• Title/Summary/Keyword: Real World

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A New Effective SAP ERP Education Approach Through The Development of Educational Virtual Company (SAP ERP 시스템 교육을 위한 교육용 가상기업 구현 전략)

  • Kim, Yeong-Real
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.1
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    • pp.49-58
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    • 2011
  • Among the various ERP solutions, SAP R/3 solution has been chosen because SAP system follows global standard processes which include most of business solutions for various industries. The ERP education is limited by learning theory only and they are not sufficient for understanding wide scale of business processes. Real world scenarios with hands on experience approach will be the core aspect of this article. As per real world scenarios, "ChungBuk Motors. Corp." has been created and students are asked to create the organization structure and the procurement process for this virtual enterprise. As a result, students attending this class showed better understanding of overall ERP system comparing to the students attended other ERP classes. The hands-on experience with real-world scenarios proved that it is most practical and efficient solution for educating ERP system.

The Tactile Illusion evoked by a synchronous Visual Stimulus on Virtual and Real Hand (가상과 실제 손의 동기화를 통한 촉각환상 유발연구)

  • Jeonghun Ku;Kim, Hosung;Kim, Kwanguk;Wonyoung Hahn;Lee, Jang-Han;Kim, Sun I.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.84-89
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    • 2003
  • The virtual reality(VR) technology can provide various stimuli, including, visual and auditory stimuli, simultaneously in the virtual environment and encourage the user to interact. Virtual reality is a set of computer technologies, which when combined, provide an interactive interface to a computer generated world. In this world the subject can see, hear and navigate in a dynamically changing environment in which he participates as an active player, by modifying the environment according to his will. Moreover, the subject can get a feeling for the virtual environment in much the same way as one feels real life situations. In the real world, a plethora of information from various modalities may be in conflict, and modulate each other to form an illusion. In this study we investigated whether a tactile illusion on a real hand could be evoked by a virtual stimulus, the time required to generate this illusion and its duration. This study shows that the illusion occurred, and that was correlated with presence score in the virtual environment.

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A Virtual Environment for Optimal use of Video Analytic of IP Cameras and Feasibility Study (IP 카메라의 VIDEO ANALYTIC 최적 활용을 위한 가상환경 구축 및 유용성 분석 연구)

  • Ryu, Hong-Nam;Kim, Jong-Hun;Yoo, Gyeong-Mo;Hong, Ju-Yeong;Choi, Byoung-Wook
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.29 no.11
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    • pp.96-101
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    • 2015
  • In recent years, researches regarding optimal placement of CCTV(Closed-circuit Television) cameras via architecture modeling has been conducted. However, for analyzing surveillance coverage through actual human movement, the application of VA(Video Analytics) function of IP(Internet Protocol) cameras has not been studied. This paper compares two methods using data captured from real-world cameras and data acquired from a virtual environment. In using real cameras, we develop GUI(Graphical User Interface) to be used as a logfile which is stored hourly and daily through VA functions and to be used commercially for placement of products inside a shop. The virtual environment was constructed to emulate an real world such as the building structure and the camera with its specifications. Moreover, suitable placement of the camera is done by recognizing obstacles and the number of people counted within the camera's range of view. This research aims to solve time and economic constraints of actual installation of surveillance cameras in real-world environment and to do feasibility study of virtual environment.

ASS Design to Collect Manufacturing Data in Smart Factory Environment (스마트 팩토리 환경에서 제조 데이터 수집을 위한 AAS 설계)

  • Jung, Jin-uk;Jin, Kyo-hong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.204-206
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    • 2022
  • Digital twin, which is evaluated as the core of smart factory advancement, is a technology that implements a digital replica in the virtual world with the same properties and functions of assets in the real world. Since the smart factory to which digital twin is applied can support services such as real-time production process monitoring, production process simulation, and predictive maintenance of facilities, it is expected to contribute to reducing production costs and improving productivity. AAS (Asset Administration Shell) is an essential technology for implementing digital twin and supports a method to digitally represent physical assets in real world. In this paper, we design AAS for manufacturing data gathering to be used in real-time CNC (Computer Numerical Control) monitoring system in operation by considering manufacturing facility in smart factory as assets.

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How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1208-1217
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    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

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Real-World Physical Length Comparison in Virtual Environments (가상환경에서의 실세계 물리적 길이 비교)

  • Jung, Chul-Hee;Im, Chang-Hyuck;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.3
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    • pp.19-24
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    • 2007
  • In this paper, we describe a method of defining an object's real length in order to compare objects' lengths precisely using all real length units in the real world. The browser in our study represents an object's length by referencing to the physical length property defined at modeling when it displays the object. Since objects' lengths are appropriately scaled according to these units, objects can be precisely and visually compared in sire using real world length units. The concept of defining the real length unit is extended to the X3D specification. The units are ranged from $10^{-24}(yotta)\;to\;10^{24}(yocto)$. In addition, we explain the method for processing LOD (Levels Of Detail) and for applying the property of LOLD (Levels of Length Detail) when objects with different LOLD are read into the browser.

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Study on Management of Water Pipes in Buildings using Augmented Reality (증강현실을 이용한 건물의 수도관 관리 방안 연구)

  • Sang-Hyun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1229-1238
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    • 2023
  • Digital twin is a technology that creates a virtual space that replicates the real world and manages the real world efficiently by integrating the real and virtual spaces. The digital twin concept for water facilities is to effectively manage water pipes in the real world by implementing them in a virtual space and augmenting them to the interior space of the building. In the proposed method, the Unity 3D game engine is used to implement the application of digital twin technology in the interior of a building. The AR Foundation toolkit based on ARCore is used as the augmented reality technology for our Digital Twin implementation. In digital twin applications, it is essential to match the real and virtual worlds. In the proposed method, 2D image markers are used to match the real and virtual worlds. The Unity shader program is also applied to make the augmented objects visually realistic. The implementation results show that the proposed method is simple but accurate in placing water pipes in real space, and visually effective in representing water pipes on the wall.

The Cyber world of the Matrix as a typical type of 'Simulacre' (시뮬라크르의 전형(典型)으로서 매트릭스(Matrix)의 가상 세계)

  • 이종한
    • Archives of design research
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    • v.17 no.1
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    • pp.339-346
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    • 2004
  • Matrix, produced by Larry & Andy Wachowski, was relatively precisely dealt with the cyber world. After the movie was released, it had a mania for the movie and was adopted into a various forms of cultural products. It was remade not only into the parodies of the other movies and TV programs, but also the clothes and miscellaneous items of the movie were reincarnated as an unique cultural trend. The cause of the popularity is the fresh storyline as well as the sophisticated visual effects and good-looking actors. The agony of the protagonist was connected with the people outside the movie who are yearning for the ideal world. He was confused at the fact that his circumstances which were believed as the real world were not tortally true, complicated between the sensually phisical truth and the spiritual truth and had an will for the freedom that would ransack the truth and save the other people from the fictitious world. Consequently, the movie has got sympathies with many audiences suggesting the situation that has no a firm belief of the reality, the difference between the real and the cyber world is meaningless and the faked images of the high-technology are overturned This thesis tries to study the present that the real images are excessly duplicated and consumed, related to the Jean Baudrillard's theory, 'Hyperreel'. Replaced the real objects by a technical programming in the Matrix world, there happens the image-violence that the true nature is slaughterred by images. In the world where the reproducts are more actual than the reality and pretends to be real, only semiotics are consumed and produced. That is to say, the tortally programmed images has no references and aims, therefore should be produced in an 'impediment-strategy' like a faked crisis. That is the step of 'Simulation' that artificially reincarnates the real. Based upon the Baudrillard's theory, 'Simulacre', this study tries to research today's post-modern situation that the boundary of the real world and the faked copy is vague and vanishing, through the analysis of the cyber world of the movie 'Matrix'.

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사이버 패러다임과 암호기술

  • 박성준
    • Proceedings of the CALSEC Conference
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    • 1998.10b
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    • pp.435-446
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    • 1998
  • o 정보처리기술 및 정보통신기술의 고도화에 따른 인터넷으로 대표되는 사이버세계의 출현 o 현실세계(Real World)와 사이버세계(Cyber World)가 공존 o 사이버세계의 활용도(의존도)가 높아지고 있음 - 현실세계의 경쟁력이 사이버세계의 활용도에 의존(중략)

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Absolute categories and relative categories (절대범주와 상대범주)

  • Kwon, Kyeong-Won
    • English Language & Literature Teaching
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    • v.8 no.2
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    • pp.131-150
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    • 2003
  • The purpose of this paper is to provide two levels of conceptualization of a category such as an absolute category in semantic level and a relative category in pragmatic level on the basis of Aristotelian category theory and prototype category theory. I do not intend to criticize classical category theory and prototype category theory but to show that these two types of category are applied to the different world. Aristotelian categorization is an absolute category because it is based on the possible world called the meta-world and it has an absolute truth value. The members of an absolute category is presented as a set. There is a clear boundary between members and non-members because they are distinguished by the absolute criteria An absolute category is semantic conceptualization. This absolute category is changed into a relative category when it is applied in the real world. A relative category which corresponds to a prototype category is based on the real world called the object world and it has a relative truth value. Here individuals are categorized by the cognition and perception of human beings. A relative category is pragmatic conceptualization. In conclusion, while classical categories which are called absolute categories represent sentence meaning, prototype categories which are called relative categories represent utterance meaning.

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