• Title/Summary/Keyword: Popularization of Science

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A Study on the fundamentals of design developments for the golf car (골프카 디자인개발을 위한 연구)

  • 정병로;김기수;권정일
    • Archives of design research
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    • v.13 no.2
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    • pp.15-24
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    • 2000
  • The demands of golf car is being increased with increment in golf population, gradually proceeding to the trend of popularization, but domestic golf car industry is not so mature as it cope with the need of this market appropriately. Most import golf cars of high price have occupied the domestic market from the viewpoint of the its demands. Although the import golf car provided bad after-sales services and very expensive components, those demand's breadth continue to rise steadily. We decide to have to approach an appropriate time to develop the competitive model native to korean style in the field of golf car, since we have established our foundation in auto industry. At this point we try to analyze the golf car expected from a competition and the present state of golf car industry inside and outside of the country through this study. We attempt to derive the precondition for design development of a proper model to possess competitive power in foreign market from now on.

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A study of Content Generation System using QR Code in Smart Phone Environment (스마트폰 환경에서 QR Code를 활용한 콘텐츠 생성시스템 연구)

  • Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.2999-3004
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    • 2013
  • Smartphone subscribers exceeded 30 million people, Smart Korea is up on this track, and leaping to 'Smart powerful nation from 'IT powerful nation. Of course, the popularization of the smart phone called 'PC in the hands' has brought a revolutionary change to nation livelihood, and also to business and government, too. The current usage of Smartphone is not just a simple function call, people can communicate anytime, anywhere with it. The current usage of Smartphone is not just a simple function call, people can communicate anytime, anywhere with it. And it has become the culture of the terminal type in the hands whenever and wherever. However, the screen size and the existing flash or video files do not run when trying to access to the homepage for PC with Smartphone. and it may gives the inconvenience to people who use mobile devices. Therefore, in this paper, it is a study for the provision of an efficient service for Smartphone users through the establishment of website for mobile in mobile circumstances.

User Authentication Mechanism using Smartphone (스마트폰을 이용한 사용자 인증 메커니즘)

  • Jeong, Pil-seong;Cho, Yang-hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.301-308
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    • 2017
  • With the popularization of smart phones and the development of the Internet, many people use smart phones to conduct identity verification procedures. smart phones are easier and faster to authenticate than personal desktop computers. However, as Internet hacking technology and malicious code distribution technology rapidly evolve and attack types become more diverse, authentication methods suitable for mobile environment are required. As authentication methods, there are methods such as possessive-based authentication, knowledge-based authentication, biometric-based authentication, pattern-based authentication, and multi-element authentication. In this paper, we propose a user authentication mechanism that uses collected information as authentication factor using smart phone. Using the proposed authentication mechanism, it is possible to use the smart phone information and environment information of the user as a hidden authentication factor, so that the authentication process can be performed without being exposed to others. We implemented the user authentication system using the proposed authentication mechanism and evaluated the effectiveness based on applicability, convenience, and security.

A Study on 3D Panoramic Generation using Depth-map (깊이지도를 이용한 3D 파노라마 생성에 관한 연구)

  • Cho, Seung-Il;Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.6
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    • pp.831-838
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    • 2011
  • Computer vision research area, a division of computer graphics application area that creates realistic visualization in computer, conducts vigorously researches on developing realistic 3D model or virtual environment. As the popularization and development of 3D display makes common users easy to experience a solid 3D virtual reality, the demand for virtual reality contents are increasing. This paper proposes 3D panorama system using depth point location-based depth map generation method. 3D panorama using depth map gives an effect that makes users feel staying at real place and looking around nearby circumstances. Also, 3D panorama gives free sight point for both nearby object and remote one and provides solid 3D video.

WouldYouLike[우주라이크]: Astronomy, Space Science popularization activity of astronomy major students (WouldYouLike[우주라이크]: 천문학 전공 학생들의 천문우주과학 대중화 활동)

  • Jang, Yeseul;Seo, Sehyuck;Jin, Sunho;Kim, MinYoung;Kim, Hyunji;Lee, Juhun;Park, Seunghyeon;choi, Woo rak;Kim, Hyunsik;Moon, Yong-Jae
    • The Bulletin of The Korean Astronomical Society
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    • v.42 no.2
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    • pp.71.1-71.1
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    • 2017
  • WouldYouLike[우주라이크]는 2009년 천문학 전공 대학생들을 중심으로 탄생한 천문우주과학 대중화를 위해 활동하는 비영리 단체이다. 천문우주과학에 대한 정보를 얻기 힘든 사람들을 위해 쉽게 접할 수 있는 콘텐츠를 제작하여 이를 무료로 배포하고 있다. 2012년 무료 배포용 천문학 잡지 우주라이크 창간호를 시작으로 2017년 현재 11호까지 발간되었으며, 이 잡지는 전국 각지의 대학교 캠퍼스와 천문대 및 과학관의 협조를 통해 배포 중이다. 이러한 오프라인 활동과 더불어 SNS(인스타그램, 페이스북)와 홈페이지를 비롯해 현대인들에게 접근성이 높은 온라인 매체를 적극적으로 활용한 천문학 콘텐츠와 팟캐스트 등을 통해 대중에게 다가가고 있다. 특히 우주라이크 페이스북 페이지의 팔로워 수는 약 35,000명이며, 이는 한국천문연구원 페이스북 페이지의 약 6,000명보다 많은 수치이다. 이는 우주라이크 본연의 목적인 천문학 대중화에 우주라이크가 크게 기여하고 있음을 보여준다. 현재 우주라이크는 상기에 기술한 활동들과 함께 NASA에서 운영하는 APOD (Astronomy Picture of the Day)의 한글판 서비스를 공식적으로 번역하여 제공하고 있다. 이 포스터는 국내에서 천문우주과학 대중화의 필요성을 역설하며, 이와 연계해서 우주라이크의 활동 내역과 현재 추진 중인 계획을 소개한다. 그리고 이에 대한 국내 천문학계의 다양한 목소리를 듣고 추후 활동에 반영하고자 한다.

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Comparison of Chemical Composition of Particulate Matter Emitted from a Gasoline Direct Injected (GDI) Vehicle and a Port Fuel Injected (PFI) Vehicle using High Resolution Time of Flight Aerosol Mass Spectrometer (HR-ToF-AMS)

  • Lee, Jong Tae;Son, Jihwan;Kim, Jounghwa;Choi, Yongjoo;Yoo, Heung-Min;Kim, Ki Joon;Kim, Jeong Soo;Park, Sung Wook;Park, Gyutae;Park, Taehyun;Kang, Seokwon;Lee, Taehyoung
    • Asian Journal of Atmospheric Environment
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    • v.10 no.1
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    • pp.51-56
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    • 2016
  • Particulate matter (PM) in the atmosphere has wide-ranging health, environmental, and climate effects, many of which are attributed to fine-mode secondary organic aerosols. PM concentrations are significantly enhanced by primary particle emissions from traffic sources. Recently, in order to reduce $CO_2$ and increase fuel economy, gasoline direct injected (GDI) engine technology is increasingly used in vehicle manufactures. The popularization of GDI technique has resulted in increasing of concerns on environmental protection. In order to better understand variations in chemical composition of particulate matter from emissions of GDI vehicle versus a port fuel injected (PFI) vehicle, a high time resolution chemical composition of PM emissions from GDI and PFI vehicles was measured at facility of Transport Pollution Research Center (TPRC), National Institute of Environmental Research (NIER), Korea. Continuous measurements of inorganic and organic species in PM were conducted using an Aerodyne high-resolution time-of-flight aerosol mass spectrometer (HR-ToF-AMS). The HR-ToF-AMS provides insight into non-refractory PM composition, including concentrations of nitrate, sulfate, hydrocarbon-like and oxygenated organic aerosol, and organic mass with 20 sec time resolution. Many cases of PM emissions during the study were dominated by organic and nitrate aerosol. An overview of observed PM characteristics will be provided along with an analysis of comparison of GDI vehicle versus PFI vehicle in PM emission rates and oxidation states.

Body Segment Length and Joint Motion Range Restriction for Joint Errors Correction in FBX Type Motion Capture Animation based on Kinect Camera (키넥트 카메라 기반 FBX 형식 모션 캡쳐 애니메이션에서의 관절 오류 보정을 위한 인체 부위 길이와 관절 가동 범위 제한)

  • Jeong, Ju-heon;Kim, Sang-Joon;Yoon, Myeong-suk;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.405-417
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    • 2020
  • Due to the popularization of the Extended Reality, research is actively underway to implement human motion in real-time 3D animation. In particular, Microsoft developed Kinect cameras for 3D motion information can be obtained without the burden of facilities and with simple operation, real-time animation can be generated by combining with 3D formats such as FBX. Compared to the marker-based motion capture system, however, Kinect has low accuracy due to its lack of estimated performance of joint information. In this paper, two algorithms are proposed to correct joint estimation errors in order to realize natural human motion in motion capture animation system in Kinect camera-based FBX format. First, obtain the position information of a person with a Kinect and create a depth map to correct the wrong joint position value using the human body segment length constraint information, and estimate the new rotation value. Second, the pre-set joint motion range constraint is applied to the existing and estimated rotation value and implemented in FBX to eliminate abnormal behavior. From the experiment, we found improvements in human behavior and compared errors between algorithms to demonstrate the superiority of the system.

Construction of the Scientific Effective Learning System on Web-Based Instruction (웹을 이용한 효과적인 과학학습체제의 구축 및 태도 변화 -중학교 지구과학 내용을 중심으로 -)

  • Choi, Young-Hee;Yoon, Ill-Hee
    • Journal of the Korean earth science society
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    • v.21 no.3
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    • pp.208-218
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    • 2000
  • The popularization and the common use of internet are realizing these days thanks to the development of web. Using the web as a teaching instrument is the Web Based Instruction(WBI). WBI, along with constructivism, has a great influence on the present educational society. However, many problems were found in learners' using the numerous WBI programs in cyber space. Above all, the interaction between teachers and learners is not enough, and searching for the materials on web is not easy. It's very difficult for a teacher to design and construct a WBI program in school teaching. But It is not so difficult to design and construct a WBI program based on interaction. Therefore, if a teacher familiar to students in school makes a web page and provides a cyberspace, the students will interact very easily them in the cyberspace. They can use the e-mail, bulletin board or discuss and chat. The cyberspace will make up for the insufficient interaction in school life. But because this program needs all students have proper material condition, there will be another kind of estranged learners. Thus, this problem can be solved by the cheap-popular PC offering movement backed by the government, and other types of projects systematically.

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Study on University Student's Awareness of Traditional and Yaksun Foods - Focus on University Students majoring in Culinary Art and Foodservice Daegu and Gyungbuk Area - (대학생이 인식하는 전통음식과 약선음식에 관한 연구 -대구·경북지역 외식계열 전공자 중심으로-)

  • Paek, Hyun-Young;Kwak, Eun-Jung;Joung, Hyun-Sook;Jeong, Jae-Hong;Cho, Yeon-Sook
    • Journal of the East Asian Society of Dietary Life
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    • v.25 no.5
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    • pp.779-790
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    • 2015
  • The purpose of this study was to determine the awareness and preference relating to traditional food and yaksun food by university students majoring in culinary art and foodservice in the Daegu and Gyeongbuk area. This research carried out an investigation on 492 (male 257 and female 235) students. 'Awareness of traditional food' was gained through school education in male students (37.4%) and female students (46.7%). For 'the most-favored traditional food', 260 (male 138 and female 122) students most often responded galbijjim, followed by bibimbap, bulgogi, and kimchi. For 'the part that requires the attention most in improving traditional food', variety of taste received the highest votes by 109 male students (42.4%) and 98 female students (41.7%). For 'awareness for yaksun food', the most popular paths were TV, newspaper and the Internet in 123 male students (47.9%) and 139 female students (59.1%), where as 97 students answered school education (19.7%). For 'the part that requires the attention most in developing yaksun food', variety of taste received the highest votes by 103 male students (43.8%) and 106 female students (41.2%), which was the same result for the development of traditional food. For 'awareness on the possibility of popularization of traditional and yaksun food', needs for food development received the highest score of 3.99 (male 3.99 and female 3.99) by 5-point Likert measurement. In conclusion, high awareness levels of health, traditional food, and yaksun food in university students in Daegu and Gyeongbuk majoring in food-service will contribute to a healthy food culture. Further, this research will have a large impact on development of various convenience foods in the food-service industry as well as home.

A Comparative Study of Block Chain : Bitcoin·Namecoin·MediBloc (블록체인 비교연구: 비트코인·네임코인·메디블록)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
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    • v.18 no.3
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    • pp.217-255
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    • 2018
  • Bitcoin, which appeared in 2008, was merely a conceptual virtual currency, but it now enjoys the status as actual money. Bitcoin is an electronic money system that can be traded directly without a central trust institution. Thanks to the popularization of Bitcoin, blockchain technology has become a widespread concern. That technology is expanding not only the currency mechanism, but also a variety of other services. The possibility of a blockchain in relation to actual currency is ongoing. This paper investigates the technological characteristics and social construction of the blockchain by comparing the cases of Bitcoin, Namecoin, and MediBloc among blockchain applications. Namecoin emerged in 2013 is an attempt to replace the centralized Internet Domain Name System(DNS). There has been controversy over that current system for a long time, but replacing the already established system is not easy. Nevertheless, Namecoin has potential as an alternative. Meanwhile, MediBloc is an application that involves distributed management of medical data in South Korea. MediBloc claims that the key producers of medical data are patients themselves. This is to challenge to the question who is a knowledge producer of medical data. Through these three cases, it has discussed that blockchain technology does supports to form more democratic decision-making or simply provide a technical solution as automation. As a citizen, we can intervene in the realization of blockchains by presenting social agenda. This will be a method of the social construction of technology.