• Title/Summary/Keyword: Simulation Experience

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A study for production simulation model generation system based on data model at a shipyard

  • Back, Myung-Gi;Lee, Dong-Kun;Shin, Jong-Gye;Woo, Jong-Hoon
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.8 no.5
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    • pp.496-510
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    • 2016
  • Simulation technology is a type of shipbuilding product lifecycle management solution used to support production planning or decision-making. Normally, most shipbuilding processes are consisted of job shop production, and the modeling and simulation require professional skills and experience on shipbuilding. For these reasons, many shipbuilding companies have difficulties adapting simulation systems, regardless of the necessity for the technology. In this paper, the data model for shipyard production simulation model generation was defined by analyzing the iterative simulation modeling procedure. The shipyard production simulation data model defined in this study contains the information necessary for the conventional simulation modeling procedure and can serve as a basis for simulation model generation. The efficacy of the developed system was validated by applying it to the simulation model generation of the panel block production line. By implementing the initial simulation model generation process, which was performed in the past with a simulation modeler, the proposed system substantially reduced the modeling time. In addition, by reducing the difficulties posed by different modeler-dependent generation methods, the proposed system makes the standardization of the simulation model quality possible.

Korean ESL Learners' Perception of English Segments: a Cochlear Implant Simulation Study (인공와우 시뮬레이션에서 나타난 건청인 영어학습자의 영어 말소리 지각)

  • Yim, Ae-Ri;Kim, Dahee;Rhee, Seok-Chae
    • Phonetics and Speech Sciences
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    • v.6 no.3
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    • pp.91-99
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    • 2014
  • Although it is well documented that patients with cochlear implant experience hearing difficulties when processing their first language, very little is known whether or not and to what extent cochlear implant patients recognize segments in a second language. This preliminary study examines how Korean learners of English identify English segments in a normal hearing and cochlear implant simulation conditions. Participants heard English vowels and consonants in the following three conditions: normal hearing condition, 12-channel noise vocoding with 0mm spectral shift, and 12-channel noise vocoding with 3mm spectral shift. Results confirmed that nonnative listeners could also retrieve spectral information from vocoded speech signal, as they recognized vowel features fairly accurately despite the vocoding. In contrast, the intelligibility of manner and place features of consonants was significantly decreased by vocoding. In addition, we found that spectral shift affected listeners' vowel recognition, probably because information regarding F1 is diminished by spectral shifting. Results suggest that patients with cochlear implant and normal hearing second language learners would experience different patterns of listening errors when processing their second language(s).

A simulation of production planning strategies for the improvement of a manufacturing process (제조공정 개선을 위한 생산계획 평가 시뮬레이션)

  • 고종영
    • Journal of the Korea Society for Simulation
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    • v.8 no.2
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    • pp.87-100
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    • 1999
  • A manufacturing environment without a computerized system causes numerous problems, since many important decisions are made based on the experience of veteran staffs. Especially, when a strategy for the improvement of manufacturing efficiency is considered, it is hard to predict the effect of the strategy. A solution to the problem without large investment of the computerized system is the simulation study. This paper shows the modeling and simulation based on DEVS(Discrete Event System Specification). Two types of models are implemented, one for representing the current production strategy and the other for the new strategy. The new strategy is expressed as priority rules within the model. The process in concern is the metal grating production process in which the size of the group, for applying a specific cutting and scheduling strategies, is one of the important factors in improving the production efficiency. Some reliable criteria for the evaluation related to the production effeciency are established from the simulation study.

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Service Quality Management Based on Quality of Experience (체감품질을 고려한 서비스 품질의 관리)

  • Shin, Minsoo;Kim, Dohoon
    • Korean Management Science Review
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    • v.33 no.3
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    • pp.19-30
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    • 2016
  • This study provides a framework to assess network design under the regime of QoE (Quality of Experience). Our approach is expected to reveal the necessity of developing the QoE measures and applying this notion to network design, particularly in the mobile environment. Furthermore, our model shows the ample potential that both users and network providers are able to attain a win-win case by shifting the focus on network design and service operations from QoS (Quality of Service) to QoE. Since the former considers only relevant technological specifications, it may fail in capturing critical factors surrounding users, such as a context where the corresponding user is working on. For example, according to one study [13], the bit-rate, a widely employed QoS measure, shows inferior performance in provisioning network resources to the MOS (Mean Opinion Score), a representative QoE measure. Our framework develops the idea and construct a prototype to systematically assess network design and operations in terms of QoE. The proposed prototype aims at achieving a higher level of efficiency without severely deteriorating users' satisfaction level. We also provide some simulation results which support our idea. That is, reducing the chance of over-provisioning on the basis of the QoE paradigm results in a great flexibility. It may give price cut for users or postponement of network investment for providers or both. Our simulation results also seem robust irrespective of the forms of the QoS-QoE relationship.

A Quality Adaptation Scheme to Guarantee the Quality of Experience on SVC Video Streaming Services (SVC 비디오 스트리밍 서비스의 체감 품질 보장을 위한 품질 적응 기법)

  • Ko, Sang-Ki;Chung, Kwang-Sue
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.10
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    • pp.975-979
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    • 2010
  • Existing quality adaptation schemes are useful for improving network stability in a congested network, but these schemes do not guarantee the quality of experience on video streaming due to the frequent variations in playback quality for a streaming service. In this paper, we propose a network-adaptive quality adaptation scheme to guarantee the quality of experience on SVC(Scalable Video Coding) video streaming. The proposed scheme estimates the available bandwidth by bandwidth measurement scheme using media characteristic, and then smoothly adjusts the quality level of SVC video stream according to the estimated bandwidth. Through the simulation, we prove that our scheme guarantees the quality of experience for video streaming by minimizing quality variation.

The Method of User Experience Evaluation for Virtual Living Space (가상현실 주거공간을 위한 사용자경험 평가 방법)

  • Kim, Mi-Sun;Paek, Hee-Won;Seo, Hye-Ran;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.795-806
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    • 2017
  • In this paper, we propose a user experience evaluation method for virtual reality living space contents and apply it to prototype simulations to measure user experience. The user evaluation method proposed in this paper is based on the existing user evaluation methodology, but it is established by changing the experience and evaluation factors to match the characteristics of the virtual reality living space. The generated virtual reality living space simulation is configured similar to real space and is placed real objects that the user actually uses in each space, so that users can feel reality. The subjects performed the tasks according to the given scenarios and then evaluated the simulation. As a result of the evaluation, the main goal of the simulation, the items that make the users feel realistic, were lower than our expectations. This means that future simulations need to be modified in a way that adds or expands elements that enhance the realism. In this way, the UX evaluation method proposed in this paper is expected to provide a more objective indicator to the content developer or designer in order to grasp the user's demand in the virtual reality living space.

Development and Assessment of Multi-sensory Effector System to Improve the Realistic of Virtual Underwater Simulation (가상 해저 시뮬레이션의 현실감 향상을 위한 다감각 효과 재현 시스템 개발 및 평가)

  • Kim, Cheol-Min;Youn, Jae-Hong;Kang, Im-Chul;Kim, Byung-Ki
    • Journal of Korea Multimedia Society
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    • v.17 no.1
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    • pp.104-112
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    • 2014
  • With recent development of virtual reality technology, coupled with the growth of the marine industry, virtual underwater simulation systems are under development in various studies, for educational purposes and to simulate virtual reality experiences. Current literature indicates many underwater simulation systems to date have focused on the quality of visual stimulus delivered through three-dimensional graphics user interface, limiting the reality of the experience. In order to improve the quality of the reality delivered by such virtual simulations, it is crucial to develop multi-sensory technology rather than focus on the conventional audio-visual interaction, which limits experiencer from the sense of underwater immersion and existence within the simulation. This work proposes the immersive multi-sensory effector system, delivering the users with a more realistic underwater experience. The sense of reality perceived was evaluated, as the main factor of the virtual reality system.

The User Experience Evaluation of VR/AR Technology in the FEM/CFD Simulation (구조/유체 시뮬레이션에서 VR/AR기술의 사용자 경험 평가)

  • Seo, Dongwoo;Park, Sangjin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.1-7
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    • 2019
  • This study focused on the usability and the difference between VR and AR technology in the FEM/CFD simulation environments. First, this paper explains the current status and prospect of the VR/AR technology and conducted a case study on the VR and AR service in the FEM/CFD simulation environments. In addition, we made the evaluation strategies for usability by a review of previous research. And then, after Interviewers participants who use of simulation at a specific site C to we investigated the usability of the VR and AR service based on the mobile device in the FEM/CFD simulation environments. The result of this study is look forward to be used as a design service to form a VR and AR service in the future.

Simulation-based Design Verification for High-performance Computing System

  • Jeong Taikyeong T.
    • Journal of Korea Multimedia Society
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    • v.8 no.12
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    • pp.1605-1612
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    • 2005
  • This paper presents the knowledge and experience we obtained by employing multiprocessor systems as a computer simulation design verification to study high-performance computing system. This paper also describes a case study of symmetric multiprocessors (SMP) kernel on a 32 CPUs CC-NUMA architecture using an actual architecture. A small group of CPUs of CC-NUMA, high-performance computer system, is clustered into a processing node or cluster. By simulating the system design verification tools; we discussed SMP OS kernel on a CC-NUMA multiprocessor architecture performance which is $32\%$ of the total execution time and remote memory access latency is occupied $43\%$ of the OS time. In this paper, we demonstrated our simulation results for multiprocessor, high-performance computing system performance, using simulation-based design verification.

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