• Title/Summary/Keyword: Reality Convergence

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Development of Startup Ecosystem in Vietnam in the context of the Fourth Industrial Revolution

  • Nguyen, Quoc Cuong;Tran, Thi Huyen;Kwon, HyukDong
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.76-83
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    • 2020
  • The fourth industrial revolution (Industry 4.0) will generate great benefits and big challenges in equal measure. Industry 4.0 has an impact on context, technology and business as long as it transforms design, production systems and products themselves. Industry 4.0 has also created many opportunities and challenges for startups to improve their business efficiency. The reality has shown that the industry 4.0 has begun to strong impacts of various levels on many areas of Vietnam's economy. In such context, it is necessary to implement sufficient and thorough research and evaluation of many issues of startups and innovation and to consider suitable solutions and effective ways to take advantages of opportunities that the Industry 4.0 brings to Vietnam. This paper proposes the solution for supporting and promoting to develope of innovative start-up enterprise in accordance with the conditions and circumstances of Vietnam in the context of Industry 4.0.

A Study on Usage of Integrated Digital-Physical Structure on Physical Homeostasis Space for Stress Reduction (디지털-피지컬 구조를 이용한 신체 항상성 유지 공간 연구)

  • Kang, Min Soo
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.574-580
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    • 2020
  • Stress induces change to the body functions and causes chronic problems such as worsening a disease. Thus, humans want to evade anxiety and would try any means to reduce stressful situations. Generally, a person would handle their stress by either regulating their emotions or merely coping with the situation, for which the former is most widely used. Our research aims to effectively reduce stress by using the emotional response structure developed by Plutichik and the vitalization method. We extracted the relevant components of the stress-reduction method that would be applicable in any space using digital technologies such as sensors, IoT, and augmented reality. An architect or designer may incorporate these structural components into any structure to effectively reduce people's stress. The research aims to provide a new perspective of architectural space and to show applications of the stress-reducing architectural spaces, which should also fulfill the people's needs. Further research is needed to develop an automatic system to utilize spatial components more effectively.

A New Image Clustering Method Based on the Fuzzy Harmony Search Algorithm and Fourier Transform

  • Bekkouche, Ibtissem;Fizazi, Hadria
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.555-576
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    • 2016
  • In the conventional clustering algorithms, an object could be assigned to only one group. However, this is sometimes not the case in reality, there are cases where the data do not belong to one group. As against, the fuzzy clustering takes into consideration the degree of fuzzy membership of each pixel relative to different classes. In order to overcome some shortcoming with traditional clustering methods, such as slow convergence and their sensitivity to initialization values, we have used the Harmony Search algorithm. It is based on the population metaheuristic algorithm, imitating the musical improvisation process. The major thrust of this algorithm lies in its ability to integrate the key components of population-based methods and local search-based methods in a simple optimization model. We propose in this paper a new unsupervised clustering method called the Fuzzy Harmony Search-Fourier Transform (FHS-FT). It is based on hybridization fuzzy clustering and the harmony search algorithm to increase its exploitation process and to further improve the generated solution, while the Fourier transform to increase the size of the image's data. The results show that the proposed method is able to provide viable solutions as compared to previous work.

An Oligopoly Spectrum Pricing with Behavior of Primary Users for Cognitive Radio Networks

  • Lee, Suchul;Lim, Sangsoon;Lee, Jun-Rak
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.4
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    • pp.1192-1207
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    • 2014
  • Dynamic spectrum sharing is a key technology to improve spectrum utilization in wireless networks. The elastic spectrum management provides a new opportunity for licensed primary users and unlicensed secondary users to efficiently utilize the scarce wireless resource. In this paper, we present a game-theoretic framework for dynamic spectrum allocation where the primary users rent the unutilized spectrum to the secondary users for a monetary profit. In reality, due to the ON-OFF behavior of the primary user, the quantity of spectrum that can be opportunistically shared by the secondary users is limited. We model this situation with the renewal theory and formulate the spectrum pricing scheme with the Bertrand game, taking into account the scarcity of the spectrum. By the Nash-equilibrium pricing scheme, each player in the game continually converges to a strategy that maximizes its own profit. We also investigate the impact of several properties, including channel quality and spectrum substitutability. Based on the equilibrium analysis, we finally propose a decentralized algorithm that leads the primary users to the Nash-equilibrium, called DST. The stability of the proposed algorithm in terms of convergence to the Nash equilibrium is also studied.

A Study on The Game Character Creation Using Genetic Algorithm in Football Simulation Games (축구 시뮬레이션 게임에서의 유전 알고리즘을 활용한 게임 캐릭터 생성 연구)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.129-138
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    • 2017
  • In football simulation games, it is very important for the interest of the game to make the stats of the football players close to reality. As the management concept is introduced to the sports simulation game, when the user plays the game for a long time, the existing player character retires. Therefore, the game creates the environment of the game by creating a new player in the game. In this study, we propose a method to create a new player character by using genetic algorithm to have the optimal ability similar to existing players. We compare and evaluate the player character with the existing random generation method, the correction random method and the proposed algorithm, and verify the validity of the proposed method.

The Regulations by Criminal Law against any Testifier's Untrue Statement in the Investigation Procedures (수사절차에서 참고인의 허위진술에 대한 형사법적 규제방안)

  • Yoo, In-Chang
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.167-172
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    • 2012
  • There is no substantive enactment in our country to regulate testifier's false statement in the process of investigation under current law. In consideration of such investigation reality, there exist predominant view that the regulations against testifier's untrue statement are necessary to fine actual truth on criminal justice. However, such view is not quite agreeable, for it holds a probability that excessive investigation rights might cause infringement on personal rights. It's because of human rights protection that the criminal justice puts before the finding of actual truth as its biggest principle, and as we see above, any testifiers' untrue statement are already punishable, although restrictive, through interpretation of deceptive scheme under current law such as obstruction of justice, crimes of sheltering or flying a criminal or calumny.

An Exploratory Study on Electronic Culture Map of Mind Humanities using Smartphones (스마트폰을 이용한 마음인문학 전자문화지도 활용에 관한 탐색적 연구)

  • Baek, Hyeon-Gi
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.45-53
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    • 2012
  • This research aims at developing an electronic culture atlas using smart phones as a way to share the research results of Mind Humanities. An electronic atlas offers the web service of a great deal of information without the limitation of paper, which is different from the existing paper maps. When the concept of culture is added to an electronic atlas, it becomes an electronic culture atlas. To create an application program using smartphones, their various features should be understood and the development method to maximize them is necessary. Accordingly, in this paper, what needs to be taken into consideration for the service based on smartphones and the characteristics of smartphones to be considered in the development process were examined.

Genre-specific Cultivation Effects of TV Programs: Cultivating Viewers' Citizenship and Value Attitudes (텔레비전 시청 장르별 시민성 및 가치관 계발 효과의 차이)

  • Na, Eun-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.150-157
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    • 2013
  • In this media convergence era when the 'hybrid' genres increase, it has been important to explore distinguishing genre-specific effects of contents use. This study revealed that news, current affairs/talk, and documentary genres respectively produces opposite directions of influences on values; likewise, drama and reality genres also respectively produces differentiated impact on values and social trust. Drama viewing itself shows contrary patterns on civic attitude, i. e., positive relationship with social trust while negative with tolerance.

Physical Parameters for Synthesis of Virtual Soap Bubbles using Straws (스트로를 이용한 가상 비눗방울 재현을 위한 물리 파라미터)

  • Seok, Yunji;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.455-460
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    • 2020
  • As computer hardware and computer graphics technologies have developed in recent years, one can find research on the creation of bubbles. However, it is not easy to find soap bubbles that are modeled and rendered using actual physical parameters. The bubbles are expressed in a variety of models and colors depending on which tool is used, which strength is used, and the conditions of the surrounding environment. Therefore, in this paper, we present synthetic methods to create virtual soap bubbles based on physical parameters derived from some straws such as the bubbles' diameter over time and the number of bubbles when blowing. On the top of that, we will show a model of a soap bubble that can be usable in a virtual reality contents and optimized with rendering parameters.

A Study on Improving Cyber Liability Insurance for Electronic Financial Incident in Easy Payment System (간편결제 서비스에서 전자금융사고 시 국내 사이버 배상책임보험의 한계 및 개선방안에 대한 연구)

  • Lee, Han-Jun;Kim, In-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.1-8
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    • 2016
  • A convergence of finance and information technology brought a remarkable development in Fin-Tech industry. On the other hand, currently existing laws seemed inappropriate to address the liability of financial institutions, Fin-tech enterprises and consumers in case of financial accidents due to its ambiguity. The minimum insurance obligation by financial institutions specified under the Electronic Financial Transaction Act 2006 is not keeping with current reality, considering transaction volume, frequency of incidents, and security investments. This paper aims to lay stress on the need of cyber liability insurance by understanding the domestic financial incidents and management, and the limit of existing insurance policy.