• Title/Summary/Keyword: Platform characteristics

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A Study on the Concept and Characteristics of Metaverse based NFT Art - Focused on <Hybrid Nature> (메타버스 기반 NFT 아트 작품 사례 연구 - <하이브리드 네이처>를 중심으로)

  • Bosul Kim;Min Ji Kim
    • Trans-
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    • v.14
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    • pp.1-33
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    • 2023
  • In the Web 3.0 era, the third generation of web technologies that uses blockchain technology to give creators ownership of data, metaverse is a crucial trend for developing a creator economy. Web 3.0 aims for a value in which content creators are compensated from participation without being dependent on the platform. Blockchain NFT technology is crucial in metaverse, a vital component of Web 3.0, to ensure the ownership of digital assets. Based on the theory that investigates the concept and characteristics of metaverse, this study identifies five features of the metaverse based NFT art ①'Continuity', ②'Presence', ③ 'Concurrency', ④'Economy', ⑤ 'Application of technology'. By focusing on metaverse based NFT art <Hybrid Nature> case study, we analyzed how the concepts and characteristics of the metaverse and NFT art were reflected in the work. This study focuses on the concept of NFT art, which is emerging at the intersection of art, technology and industry, and emphasizes the importance of finding creative, aesthetic, and cultural values rather than the NFT art's potential for financial gain. It is still in its early stage for academic studies to focus on the aesthetic qualities of NFT art. Future academics and researchers can find this study to gain deeper understanding of the traits and artistic, creative aspects of metaverse based NFT art.

A Study on Implementation of 3D Player based on MPEG-4 Using Java Language (Java언어를 이용한 MPEG-4기반 3차원 플레이어의 구현에 관한 연구)

  • Park Young-Kyung;Kim Yong-Ho;Jung Jong-Jin;Kim Joong-Kyu;Ahn Sang-Woo;Choi Jin-Soo;Kim Jin-Woong;Ahn Chie-Teuk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.1B
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    • pp.117-124
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    • 2004
  • With MPEG-4 3D mesh coding(3DMC), the problem of the need of a wide bandwidth can be solved to store and transmit 3D information because of its high compression rate. And to realize the 3D information service with broadcasting or internet, one needs to transmit not only the 3D contents but also the 3D player. Therefore, in this paper we implement a 3D player based on MPEG-4 using a java language. A well-known java language employed in this paper provides the player with a wider range of applications, for example, when the O/S or the platform are different, due to its properties of scalability and universality. The implemented player which has functions (translation, rotation, etc) that can manipulate contents decodes the 3D contents and displays them. In addition, the player has a network function that receives a 3D content from the server. This paper explains the architecture and characteristics of the player and shows its simulation results.

User-centered Design of m-Learning System: Moodle On The Go

  • Minovic, Miroslav;Stavljanin, Velimir;Milovanovic, Milos;Starcevic, Dusan
    • Journal of Computing Science and Engineering
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    • v.4 no.1
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    • pp.80-95
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    • 2010
  • In order to truly integrate e-Learning system into regular curriculum at a university, mobile access to Learning Management Systems has to be enabled. Mobile devices have the potential to be integrated into the classroom, because they contain unique characteristics such as portability, social interactivity, context sensitivity, connectivity and individuality. Adoption of Learning Management Systems by students is still on the low rate, mostly because of poor usability of existing e-Learning systems. Our initial research has confirmed this hypothesis. Usability issue is rising to the higher level on the mobile platform, because of the mobile devices' limited screen size, input interfaces and bandwidth, and also because of the context of use. Our second hypothesis was that it is wrong to consider a mobile device as a surrogate for desktop or laptop personal computer (PC). By just adopting the existing Learning Management System on mobile devices with adaptive technologies such as Google proxy, we do not acquire the satisfactory results. Usability can prove to be even lower compared to desktop application. One possible solution to the problem could be development of rich client applications for today's mobile devices that would raise the usability to a higher level. We developed a PocketPC prototype application by using user-centered design principles, which we presented as a third alternative in usability research conducted among university students. Results gathered in such a way have confirmed that development of e-Learning system, in order to be widely accepted by students, needs to have the user(student) in the center of development process.

Community Computing Model and Development Tool for Community-based Ubiquitous System in Multi-agent Platform (다중 에이전트 환경에서의 커뮤니티 기반 유비쿼터스 시스템을 위한 모델과 개발 도구)

  • Jung, You-Na;Lee, Jung-Tae;Kim, Min-Koo
    • Journal of KIISE:Software and Applications
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    • v.33 no.12
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    • pp.1031-1051
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    • 2006
  • To develop a ubiquitous system, several researches have been tried to apply multi-agent models to design a system. Even though current multi-agent models provide many benefits with ubiquitous system developments, there are still some deficiencies in completely supporting the characteristics of ubiquitous systems such as dynamic formation and termination of mission-oriented organizations and interrelationship between organizations. In addition, existing agent-based models only concern aboutananalysis and design of a system, then place a burden of implementation on developers. Therefore, in this paper, we propose the high-level abstraction model of a multi-agent based ubiquitous system and the development process concerning implementation as well as design of systems. In addition, we implemented a development toolkit, called as CDTK(Community computing system Development Tool Kit), then developed a small community computing system using the CDTK.

Stabilization System for Mobile Antenna Gimbal based on Dynamic Characteristics Analysis (동특성 해석에 기반한 이동용 안테나 김발 안정화 시스템)

  • Lee, Ki-Nam;Lee, Byoung-Ho;Lee, Jeung;Kim, Jie-Eok;Song, Jae-Bok
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.7
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    • pp.851-856
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    • 2013
  • Recently, as the tactical environment has changedto one of network-centric warfare, where all components are connected through a network, much emphasis has been placed on the use of an artificial satellite for achieving high communication speeds. To provide a high-quality artificial satellite link, stabilization is very important in a platform. Previous stabilization control techniques used PI control, which is commonly used for vessels. However, for ground terminals that require a higher communication speed, the antenna should move faster to track an artificial satellite within a short period of time. Moreover, the terminals must be equipped with proper sensors and algorithms so that they can detect and compensate for external disturbances while tracking the artificial satellite. In this study, through the analysis of the dynamic model of an antenna system, a stabilization algorithm for ground terminals was proposed;this algorithm shows high isolation performance in the low-frequency range and includes $PI^2$ control.

Semisubmersible platforms with Steel Catenary Risers for Western Australia and Gulf of Mexico

  • Zou, Jun
    • Ocean Systems Engineering
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    • v.2 no.2
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    • pp.99-113
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    • 2012
  • Steel Catenary Risers (SCR) are the simplest and often the most economic solution compared to other riser types such as flexible pipe, riser towers, top tensioned risers, etc. The top of a SCR is connected to the host platform riser porch. The other end of the SCR connects to flowlines from subsea wells. The riser touchdown point (TDP), which is the location along the riser where contact with the sea floor first occurs, exhibits complex behaviors and often results in compression and fatigue related issues. Heave dynamic responses of semisubmersibles in extreme and operating sea states are crucial for feasibility of SCR application. Recent full field measurement results of a deep draft semisubmersible in Hurricane Gustav displayed the considerable discrepancies in heave responses characteristics between the measured and the simulated results. The adequacy and accuracy of the simulated results from recognized commercial software should be examined. This finding raised the awareness of shortcomings of current commercial software and potential risk in mega investment loss and environmental pollutions due to SCR failures. One main objective of this paper is to attempt to assess the importance and necessity of accounting for viscous effects during design and analysis by employing indicator of viscous parameter. Since viscous effects increase with nearly third power of significant wave height, thus newly increased metocean criteria per API in central Gulf of Mexico (GoM) and even more severe environmental conditions in Western Australia (WA) call for fundamental enhancements of the existing analysis tools to ensure reliable and robust design. Furthermore, another aim of this paper is to address the impacts of metocean criteria and design philosophy on semisubmersible hull sizing in WA and GoM.

Finite Element Analysis of a Customized Eyeglass Frame Fabricated by 3D Printing (3 차원 프린팅으로 제작된 개인맞춤형 안경테의 유한요소해석)

  • Lee, Ji-Eun;Im, Young-Eun;Park, Keun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.40 no.1
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    • pp.65-71
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    • 2016
  • In recent years, 3D printing has received increasing attention due to releases of low-cost 3D printers based on open-source platform. 3D printing is expected to reduce the barrier to entry in the traditional manufacturing processes by increasing flexibility and creating an advantage to manufacture customized products at low costs. In this study, a unique eyeglass frame was designed to have a snake shape, which has an asymmetric geometry unlike traditional frames. The eyeglass frame was designed in a customized manner by reflecting dimensional characteristics of a customer's face. Finite element analysis was performed to investigate the structural safety of the 3D printed frames during the assembly process. The analysis also considered the effect of anisotropic material properties as determined by tensile tests. The eyeglass frame was then printed using the customized sizes and the best building process. The eyeglass frame was successfully assembled with lenses and without structural failure during its assembly procedure.

A Study on OpenFlow based Virtual Network Platform for KREONET (OpenFlow 기반 KREONET 가상 네트워크 플랫폼 연구)

  • Seok, Seung-Joon;Jeong, Hyeonuk
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.309-319
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    • 2014
  • Virtual Network service is a key characteristics of future Internet which is debate internationally. There are two kinds of network virtualization technologies considered lately: network functions virtualization and virtual network approaches. Several national wide research networks including US's GENI project have experimented technologies for future Internet and in particular network virtualization is one of key issues. Representative Korean research network, KREONET, is working on deploying virtual network framework as a preliminary for future Ineternet using the virtualization model of SDN/OpenFlow which is typical network model of future Internet. This paper proposes a stepwise model to bring virtual network services in KREONET. Firstly, we requirements of KREONET users' virtual network service and network resource management and network deploying virtual network. Finally, we verify the adequacy of our virtual network model for KREONET.

Development of Hydrocarbon Oil Detection Sensor using the Swelling Property of Silicone Rubber (기름에 대한 실리콘의 부피 변화 성질을 이용한 유출유 탐지 센서 개발)

  • Oh, Sang-Woo;Lee, Moon-Jin;Choi, Hyeuk-Jin
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.14 no.4
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    • pp.280-286
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    • 2011
  • In this research, the oil detection method and the characteristic of sensor using the selective reaction of silicone rubber in response to hydrocarbon oil will be described. As a sensing principle, the swelling property of silicone rubber in response to hydrocarbon fuel is used, also a strain gauge is used to transduce the volume change to an electrical signal. The sensor core is manufactured with a strain gauge embedded in silicone rubber by the curing process and experiments for characteristics of sensor core with various oils were carried out. It is shown that the sensor core can be used as an oil spill detection sensor. Also, for the application to the sea area, a buoy type sensor platform is integrated with a sensor core and a strain amplifier and it is tested in the simulated oil spill condition. In this study, it is proven that the integrated sensor can be used for the detection of various oils.

Study on the developmental directions of Mobile contents for Mobile e-learning prosumers in Web 2.0 decade (웹 2.0시대 모바일 이-러닝 컨텐츠 소비자의 컨텐츠 활용 확장성 연구)

  • Ahn, Kyung-Whan
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.41-51
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    • 2008
  • In a circumstance that the development of mobile media through the on-line consumer desire in the era of Web 2.0 has promoted extension of personal mobile media on the part of consumers, this study examined consumer trends depending on use of e-learning contents through mobile media. In connection with tendencies through mobile prosumers' consumption patterns and use of mobile educational contents, I analyzed user demands based on characteristics of personal media centering around a communities of e-learning portals. Direction of e-learning technological development calls on mobile communication companies to open their networks and share platform following digital convergence. E-learning contents should be produced in a custom-made way for the personal media. This study is aimed at contributing for advancement of e-learning contents consumers' user convenience implicating examination into consumer demands which are necessary to invigorate e-learning contents.

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