• Title/Summary/Keyword: Popularization of Science

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High efficient 3D vision system using simplification of stereo image rectification structure (스테레오 영상 교정 구조의 간략화를 이용한 고효율 3D 비젼시스템)

  • Kim, Sang Hyun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.12 no.6
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    • pp.605-611
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    • 2019
  • 3D Vision system has many applications recently but popularization have many problems that need to be overcome. Volumetric display may process a amount of visual data and design the high efficient vision system for display. In case of stereo system for volumetric display, disparity vectors from the stereoscopic sequences and residual images with the reference images has been transmitted, and the reconstructed stereoscopic sequences have been displayed at the receiver. So central issue for the design of efficient volumetric vision system lies in selecting an appropriate stereo matching and robust vision system. In this paper, we propose high efficient vision system with the reduction of rectification error which can perform the 3D data extraction efficiently with low computational complexity. In experimental results with proposed vision system, the proposed method can perform the 3D data extraction efficiently with reducing rectification error and low computational complexity.

Research on the Application of VR Technology in Meteorological Simulation

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1435-1448
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    • 2021
  • Recent years, due to the direct or indirect damages caused by meteorological disasters more and more attention have been paid to natural disasters. At same time, diversified and multi-sensory interactive meteorological services is increasingly demanded. In this study, novel interactive meteorological service was compared with the traditional communication methods. Combining with case studies and systems creation, a virtual reality weather simulation framework was proposed, and a realistic virtual game environment providing real-time and historical weather information was created. The primary goal of this study is to build a weather display cabinet game system by using virtual reality technology, and promoting public's understanding of the principles of weather changes. With the interactive games in realistic scenarios, public's awareness for disasters prevention could be promoted. It is helping to change public's traditional understanding of meteorological theories, and will provide a more convenient way for the public to explore more effective weather forecasts. The simulation system is supported by VR technology. It was combined with Leap Motion interactive equipment to make popularization games for weather science. T-test data analysis showed that the application of VR technology in weather games has strong operability and interactivity.

Software-based Quality Measurement of Mobile VoIP Services (소프트웨어 기반 모바일 VoIP 서비스 품질 측정)

  • Kim, Beom-Joon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.1
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    • pp.55-60
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    • 2011
  • The mobile internet telephony service rapidly grows according to the extending deployment of smartphones. Unlike telephony service over a conventional public switched telephone network (PSTN) or mobile network, internet telephony service cannot guarantee its service quality, which can be severer in a wireless environment. Therefore, a more strict and systematic quality management is required for successful settlement and popularization of mobile internet telephony service. Existing quality management scheme using a specific measurement equipment cannot measure all the time so that it performs late management. In order to overcome the problem, this paper develops a software that can be equipped on a user terminal and measures the service quality all the time. By using the developed software, all-time and user-activating service quality monitoring can be supported.

Interactive Navigation Design in 3-Dimensional Virtual Space PartII Affordance Models in Navigation Design (3차원 가상공간에서의 상호작용적 네비게이션 디자인 2부: 네비게이션 설계의 지원요소)

  • 김진희
    • Archives of design research
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    • v.16 no.4
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    • pp.25-36
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    • 2003
  • The navigation in 3D virtual space is a procedure which must be carefully established in advance with understanding of a complicate perception process. Although current various desktop softwares are suppling developers with easier production circumstances in accordance with popularization era of interactive 3D media it is true that previous systematic conceptual study has been performed exclusively at specific institutions. Therefore, based upon the examples of virtual reality research reported by universities and companies core concepts giving the background for navigation realization and direct/indirect factors supporting substantial realization were analyzed and discussed in this paper.

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Design and Implementation of the Golf Swing Analysis System through Captured Motion Picture (골프 동작 분석을 위한 동영상 편집시스템 설계 및 구현)

  • Park, Young-Bom
    • The KIPS Transactions:PartB
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    • v.9B no.4
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    • pp.453-458
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    • 2002
  • It is not easy to analyze dynamic sports motion, but it can be done easily by using an interactive playback of the recorded motion. Everybody is able to capture a golf swing owing to the popularization of PC and digital camcorder in these days. In this study, the system that can provide golf swing analysis is selected and implemented. Furthermore, editing method that can represent motion is applied and moving object tracking algorithm that can make this profess easy is applied to provide easy golf swing analysis.

Interactive Navigation Design in 3-Dimensional Virtual Space Part I: Basic Concepts and Techniques (3차원 가상공간에서의 상호작용적 네비게이션 디자인 1부: 기초개념 및 기술)

  • 김진희
    • Archives of design research
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    • v.16 no.3
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    • pp.71-80
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    • 2003
  • Virtual Reality fields see the popularization era. Desk-top VR industries are under rapid development, concentrating on various Web VR applications. Performing user navigation in 3D virtual space is a complicate process in which one is looking for a way with understanding logical structures established in a virtual space and noticing established interactions. It is not a process established by a user, but a technical, skillful and conceptual process carefully designed and constructed at the pre-production stage. Therefore, in this paper technical, skillful and conceptual basic theories, related with the interactive navigation in a 3D virtual space, are thoroughly discussed.

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The Study on the Satisfaction and a Motion analysis when Entering a Car through Change of Vehicle Conditions (차량 조건 변화에 따른 승차 만족도 및 동작분석에 관한 연구)

  • Park, Se-Jin;Yim, Yun-Kyung;Lee, Hyun-Ja;Kim, Cheol-Jung
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.3
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    • pp.25-32
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    • 2006
  • As national income increases, consumers began to place a great deal of weight on products or quality of their life. They would like to have products which are more convenient to use and could meet their emotional desire in addition to its basic functional requirements. An automobile is one of the transportation system for human beings and the factor such as safety or environmentaly-friendly is regarded as important things resulting from it's popularization. In fact, domestic design technology leaves much to be desired compared with excellent manufacturing techniques. For this reason, some problems, like lowering of usage, could be caused by introducing technological data as it is from overseas. A survey of domestic car users has found that the most preferred condition (step height) is 460~495cm when they get in and out of their car. Men use their visual information and then get in the car, taking motion fit for each condition when automobile condition is changed. In other words, men get in cars actively within the range of conditions used for this study. These results were found from a motion study, when getting in a car, and checking the possibility of getting injury in accordance with the change of condition as well.

Development of Evaluation Indicators for Industrialization of Local Cuisine (향토음식의 산업화가치 평가를 위한 지표 개발 연구)

  • Choe, Jeong-Sook;Park, Han-Sik;Park, Seung-Hyun;Lee, Jin-Young;Kang, Min-Sook
    • Journal of the Korean Society of Food Culture
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    • v.27 no.3
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    • pp.233-239
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    • 2012
  • The purpose of this study was to develop an evaluation indicator for the industrialization of local cuisine. We conducted a literature study, interviews with experts, and a Delphi survey. The resulting evaluation indicator was divided into four groups and nine sub-groups. The four groups were locality, taste and functionality, industrial base, and business value. The nine sub-groups were traditionality, regionality, eating quality, nutrition and functionality, condition of development, technological level, rights and policy, marketability, and ripple effects. Also 22 items were created as indicators for evaluating classes ; historicity, sustainability, rarity, awareness of local resident, the number of similar restaurant, appearance, taste, nutritional balance, health functionality, availability of raw materials, suitability of environmental exchange of market, standardization of recipe, simplification of recipe, storability, intellectual property rights, government's policy, appropriacy of price, popularization, possibility of franchise, globalization, improvement of local image, vitalization of local economy. The four most important classes corresponded to one of the four groups. These classes were sustainability, taste, state (local autonomy) policy, vitalization of local economy. The implications of this study are that the possibility of industrializing the local cuisine of each region can be evaluated and applied. Moreover, these indicators could promote the discovery of local cuisines, support planning for the commercialization of local cuisine.

Development History of Pregnancy Test Technology (임신진단검사기술의 발전사)

  • Kwon, Young-Il
    • Korean Journal of Clinical Laboratory Science
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    • v.50 no.4
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    • pp.382-390
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    • 2018
  • The history of the pregnancy test started in ancient Egypt with a germination test using wheat and barley. Since then, unscientific methods have been used from the days of Hippocrates and Galen to the Middle Ages when uroscopy was used, even until the early 1800s. On the other hand, since the mid-1800s, scientific methods and evidence have begun to emerge, which led to scientific research on the physiological characteristics of pregnancy. The first attempt to utilize these scientific findings was initiated with the bioassay by Aschheim and Zondek using rats and mice in 1927, and then developed into experiments using rabbits and frogs. The immunoassay method, which started in the 1960s, contributed greatly to the generalization of the pregnancy tests while improving the problems of the bioassay. In 1976, a pregnancy test kit was introduced that can be used at home, contributing to the popularization of pregnancy tests. Since the 1980s, technological advances in diagnostic tests have also been applied to pregnancy tests to further improve the reliability of the diagnosis of pregnancy. In the 2000s, the accuracy and ease of use of the pregnancy test kits for home use have improved drastically. This study examined the history and scientific development of the pregnancy test.

Application and Analysis of Students' Responses to Utilize 'Science TV' in Science Communication Activities at Early Morning Classes on Elementary School Students (초등학교 아침활동시간에 '사이언스 TV'를 활용한 과학 커뮤니케이션 활동 적용 및 학생들의 반응분석)

  • Kwon, Nanjoo;Kwon, Hyunjoo
    • Journal of Science Education
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    • v.36 no.1
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    • pp.56-68
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    • 2012
  • The purpose of this study is to utilize science TV program 'Science TV' among science communication that plays important role in the popularization of science as science communication materials. I apply it at early morning classes on elementary school students and analysis the responses of students to science communication activity. In order to achieve this goal, the review on preliminary studies and relevant documents were carried out and program called 'The aroma of science encountered in the forest of science' as the contents of daily life-centered theme that can be easily understood by students in elementary school was selected. Moreover, themes of total 15 episodes were determined by analyzing their contents. The materials were applied to science communication activity targeting 1 class with 21 students in second grade of elementary school. The survey on the responses toward the activity was conducted after the activity. The result of analyzing the survey, students displayed positive response toward science communication activity utilizing 'Science TV'. The result of the activity analysis and survey analysis after the activity displayed that students passionately participated in science communication activity utilizing 'Science TV' in early morning classes on elementary school. Also, students displayed positive response toward science communication activity utilizing 'Science TV' such as the increase in the understanding of science, and others.

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