Purpose - Focusing on the FGI research method, the current status and issues of barrier-free tourism in Gangwon State were identified, and specific activation plans were derived Design/methodology/approach - This study conducted in-depth interviews with 20 experts related to the tourism industry. The issues, current status, and activation plan of barrier-free tourism in Gangwon State recognized by experts in tourism policy, tourism administration, tourism management, and tourism service industry were derived. Findings - First, the tendency of businesses to be promoted based on the non-disabled by not recognizing the weak as the main tourism demand group, second, confusion caused by the unification of terms related to barrier-free tourism, third, lack of finding tourism constraints subdivided according to the type and degree of disability, fourth, tourism information and evaluation indicators provided by prioritizing the convenience of suppliers rather than consumers, and fifth, the nature of the project focused on improving access to physical infrastructure. Subsequently, the results of the analysis of the plan to revitalize the barrier-free tourism industry in Gangwon State were as follows. First, education and programs to improve disability awareness appropriate to local conditions were activated, second, related information was unified and project sustainability was improved by creating a control tower for the barrier-free tourism industry at the provincial level, third, to overcome the employment crisis based on finding locally tailored jobs related to tourism care professionals, and fourth, to continuously secure quantitative and qualitative data and establish utilization plans. Research implications or Originality - First, it presents theoretical implications for related fields by providing issues and activation measures related to barrier-free tourism from the perspective of experts who are still lacking in research in academia. The practical implications are that based on the opinions of experts working in the tourism field, more specific issues of the barrier-free tourism industry in the province were presented, and policy and practical solutions were presented accordingly, suggesting realistic alternatives that can be carried out in the actual field.
International Journal of Internet, Broadcasting and Communication
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v.16
no.2
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pp.267-277
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2024
This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.
Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.5
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pp.191-205
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2020
This study examined the possibility of utilizing next-generation technology, such as Virtual Reality or AI robots, in the long-term care facilities for the elderly. For the study, the Focus Group Interview was conducted in three different groups of 14 participants (care workers, social workers, and directors of long-term care facilities for the elderly). The analysis revealed a total of three topics, eight categories, and 26 sub-categories. The main results of the study showed that the use of next-generation technology could assist the psychological and emotional stability, provide curiosity and interest, and relieve the desire for physical activity for the elderly. In addition, for long-term care services staff, it could provide useful services for the elderly with physical constraints, facilitate effective management of the elderly roaming around, and enhance emotional support services. Finally, it could also help directors of long-term care facilities promote their services, educate staff, and keep up with current trends. Participants expressed concerns about the introduction of new technologies, but they generally expected that the application of next-generation technology would be positive for the elderly as well as for care workers and directors of long-term care facilities. Therefore, the use of next-generation technology in long-term care facilities for the elderly will also help develop gerontechnology.
Objectives : With the increase in cancer prevalence, the health behavior of cancer survivors has become an important issue. This study was conducted to examine the psychosocial correlates of behavior changes after cancer diagnosis. Methods : 95 patients completed questionnaires assessing depression, anxiety, insomnia, posttraumatic stress symptoms, social constraints, personal beliefs about cancer cause and health-related behavior changes after cancer diagnosis. Results : In the multiple logistic regression analysis, insomnia was the only significant predictor of positive change in physical behavior : normal sleep group(Odds ratio=9.462, 95% CI 1.738-51.509) and subthreshold insomnia group(Odds ratio=10.529, 95% CI 1.701-65.161) showed a larger increase compared to the insomnia group. In psychosocial behavior, low age, religion and causal belief in hormonal factors were independent factors that predicted increase in positive change. Conclusions : This study showed a difference between predictors of physical and psychosocial health behavior change after breast cancer diagnosis. Multi-faceted approaches are required to promote positive change in health behavior in cancer patients.
This paper presents dynamic modelling of a virtual object in augmented reality environments when external forces are applied to the object in real-time fashion. In order to simulate a natural behavior of the object we employ the theory of Newtonian physics to construct motion equation of the object according to the varying external forces applied to the AR object. In dynamic modelling process, the physical interaction is taken placed between the augmented object and the physical object such as a haptic input device and the external forces are transferred to the object. The intrinsic properties of the augmented object are either rigid or elastically deformable (non-rigid) model. In case of the rigid object, the dynamic motion of the object is simulated when the augmented object is collided with by the haptic stick by considering linear momentum or angular momentum. In the case of the non-rigid object, the physics-based simulation approach is adopted since the elastically deformable models respond in a natural way to the external or internal forces and constraints. Depending on the characteristics of force caused by a user through a haptic interface and model's intrinsic properties, the virtual elastic object in AR is deformed naturally. In the simulation, we exploit standard mass-spring damper differential equation so called Newton's second law of motion to model deformable objects. From the experiments, we can successfully visualize the behavior of a virtual objects in AR based on the theorem of physics when the haptic device interact with the rigid or non-rigid virtual object.
The conservation of damaged object should be restored by the similar material with the original and they have to reversibility as possible as. The characteristics of Buddhist mural paintings composed of clay are with soft material. So far, there have been a number of researches done on filling material that reinforces cracks and exfoliation of mural painting. Based on the application of traditional materials, it was found that they are appropriate to various applications. However, only based on those research results, there are some constraints to the application in the field. In addition, there has been only a few researches done on physical characteristics of filling materials. A major issue is that there is not any standard established on various mixing ratio, which is required for treatment of mural painting. This study was carried out to understand the physical characteristics of filling materials on clay mural painting. The 1st test was conducted to analyze test specimen in twelve different conditions by varying soil mixing ratio and organic medium. The 2nd test was conducted to manufacture filling materials appropriate to the mural painting, based on the result of stable condition from the 1st test, and which was applied to treatment in field.
Koo, Kyo Min;Lee, Jae Duk;Ahn, Se Young;Chang, Iljoon
The Journal of The Korea Institute of Intelligent Transport Systems
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v.21
no.1
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pp.35-50
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2022
After the introduction of the central bus lane system, bus traffic was prioritized. This resulted in improved trust from bus users. However, the low capacity at the central bus stop reduces traffic speed and punctuality. In addition, physical constraints are inevitable because the construction of central bus lanes and bus stops considers the city's road geometry. Therefore, this study attempted to optimize the effective green time of the traffic signal system at the entrance and exit of the central bus stop to remedy its insufficient operational capacity. The Transit Capacity and Quality of Service Manual and Korea Highway Capacity Manual were used as the analysis methodologies. The number of stop areas for central bus stops to be built was determined by excluding variable physical factors, and field survey data collected from nine randomly selected central bus stops currently installed in Seoul were used. A scenario analysis was conducted on the central bus stops with insufficient capacity by adjusting the effective green time, and the capacity of the central bus stop was set as the dependent variable. According to the results, 26.7 percent of the central bus stops with insufficient capacity can solve the problem of insufficient capacity. Therefore, the results of this study can be verified by improving the operation level, and it can be effective even if the number of central bus stops calculated by engineering is not guaranteed during the planning stage of the central bus stop. As the number of central bus stops is expected to increase further as the number of central bus stops increases, it is necessary to improve the number of central bus stops. Therefore, it is hoped that the results presented in this study will be used as basic data for the improvement plan at the operational level before introducing the physical improvement plan.
The building process of any geological map involves linking sparse lithological outcrop information with equally sparse geometrical measurements, all in a single entity which is the preferred interpretation of the field geologist. The actual veracity of this interpretative map is partially dependent upon the frequency and distribution of geological outcrops compounded by the complexity of the local geology. Geophysics is commonly used as a tool to augment the distribution of data points, however it normally does not have sufficient geometrical constraints due to: a) all geophysical inversion models being inherently non-unique; and b) the lack of knowledge of the physical property contrasts associated with specific lithologies. This contribution proposes the combined use of geophysical edge detection routines and 'three point' solutions from topographic data as a possible approach to obtaining geological contact geometry information (strike and dip), which can be used in the construction of a preliminary geological model. This derived geological information should first be assessed for its compatibility with the scale of the problem, and any directly observed geological data. Once verified it can be used to help constrain the preferred geological map interpretation being developed by the field geologist. The method models the contacts as planar surfaces. Therefore, it must be ensured that this assumption fits the scale and geometry of the problem. Two examples are shown from folded sequences at the Bathurst Mining Camp, New Brunswick, Canada.
Human resource management is bringing the various changes with the IT technology. In particular, if HRM is non-scientific method such as group management, physical plant, working hours constraints, personal contacts, etc, the current enterprise human resources management(e-HRM) appeared in the individual dimension management, virtual workspace (for example: smart work center, home work, etc.), working time flexibility and elasticity, computer-based statistical data and the scientific method of analysis and management has been a big difference in the sense. Therefore, depending on changes in the environment, companies have introduced a variety of techniques as RFID card, fingerprint time & attendance systems in order to build more efficient and strategic human resource management system. In this paper, time and attendance, access control management system was developed using multi camera for 2D and 3D face recognition technology-based for efficient enterprise human resource management. We had an issue with existing 2D-style face-recognition technology for lighting and the attitude, and got more than 90% recognition rate against the poor readability. In addition, 3D face recognition has computational complexities, so we could improve hybrid video recognition and the speed using 3D and 2D in parallel.
Mobile environment is relatively free from time and space constraints, and has unique characteristics such as not applying physical and social vulnerability because of it's non-face-to-face channel. Since such spatial and temporal speciality is likely to appear in a different form from psychological action and action in a general face-to-face environment, it is necessary to conduct an empirical study based on the results of the existing research that has been studied as major psychological variables of action in mobile environment. However, advance research have not been conducted in earnest on the vulnerability and anxiety of the consumers in a new environment called mobile finance. so this study intends to establish the basis through empirical research. As a result, women among traditional vulnerable groups perceived themselves to be vulnerable in mobile financial environments than men and felt fear of crime strongly. In addition, the vulnerability of mobile financial crime did not have a significant direct effect on mobile financial use, but it was confirmed that mobile crime fear was mediated completely and had an indirect effect on mobile financial use.
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