• Title/Summary/Keyword: Sangwon System

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The Case Study of Contents Development for Online Museum Art Appreciation based on Smart Media (스마트 미디어 기반의 온라인 미술관 예술 감상 프로그램 콘텐츠 개발 사례 연구)

  • Yang, Yeon Kyoung
    • Journal of Information Technology Services
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    • v.16 no.1
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    • pp.139-162
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    • 2017
  • Museums contain a significant meaning as a place that reflects empirical knowledge that have been accumulated socially and scientifically in overall life of the public and provides the opportunity to enjoy prestigious culture, while serving as the extended place of education. The first objective of this study is to increase the accessibility of general public through the development of online museum programs as service contents and to present the ultimate direction the development of in art appreciation contents that can effectively expand the infrastructure of culture and art. Second, the effectiveness of online art appreciation programs by registered private museums, which continuously develop smart media-based online museum contents and systemization of archive as the distribution rate of smart devices is increased due to generalization of digital environments, was analyzed by each case to examine the objective distinctions strategies. Third, in terms of museum visitors and smart contents users, this study examines the expected effects of popular distribution by seeking various ways that can enhance the desired exhibit appreciation and autonomous utilization of educational programs, while not being restricted by the physical accessibility and limitation of space at the museums. The subjects of this study included cases of BoroomSan Museum, Savina Museum of Contemporary Art, Imageroot, Sangwon Museum of Art, Hello Museum, etc. and the online smarts contents art appreciation educational programs by registered private museums were analyzed. Results expected to achieve from such processes are as follows. First, the possibility to expand cultural participation in museum exhibition appreciation and museum education infrastructure became widen. Second, the educational program resources can be utilized as the culture and art asset that strengthens the museums' responsibilities in their social role. Third, museum archive can be constructed in more systematic way, and the efficiency of museum archive system can be enhanced to maintain the museum collection database in a consistent format. Fourth, the museum's smart contents users' continued access to museum's online contents may induce the exhibition effect of the site and voluntary participation in education, and can also expect an economic synergy effect as the users become potential visitors that may actually visit the museum in the future.

Implant overdenture with closed impression technique for patient with Myasthenia Gravis: A case report (중증 근무력증 환자에서 폐구 인상법을 이용한 임플란트 피개의치 수복 증례)

  • Park, Lydia;Park, Minhyuk;Park, Sangwon;Lim, Hyun-Pil;Jang, Woohyung
    • The Journal of Korean Academy of Prosthodontics
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    • v.59 no.4
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    • pp.459-468
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    • 2021
  • In patients with myasthenia gravis, it is difficult to manufacture and maintain dentures because the muscles and nervous system in the oral cavity are not properly adjusted. In addition, excessively extended or thick dentures may cause muscle weakness by stimulating the muscles, so dentures should be manufactured in consideration of this. In this case, a denture was fabricated using the closed mouth technique in a patient with myasthenia gravis with mouth opening limitation. Using the closed mouth technique, the patient's masticatory pressure and muscle movements were reproduced and denture with good retention were manufactured.

Your Opinions Let us Know: Mining Social Network Sites to Evolve Software Product Lines

  • Ali, Nazakat;Hwang, Sangwon;Hong, Jang-Eui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4191-4211
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    • 2019
  • Software product lines (SPLs) are complex software systems by nature due to their common reference architecture and interdependencies. Therefore, any form of evolution can lead to a more complex situation than a single system. On the other hand, software product lines are developed keeping long-term perspectives in mind, which are expected to have a considerable lifespan and a long-term investment. SPL development organizations need to consider software evolution in a systematic way due to their complexity and size. Addressing new user requirements over time is one of the most crucial factors in the successful implementation SPL. Thus, the addition of new requirements or the rapid context change is common in SPL products. To cope with rapid change several researchers have discussed the evolution of software product lines. However, for the evolution of an SPL, the literature did not present a systematic process that would define activities in such a way that would lead to the rapid evolution of software. Our study aims to provide a requirements-driven process that speeds up the requirements engineering process using social network sites in order to achieve rapid software evolution. We used classification, topic modeling, and sentiment extraction to elicit user requirements. Lastly, we conducted a case study on the smartwatch domain to validate our proposed approach. Our results show that users' opinions can contain useful information which can be used by software SPL organizations to evolve their products. Furthermore, our investigation results demonstrate that machine learning algorithms have the capacity to identify relevant information automatically.

Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation- (모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로-)

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.

Effects of Induced Emotional Changes on Bicep Brachii Muscle Activity (유도된 감정변화가 위팔두갈래근의 근활성도에 미치는 영향)

  • Yang, Sangwon;Shin, Yumi;Kim, Sujin
    • Physical Therapy Korea
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    • v.28 no.2
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    • pp.101-107
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    • 2021
  • Background: Studies suggest that induced emotional changes can affect the sensory-motor system involved in the practice of muscle activity and movement in physical aspects. Previous studies have shown focused on effects just feedback on muscle activity associated with emotions but rarely have focused induced emotional change on gross motor function such as muscle activity. Objects: The purpose of this study was to compare biceps activity and emotion that before and after viewing a video was induced positive or negative emotion. Methods: The study enrolled 34 healthy male and female who scored at normal points on the Center for Epidermiological Studies-Depression Scale. The study measured over two weeks, showing subjects pleasant and sad videos one by one in a week. We performed to measure the biceps brachii activity which is maximal voluntary isometric contraction (MVIC) and the visual analog mood scale (VAMS) scores before and after one week. The significance level was set to α = 0.05. Results: There was no significant difference in muscle activity of the biceps brachii before and after each video was viewed (p > 0.05). However, the visual analogue mood scale showed an increase in VAMS after viewing each video (p < 0.05). Conclusion: We figured out induced emotional changes are cause actual emotional changes but there are no differences in muscle activity. In this research, watching the video with a short time looks like insufficient to change muscle activity. Nevertheless, there might be different when we check various muscles with sufficient time for viewing the video. Further study is needed to measure a variety of muscles with more time for viewing the video.

Block Allocation Method for Efficiently Managing Temporary Files of Hash Joins on SSDs (SSD상에서 해시조인 임시 파일의 효과적인 관리를 위한 블록 할당 방법)

  • Joontae, Kim;Sangwon, Lee
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.12
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    • pp.429-436
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    • 2022
  • Temporary files are generated when the Hash Join is performed on tables larger than the memory. During the join process, each temporary file is deleted sequentially after it completes the I/O operations. This paper reveals for that the fallocate system call and file deletion-related trim options significantly impact the hash join performance when temporary files are managed on SSDs rather than hard disks. The experiment was conducted on various commercial and research SSDs using PostgreSQL, a representative open-source database. We find that it is possible to improve the join performance up to 3 to 5 times compared to the default combination depending on whether fallocate and trim options are used for temporary files. In addition, we investigate the write amplification and trim command overhead in the SSD according to the combination of the two options for temporary files.

The Impact of the Quality Factor of Smart Factory on the Intention to accept Advance Smart Factor: Mediating Effect of Perceived Value and Smart Factory Performance (스마트 팩토리 품질요인이 스마트 팩토리 고도화 의도에 미치는 영향: 지각된 가치 및 스마트 팩토리 성과의 매개효과)

  • Lee, Sangwon
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.367-382
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    • 2022
  • This study examined the impact of smart factory's quality factors on the intention to accept Advance Smart Factory(ASF) by mediating Perceived Value(PV) and Smart Factor Performance(SFP) of domestic SMEs that had introduced smart factor. As a result, First, Information Quality(IQ) and Service Quality(SQ) had a significant positive impact on Perceived Value(PV). Second, System Quality(SysQ), IQ, and SQ had a significant positive impact on SFP. Third, PV had a significant positive impact on intention to ASF, and PV and SFP had a significant positive impact on the intention to accept ASP. Also, PV had a mediating effect between SysQ, IS and Perfromance, and PV and Performance had a moderation between SQ and ASF. These results could provide one implication to SMEs that are taking into account to improve their smart factor to be advanced.

Context Awareness Model using the Improved Google Activity Recognition (개선된 Google Activity Recognition을 이용한 상황인지 모델)

  • Baek, Seungeun;Park, Sangwon
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.1
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    • pp.57-64
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    • 2015
  • Activity recognition technology is gaining attention because it can provide useful information follow user's situation. In research of activity recognition before smartphone's dissemination, we had to infer user's activity by using independent sensor. But now, with development of IT industry, we can infer user's activity by using inner sensor of smartphone. So, more animated research of activity recognition is being implemented now. By applying activity recognition system, we can develop service like recommending application according to user's preference or providing information of route. Some previous activity recognition systems have a defect using up too much energy, because they use GPS sensor. On the other hand, activity recognition system which Google released recently (Google Activity Recognition) needs only a few power because it use 'Network Provider' instead of GPS. Thus it is suitable to smartphone application system. But through a result from testing performance of Google Activity Recognition, we found that is difficult to getting user's exact activity because of unnecessary activity element and some wrong recognition. So, in this paper, we describe problems of Google Activity Recognition and propose AGAR(Advanced Google Activity Recognition) applied method to improve accuracy level because we need more exact activity recognition for new service based on activity recognition. Also to appraise value of AGAR, we compare performance of other activity recognition systems and ours and explain an applied possibility of AGAR by developing exemplary program.

An Exploratory Study on the Applicability of Thin-Film Photovoltaic Cells for Auxiliary Power Supply of a Personal Rapid Transit (PRT) Vehicle (PRT 차량의 보조 전력공급을 위한 유연소재 태양전지의 적용 가능성 연구)

  • Kang, Seok-Won;Han, Soo-Jin;Jeong, Rag-Gyo;Oh, Hyuck Keun;Ko, Sangwon;Choi, Dooho
    • Journal of the Korean Society for Railway
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    • v.17 no.2
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    • pp.94-99
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    • 2014
  • Recently, trends in new transportation system development have been primarily focused on sustainable and ecofriendly mobility solutions. The personal rapid transit (PRT) system has been considered a promising candidate in this category; its competitiveness is being improved through convergence with cutting-edge electric vehicle (EV) technologies. However, battery-powered vehicles pose difficult technical challenges in attempts to achieve reliable and efficient operation. In this study, a design approach for a solar-power assisted PRT system is presented with small-scale demonstrations aimed at circumventing challenges facing its adoption, as well as helping speed the transition to electric-powered ground transportation. From the results, it is expected that flexible photovoltaic (PV) cells will be able to supply 11% of the power required by the service equipment installed in a prototype vehicle. In particular, flexible photovoltaic (PV) cells are advantageous in terms of cost, weight, and design considerations. Most importantly, the cells' flexibility and attach-ability are expected to give them great potential for extended application in various areas.

Design and Performance Analysis of an Off-Axis Three-Mirror Telescope for Remote Sensing of Coastal Water (연안 원격탐사를 위한 비축 삼반사경 설계와 성능 분석)

  • Oh, Eunsong;Kang, Hyukmo;Hyun, Sangwon;Kim, Geon-Hee;Park, YoungJe;Choi, Jong-Kuk;Kim, Sug-Whan
    • Korean Journal of Optics and Photonics
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    • v.26 no.3
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    • pp.155-161
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    • 2015
  • We report the design and performance analysis of an off-axis three-mirror telescope as the fore optics for a new hyperspectral sensor aboard a small unmanned aerial vehicle (UAV), for low-altitude coastal remote sensing. The sensor needs to have at least 4 cm of spatial resolution at an operating altitude of 500 m, $4^{\circ}$ field of view (FOV), and a signal to noise ratio (SNR) of 100 at 660 nm. For these performance requirements, the sensor's optical design has an entrance pupil diameter of 70 mm and an F-ratio of 5.0. The fore optics is a three-mirror system, including aspheric primary and secondary mirrors. The optical performance is expected to reach $1/15{\lambda}$ in RMS wavefront error and 0.75 in MTF value at 660 nm. Considering the manufacturing and assembling phase, we determined the alignment compensation due to the tertiary mirror from the sensitivity, and derived the tilt-tolerance range to be 0.17 mrad. The off-axis three-mirror telescope, which has better performance than the fore optics of other hyperspectral sensors and is fitted for a small UAV, will contribute to ocean remote-sensing research.