• Title/Summary/Keyword: Reality Convergence

Search Result 855, Processing Time 0.022 seconds

Dysfunction of Digital Leisure of ICT Age and Educational Measurement (ICT 시대의 디지털 여가 역기능과 교육대책)

  • Kim, Myeong-Mi
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.8 no.12
    • /
    • pp.1979-1984
    • /
    • 2013
  • As digital leisure's activity increase recently, the worry for side effect except right function occurs with reality. In this paper, the importance of leisure, participation effect when someone has a chance to leisure is reviewed. The dysfunction of digital leisure that focuses on usage of the digital device in information society is examined. In order to solve those dysfunction, the measure is presented through education and convergence.

Improving the Rendering Speed of 3D Model Animation on Smart Phones

  • Ng, Cong Jie;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
    • /
    • v.9 no.3
    • /
    • pp.266-270
    • /
    • 2011
  • The advancement of technology enables smart phones or handheld devices to render complex 3D graphics. However, the processing power and memory of smart phones remain very limited to render high polygon and details 3D models especially on games which requires animation, physic engine, or augmented reality. In this paper, several techniques will be introduced to speed up the computation and reducing the number of vertices of the 3D meshes without losing much detail.

Space and Power : A Comparative Study on the Discourses of Prison

  • Kwon, Young;Lee, Kyung Hoon
    • Architectural research
    • /
    • v.9 no.2
    • /
    • pp.19-25
    • /
    • 2007
  • The changes of prison facilities in the age of Enlightenment and Industrial Revolution, implies viewpoints architectural space as a representation of power. The aim of the study is to examine the structuralistic approach based on two authors of Michel Foucault and Robin Evans. Both texts are summarized and analyzed to make comparison. While Foucault concentrates upon the ideas relating to punishment which preceded and led to the prison being adopted, Evans regards the reality of punishment as it was executed in its architectural context. The study compares the fundamental difference between the two texts; the approach that each author takes with regard to the central issue of the history of penality. These two different interpretations dictate the framework of each discourse and has resulted a number of different notions of ideas. By comparing divergence and convergence of the texts, the study analyzes each author's methodology, theoretical position and notions of prison. Keywords are also extracted to articulate the study and each author's arguments as well.

Circuit Components Based on New Materials: The Reality of Multitechnology System on Systems Hyperintegration

  • Eshraghian, Kamran;Cho, Kyoung-Rok
    • Transactions on Electrical and Electronic Materials
    • /
    • v.11 no.3
    • /
    • pp.106-111
    • /
    • 2010
  • The convergence of significantly different and disparate technologies such as spintronics, carbon nano tube field effect transistors, photon and bio-responsive molecular switches, memristor and memristive systems and metamaterials, coupled with energy scavenging sources are gaining a renewed focus in the quest for new products. This paper will provide an insight into an anticipated technological revolution and will highlight a futuristic Roadmap to capture opportunities that are brought about as the results of formulation of new circuit components basically driven by emergence of nanoscale materials as part of System on System integration. Challenges as the result of new lumped components such as memristor, metamaterial-based lumped components and the like that will challenge the designers' comfort zone will also be discussed.

Reinterpretation of Snowpiercer : Posthuman, Cyborg, and the New World

  • Kim, Hye Yoon
    • International journal of advanced smart convergence
    • /
    • v.9 no.1
    • /
    • pp.29-36
    • /
    • 2020
  • We aim to reinterpret Bong Joon-ho's Snowpiercer through theory of posthumanism. Posthuman is a compound word of 'post' and 'human', which means transcendent-man. However, we would like to extend the meaning of posthuman or cyborgs as not only to "new human figure, or transcendent-man" but as to "human living in a digital age of converged technology". Through the extension of the meaning of posthuman, we would be able to not only find posthuman in Science Fiction movies but also apply it to our real world. Also, through the extended meaning, we will reinterpret all the elements from the film as cyberspace and as posthuman or cyborgs. Moreover, through examination of these "cyborg figures" in Bong Joon-ho's Snowpiercer (2013), we argue that the film is criticizing posthumanism in the reality that these days, people are losing the humanity due to the combination with the machine. It seems that he claims of the collapse of the current system, suggesting new human generation as the solution.

Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
    • /
    • v.9 no.1
    • /
    • pp.163-171
    • /
    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

The Meeting between Engineering Education and Humanities through a Movie (영화를 통한 공학교육과 인문학의 만남)

  • Kim, Joong-chul
    • Journal of Engineering Education Research
    • /
    • v.18 no.6
    • /
    • pp.57-63
    • /
    • 2015
  • The purpose of this paper is to find a method to combine engineering education and the humanities by means of the movie genre. Although the science technology has developed and our living standard has improved, humanities has a tendency to be underestimated. Humanities has been treated as something antiquated, uninteresting or worn-out because it has no economic value or usefulness in itself. Engineering students need flexible, analytic and critical thought as well as the qualities in constructing key questions and trying to solve themselves. Communicative and understanding abilities are also required to them. Movies as a constructive visual device show problems with the reality. Especially, the science-related movie genre offers them an opportunity to think over why humanities matters as well as what matters in human being. The movies make engineering students think, discuss and argue on the humanity.

Development of a Virtual Pitching System in Screen Baseball Game

  • Min, Meekyung;Kim, Kapsu
    • International journal of advanced smart convergence
    • /
    • v.7 no.3
    • /
    • pp.66-72
    • /
    • 2018
  • In recent years, indoor simulated sports have become widely used, and screen baseball system has emerged that can play baseball in indoor space. In this paper, we propose a virtual pitching system that can improve the realism of screen baseball game. This virtual pitching system is characterized in that it uses a transmissive screen in the form of a pitching machine without a pitching hole and installed on the back of the screen. Therefore, unlike existing systems where pitching holes are formed on the screen, it enhances the immersion feeling of displayed images. Also, in this pitching system, the synchronization algorithm between the pitching machine and the virtual pitcher is used to form a sense of unity between the virtual pitcher and the ball according to various types of virtual pitchers, thereby enhancing the reality of baseball games.

154kV Main TR. Bay IED Based On IEC 61850 (IEC 61850 기반의 154kV M.Tr Bay IED 적용 사례)

  • Roh, Jae-Keun;Oh, Jae-Hoon;Yang, Hang-Jun
    • The Transactions of The Korean Institute of Electrical Engineers
    • /
    • v.60 no.11
    • /
    • pp.2028-2034
    • /
    • 2011
  • Substation Automation System (SAS) based on IEC 61850 is becoming more and more reality in applying power systems. As well, the development of various engineering tools and the convergence with diagnostic systems are underway. To reflect recent advancements in SAS technology, the Korea Electric Power Corporation initiated a 154kV SAS pilot project and a smart power grid business in 2010. In this paper, the authors will summarize the overview and the lessons learned in applying the IEC 61850-based 154kV Main transformer bay IED solutions to these two project.

Development of VR-based CPR and AED Training System (VR 기반의 CPR 및 AED 교육 평가 시스템 개발)

  • Kang, Won-Yun;Yun, Won-Tae;Lee, Kyung-Yong;Kim, Seong-Hyun
    • Annual Conference of KIPS
    • /
    • 2019.10a
    • /
    • pp.559-562
    • /
    • 2019
  • 본 시스템은 4 차 산업 혁명이 발발한 이점을 살려 가상현실(Augmented Reality)을 활용, 극대화된 시각적인 요소들을 추가하여 사용자들의 흥미를 유발한다. 또한 더욱 정확한 평가 기준을 세우기 위해 사용자의 흉부 압박 빠르기와 깊이를 측정할 수 있는 각종 센서를 활용하였다. 관리자는 신뢰성 있는 데이터를 바탕으로 사용자들을 평가한다. 기존의 평가는 평가자의 눈대중, 직감으로만 평가가 이루어지기에 신빙성 및 신뢰를 하기 어렵다. 따라서 사용자들은 현실감 있고 정량화된 데이터를 바탕으로 정확한 평가 및 피드백을 받을 수 있는 교육, 평가가 절실히 필요하다. 따라서 본 논문에서는 가상현실을 활용한 심폐소생술(CPR) 및 자동 제세동기(AED) 교육 평가 시스템을 제안한다.