• Title/Summary/Keyword: Smart Museum

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A Study on how to use drones According to Domestic Coastal Safety System limitations (국내 연안 안전 체계 한계에 따른 드론의 활용방안)

  • Kim, Seung-Han;Kim, Hyo-Joong;Kim, Hyo-Kwan;Cho, So-Hyun
    • Journal of Convergence for Information Technology
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    • v.11 no.1
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    • pp.118-127
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    • 2021
  • In spite of various safety measures, coastal safety accidents continue to occur, so this study focused on using drones as countermeasures. Municipalities that already have coasts have begun operating unmanned multicopters for coastal safety management. In particular, by connecting an unmanned multi-copter to the currently applied smart city safety net system, it is possible to transmit real-time images of the scene in case of emergency in the coastal area to the local government safety information center. It is also expected to contribute significantly to strengthening safety management in coastal waters through a more rapid response to safety accidents. Therefore, in this paper, we propose the use of drones as an alternative to the limitations of the domestic coastal safety system by investigating the state of coastal safety accidents and analyzing the state of domestic coastal safety systems. In addition, it is expected to be a key breakthrough in the coastal area safety system by proposing a model linking the Korean K-Drone system.

Information provide and learning system using augmented reality of exhibition environment (전시 환경의 증강현실을 이용한 정보제공&학습 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.545-553
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    • 2016
  • In this study, we propose an information providing and learning system using augmented reality in the exhibition (museum, performance) environment. In a typical exhibition space, a description of a picture or a photograph is provided in a printed matter or a space in the form of an information space (explanatory space), or an auxiliary explanation using an 'audio guide' or a 'docent' program. Augmented reality technology is applied to the exhibition space in the form of a fusion of these methods, and the description of the exhibition is provided to the user in various forms such as text, picture, audio and image, thereby providing stereoscopic information and learning. We apply the augmented reality technology in a specific exhibition space and utilize it as a tool of providing information and learning using image description of pictures.

Design of intelligent control strategies using a magnetorheological damper for span structure

  • Hernandez, Angela;Marichal, Graciliano N.;Poncela, Alfonso V.;Padron, Isidro
    • Smart Structures and Systems
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    • v.15 no.4
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    • pp.931-947
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    • 2015
  • This paper focuses on the design of an intelligent control system. The used techniques are based on Neuro Fuzzy approaches applied to a magnetorheological damper in order to reduce the vibrations over footbridges; it has been applied to the Science Museum Footbridge of Valladolid, particularly. A model of the footbridge and of the damper has been built using different simulation tools, and a successful comparison with the real footbridge and the real damper has been carried out. This simulated model has allowed the reproduction of the behaviour of the footbridge and damper when a pedestrian walks across the footbridge. Once it is determined that the simulation results are similar to real data, the control system is introduced into the model. In this sense, different strategies based on Neuro Fuzzy systems have been studied. In fact, an ANFIS (Artificial Neuro Fuzzy Inference System) method has also been used, in addition to an alternative Neuro Fuzzy approach. Several trials have been carried out, using both techniques, obtaining satisfactory results after using these techniques.

A Study on the Community Space for Socialization of Secondary School Students - Focused on Alternative Educational Perspective Using Examples of Schools from Other Countries - (중등학교 학생의 사회성 확대를 위한 커뮤니티 공간에 관한 연구 - 대안교육 관점의 해외학교 사례 분석을 중심으로 -)

  • Lee, Jae-Rim
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.12 no.2
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    • pp.43-52
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    • 2013
  • This study aims to theoretically examine the educational and living elements that are needed for social education in the school system and suggest an approach to apply this result to the environmental aspects of the space in schools. To do this, characteristics of space in exemplary middle school oversee were analyzed. Also, the characteristics and status of the school space environment that foster socialization were examined. In order to increase students' social skills, the following community space should be considered. 1) teaching and learning spaces facilitating a variety of teaching methods, such as lecture, discussion, seminar classes, 2) open-spaces for communication among students, such as home base, hall, library, museum, and restaurant, 3) open-spaces for STEM education, 4) transparent windows located in the boundary wall between classrooms and hallways, 5) a large performance stage for presentation of student activities and experiences, 6) smart-learning spaces for fluent ICT system in classes and in public spaces, 7) restaurants and libraries located in the middle space of the school, and 8) ecological environments for student learning.

Destinations analytics with massive tourist-generated content: Applying the Communication-Persuasion Paradigm

  • Hlee, Sun-Young;Ham, Ju-Yeon;Chung, Nam-Ho
    • The Journal of Information Systems
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    • v.27 no.3
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    • pp.203-225
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    • 2018
  • Purpose This study investigated the impact of review language style (affective vs. cognitive) on review helpfulness and the moderating effects of the types of attractions in the relationships between the review language and its helpfulness. Design/methodology/approach This study investigates the impact of review language style (affective vs. cognitive) on review helpfulness and the moderating effects of the types of attractions in the relationships between the review language and its helpfulness. This study selected two hedonic and utilitarian attractions (Hedonic: Brandenburg Gate, Utilitarian: Peragamon Museum) located in Berlin. A total of 3,320 reviews was collected from TripAdvisor. We divided online reviews posted for these places into reviews with more affective language and with more cognitive language by using the LIWC. Then, we investigated the impact of language effect on review helpfulness across the attraction type. Findings The findings suggest that peers tend to judge more helpful toward cognitive language in attraction reviews regardless of attraction type. This study found that peers tend to perceive more helpful toward cognitive review in utilitarian attractions. Even though there was an interaction effect between review language and attraction type, in hedonic attractions, the influence of cognitive language was reduced, but still cognitive reviews would get more helpful votes.

A Study on Wearable Augmented Reality-Based Experiential Content: Focusing on AR Stone Tower Content (착용형 증강현실 기반 체험형 콘텐츠 연구: AR 돌탑 콘텐츠를 중심으로)

  • Inyoung Choi;Hieyong Jeong;Choonsung Shin
    • Smart Media Journal
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    • v.13 no.4
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    • pp.114-123
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    • 2024
  • This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.