventional surface inspection.

  • PDF

A Study of Cyber Operation COP based on Multi-layered Visualization (멀티레이어드 시각화를 적용한 사이버작전 상황도 개발에 관한 연구)

  • Kwon, Koohyung;Kauh, Jang-hyuk;Kim, Sonyong;Kim, Jonghwa;Lee, Jaeyeon;Oh, Haengrok
    • Convergence Security Journal
    • /
    • v.20 no.4
    • /
    • pp.143-151
    • /
    • 2020
  • The cyber battlefield called the fifth battlefield, is not based on geological information unlike the existing traditional battlefiels in the land, sea, air and space, and has a characteristics that all information has tightly coupled correlation to be anlayized. Because the cyber battlefield has created by the network connection of computers located on the physical battlefield, it is not completely seperated from the geolocational information but it has dependency on network topology and software's vulnerabilities. Therefore, the analysis for cyber battlefield should be provided in a form that can recognize information from multiple domains at a glance, rather than a single geographical or logical aspect. In this paper, we describe a study on the development of the cyber operation COP(Common Operational Picture), which is essential for command and control in the cyber warfare. In particular, we propose an architecure for cyber operation COP to intuitively display information based on visualization techniques applying the multi-layering concept from multiple domains that need to be correlated such as cyber assets, threats, and missions. With this proposed cyber operation COP with multi-layered visualization that helps to describe correlated information among cyber factors, we expect the commanders actually perfcrm cyber command and control in the very complex and unclear cyber battlefield.

Study of the method of production of excavated arrow bundle and its conservation treatment (발굴 출토 화살다발 제작기법 연구 및 보존처리)

  • Lee, Byeonghoon;Choi, Bobae;Huh, Ilgwon
    • Conservation Science in Museum
    • /
    • v.25
    • /
    • pp.9-26
    • /
    • 2021
  • This paper describes the production methods that were originally used for an arrow bundle excavated from a Bronze Age residential area in Auraji in Jeongseon, Gangwon-do Province and the conservation treatment process that it subsequently underwent. An arrow conventionally consists of an arrowhead and a shaft. It is rare to excavate a shaft along with an arrowhead in a complete form since the shaft is made of organic materials. Notably, the arrow bundle from the Auraji site is of great significance as it shows traces of tangless stone arrowheads attached to charred shafts and offers an important case of the split end of a piece of a tree being inserted into an arrowhead. For a further examination of the characteristics of the arrows from Auraji, microscopic investigation was conducted and the type of wood used for the arrow shafts was examined. The sequence and direction of processing and the particle sizes of the grinding tools were revealed through the analysis of traces of grinding on the stone arrowheads. The shaft is presumed to have been made from a green length of three-year-old willow (Salix spp.). A curing agent with a high degree of waterproofing and reversibility was used during the on-site curing process according to demands of the surrounding environment, and a technique that the authors call the "Bridge" method was used for emergency collection of the relics. Once the bundle was transferred to the conservation treatment lab, reinforcing materials were carefully chosen as it was important not to damage the relics during the process of turning them for the repair of their reverse sides. For this purpose, artificial clay was selected since it can safely bear a load and has excellent physical properties. Finally, detached parts were rejoined, the relics and their surrounding materials were cleaned, and the bottom sides were finished with epoxy resin prior to the display of the relics at the museum.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.3
    • /
    • pp.79-89
    • /
    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

Experience Design Guideline for Smart Car Interface (스마트카의 인터페이스를 위한 경험 디자인 가이드라인)

  • Yoo, Hoon Sik;Ju, Da Young
    • Design Convergence Study
    • /
    • v.15 no.1
    • /
    • pp.135-150
    • /
    • 2016
  • Due to the development of communication technology and expansion of Intelligent Transport System (ITS), the car is changing from a simple mechanical device to second living space which has comprehensive convenience function and is evolved into the platform which is playing as an interface for this role. As the interface area to provide various information to the passenger is being expanded, the research importance about smart car based user experience is rising. This study has a research objective to propose the guidelines regarding the smart car user experience elements. In order to conduct this study, smart car user experience elements were defined as function, interaction, and surface and through the discussions of UX/UI experts, 8 representative techniques, 14 representative techniques, and 8 locations of the glass windows were specified for each element. Following, the smart car users' priorities of the experience elements, which were defined through targeting 100 drivers, were analyzed in the form of questionnaire survey. The analysis showed that the users' priorities in applying the main techniques were in the order of safety, distance, and sensibility. The priorities of the production method were in the order of voice recognition, touch, gesture, physical button, and eye tracking. Furthermore, regarding the glass window locations, users prioritized the front of the driver's seat to the back. According to the demographic analysis on gender, there were no significant differences except for two functions. Therefore this showed that the guidelines of male and female can be commonly applied. Through user requirement analysis about individual elements, this study provides the guides about the requirement in each element to be applied to commercialized product with priority.

The Impact of Servicescapes of Global Coffee Franchise Store on Customer Satisfaction and Loyalty: The Case Study of 'C' Franchising Company in Mongolia (글로벌 커피 프랜차이즈 전문점의 서비스스케이프가 고객만족과 충성도에 미치는 영향 : 몽골의 'C' 기업의 사례 연구)

  • Samdan, Davaasuren;Han, Young-Wee;An, Dae-Sun
    • The Korean Journal of Franchise Management
    • /
    • v.9 no.3
    • /
    • pp.19-29
    • /
    • 2018
  • Purpose - Due to the increase in coffee consumption and competition, domestic coffee franchise companies are currently entering the overseas market. Therefore, coffee franchise companies are pursuing a variety of marketing strategies to meet customer needs and gain competitive advantage in overseas markets. From this perspective, overseas franchise companies need to ensure that their servicescapes meet the needs of their overseas customers. For these purposes, the study is to identify the impact servicescapes on customer satisfaction and customer loyalty focused on Global Coffee Franchise Company "C", which extended its business worldwide in Mongolia. Research design, data, and methodology - The data were collected from customers who had visited the stores of 'C' company in Ulaanbaatar, Mongolia. 435 valid questionnaires collected through online survey coded and analyzed using frequency, confirmatory factor analysis, correlations analysis, and structural equation modeling with SPSS 24 and SmartPLS 3.0. Result - Firstly, seating comfort, facility aesthetics, and cleanliness, ambient conditions among servicescapes influenced customer satisfaction. Secondly, servicescapes didn't affect the loyalty directly. Third, customer satisfaction had positive effect on loyalty. Fourthly, cleanliness which was ranked lower in Korea had a great effect on customer satisfaction in Mongolia. Fifthly, IPMA(Importance-performance map analysis) shows that the importance of servicescapes is higher for women than for men, and facility aesthetics for female and cleanliness is the most important for male. Conclusions - The results of this study show that there is a positive (+) effect on customer satisfaction in order of cleanliness, ambient conditions, aesthetics, and seating comfort. Therefore, franchise companies considering or advancing into Mongolia should consider importance in order of cleanliness, ambient conditions and aesthetics when entering Mongolia market. For example, franchise managers should select Monday as a "clean day," and all merchants should spend all of their open hours and keep their stores clean in accordance with the head office manual. In addition, franchise managers need to hire a VMD (visual merchandising) experts to build up a physical environment that will effectively highlight the space-specific display of the store so that Mongolian local customers can have a satisfactory climate and aesthetics. And, the IMPA analysis between servicescapes and customer satisfaction shows that women are more susceptible to servicescapes than men. Especially, in the case of women, the importance of esthetics is high, but the performance is low. Thus, if the aesthetics are actively improved, customer satisfaction can be effectively increased.

Design Evaluation Model Based on Consumer Values: Three-step Approach from Product Attributes, Perceived Attributes, to Consumer Values (소비자 가치기반 디자인 평가 모형: 제품 속성, 인지 속성, 소비자 가치의 3단계 접근)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.23 no.4
    • /
    • pp.57-76
    • /
    • 2017
  • Recently, consumer needs are diversifying as information technologies are evolving rapidly. A lot of IT devices such as smart phones and tablet PCs are launching following the trend of information technology. While IT devices focused on the technical advance and improvement a few years ago, the situation is changed now. There is no difference in functional aspects, so companies are trying to differentiate IT devices in terms of appearance design. Consumers also consider design as being a more important factor in the decision-making of smart phones. Smart phones have become a fashion items, revealing consumers' own characteristics and personality. As the design and appearance of the smartphone become important things, it is necessary to examine consumer values from the design and appearance of IT devices. Furthermore, it is crucial to clarify the mechanisms of consumers' design evaluation and develop the design evaluation model based on the mechanism. Since the influence of design gets continuously strong, various and many studies related to design were carried out. These studies can classify three main streams. The first stream focuses on the role of design from the perspective of marketing and communication. The second one is the studies to find out an effective and appealing design from the perspective of industrial design. The last one is to examine the consumer values created by a product design, which means consumers' perception or feeling when they look and feel it. These numerous studies somewhat have dealt with consumer values, but they do not include product attributes, or do not cover the whole process and mechanism from product attributes to consumer values. In this study, we try to develop the holistic design evaluation model based on consumer values based on three-step approach from product attributes, perceived attributes, to consumer values. Product attributes means the real and physical characteristics each smart phone has. They consist of bezel, length, width, thickness, weight and curvature. Perceived attributes are derived from consumers' perception on product attributes. We consider perceived size of device, perceived size of display, perceived thickness, perceived weight, perceived bezel (top - bottom / left - right side), perceived curvature of edge, perceived curvature of back side, gap of each part, perceived gloss and perceived screen ratio. They are factorized into six clusters named as 'Size,' 'Slimness,' 'No-Frame,' 'Roundness,' 'Screen Ratio,' and 'Looseness.' We conducted qualitative research to find out consumer values, which are categorized into two: look and feel values. We identified the values named as 'Silhouette,' 'Neatness,' 'Attractiveness,' 'Polishing,' 'Innovativeness,' 'Professionalism,' 'Intellectualness,' 'Individuality,' and 'Distinctiveness' in terms of look values. Also, we identifies 'Stability,' 'Comfortableness,' 'Grip,' 'Solidity,' 'Non-fragility,' and 'Smoothness' in terms of feel values. They are factorized into five key values: 'Sleek Value,' 'Professional Value,' 'Unique Value,' 'Comfortable Value,' and 'Solid Value.' Finally, we developed the holistic design evaluation model by analyzing each relationship from product attributes, perceived attributes, to consumer values. This study has several theoretical and practical contributions. First, we found consumer values in terms of design evaluation and implicit chain relationship from the objective and physical characteristics to the subjective and mental evaluation. That is, the model explains the mechanism of design evaluation in consumer minds. Second, we suggest a general design evaluation process from product attributes, perceived attributes to consumer values. It is an adaptable methodology not only smart phone but also other IT products. Practically, this model can support the decision-making when companies initiative new product development. It can help product designers focus on their capacities with limited resources. Moreover, if its model combined with machine learning collecting consumers' purchasing data, most preferred values, sales data, etc., it will be able to evolve intelligent design decision support system.

A comparative study on sex-consciousness and sexual values between urban and rural elementary schoolers (도시와 농촌 초등학생의 성의식 및 성가치관에 관한 비교 연구)

  • Nho, Mi-Yeoung;Park, Yeoung-Soo
    • The Journal of Korean Society for School & Community Health Education
    • /
    • v.6
    • /
    • pp.17-34
    • /
    • 2005
  • The purpose of this study was to examine the sex-consciousness and sexual values of school children by geographic region. It's specifically attempted to make a comparative analysis of sex-consciousness and sexual values between urban and rural elementary schoolers to help provide efficient sex education for them to build the right sexual values. The subjects in this study were 400 elementary schoolers in their sixth year of elementary schools located in Danyang-gun and Chungju city, north Chungcheong province. After a survey was conducted, answer sheets from 387 students that were analyzable were analyzed. For data handling, SPSS program was employed, and t-test was utilized to see if there's any differences between the urban and rural elementary school youngsters in sex consciousness and sexual values. And $x^2$ test was used to make a comparative analysis of their view of sex education. The findings of the study were as follows : First, regarding sex-consciousness, they had general knowledge on sex. Especially, they were highly aware of sexual violence and the generation of baby, but many of them didn't know about where and how egg cells were produced. This indicated that systematic education should be offered in various ways. Concerning geographic gap, there was a significant difference in sexual knowledge between the urban and rural students. As to sexual attitude, they took a relatively positive attitude toward display of affection or sex-related talk on TV or in movies, as they viewed it as natural. This finding implied that the elementary schoolers were recipient toward sex and took an active attitude toward sexual expressions. Concerning geographic gap, there was no difference between the rural and urban students. As for sexual practices, the largest group of the students had a liking for the opposite sex, which showed that their needs for sex were unveiled in the course of having some trouble due to the other sex rather than through firsthand experiences or activities. As to geographic gap, there was a significant difference between the urban and rural students in that regard. Besides, the urban students put their sex-consciousness in practice more often than the rural students did. After they are educated to build the right sexual values, systematic sex-education programs should also be offered for them to be exposed to sustained sex education and to team how to apply their sex-consciousness to real life. Second, as for sexual values, the school children had relatively positive and equalitarian sexual values. Regarding geographic gap, there were significant gaps between the two groups' view of the opposite sex, sexual roles and chastity. Concerning view of the opposite sex, they attached more importance to the inner aspects of the opposite sex than his or her look, and they wanted to date in a natural manner. Regarding sexual roles, they were relatively well cognizant of gender equity and the importance of male and female roles. As to view of chastity, they looked upon sex as natural, not as what's ugly or ashamed of. Third, concerning their outlook on sex education, approximately more than half the students felt the needs for sex education, and there was a significant difference between the urban and rural students. They wanted to receive education about the prevention of sexual violence and physical changes during puberty the most, and there was a significant gap between the urban and rural students in this aspect. As to the time for sex education, they thought that students should start to be exposed to sex education in their fifth or sixth year. This finding signified that fifth or sixth graders who were in the beginning of puberty started to have a lot of interest in their own physical changes. Therefore, sex education would produce better effects when it's provided to fifth or sixth graders. Nearly half them preferred single-gender class when they received sex education, and there's no gap between the urban and rural students in that regard.

  • PDF