The Journal of Korean Institute of Next Generation Computing
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v.14
no.6
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pp.57-65
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2018
Conventional RF signal-based indoor localization techniques such as BLE or Wi-Fi based fingerprinting method show considerable localization errors even in small-scale indoor environments due to unstable received signal strength(RSS) of RF signals. Therefore, it is difficult to apply the existing RF-based fingerprinting techniques to large-scale indoor environments such as airports and department stores. In this paper, instead of RF signal we use the geomagnetic sensor signal for indoor localization, whose signal strength is more stable than RF RSS. Although similar geomagnetic field values exist in indoor space, an object movement would experience a unique sequence of the geomagnetic field signals as the movement continues. We use a deep neural network model called the recurrent neural network (RNN), which is effective in recognizing time-varying sequences of sensor data, to track the user's location and movement path. To evaluate the performance of the proposed geomagnetic field based indoor positioning system (IPS), we constructed a magnetic field map for a campus testbed of about $94m{\times}26$ dimension and trained RNN using various potential movement paths and their location data extracted from the magnetic field map. By adjusting various hyperparameters, we could achieve an average localization error of 1.20 meters in the testbed.
Recently, BIM has been extended to infrastructures such as roads and bridges, and the demand for BIM standard development for ports is increasing internationally. Due to the low level of utilization of classification system and drawing standards compared to other infrastructures, and the closed nature of national security facilities, ports have insufficient level of connection and sharing environment among external systems or users. In addition, since the standardization of data for port facilities is not made, it is still necessary to establish an independent DB for each system and to ensure interoperability of data between these systems since it does not have a shared environment among similar data. Therefore, the purpose of this study is to develop and verify IFC, the international standard for BIM, in order to cope with the BIM environment and to be commonly used in the design, construction, and maintenance of port facilities. To this end, we build a standard schema with port-specific Express Notation according to buildingSMART International's standard development methodology. First, domestic and international reference model standards were analyzed to derive components such as space and facilities of port facilities. Based on this, the components of the port facility were derived through the codification, categorization, and normalization process developed by the research team. This was extended based on the port BIM object classification system developed by the research team. Normalization results were verified by designers and associations. Then, IFC schema construction was based on Express-G data modeling based on IFC 4 * 2 Candidate, which is a bridge candidate standard based on IFC4 (ISO16739), and IFC 4 * 3 Draft, which is developed by buildingSMART International. The final schema was validated using the commercialized validation tool. In addition, in order to verify the structural verification of the port IFC schema, the transformation process was verified by converting the caisson model into a Part21 file. In the future, this result will not only be used as a delivery standard for port BIM products, but will also be applied as a linkage standard between systems and a common data format for port BIM platforms when BIM is used in the maintenance phase. In particular, it is expected to be used as a core standard for data exchange in the port maintenance stage.
Journal of Korea Entertainment Industry Association
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v.14
no.1
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pp.97-106
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2020
The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.
In the past, satellite development required enormous budget and time, so only some developed countries possessed satellites. However, with the recent emergence of low-budget satellites such as micro-satellites, many countries around the world are participating in satellite development. Low-orbit and geostationary-orbit satellites are used in various fields such as environment and weather monitoring, precise change detection, and disasters. Recently, it has been actively used for monitoring through deep learning-based object-of-interest detection. Until now, Korea has developed satellites for national demand according to the space development plan, and the satellite image obtained through this is used for various purpose in the public and private sectors. Interest in satellite image is continuously increasing in Korea, and various contests are being held to discover ideas for satellite image application and promote technology development. In this special issue, we would like to introduce the topics that participated in the recently held 2022 Satellite Information Application Contest and research on the processing and utilization of KOMPSAT image data.
In the past, fish diseases were bacterial in aqua farms, but in recent years, the frequency of fish diseases has increased as they have become viral and mixed. Viral diseases in an enclosed space called a aqua farm have a high spread rate, so it is very likely to lead to mass death. Fast identification of fish diseases is important to prevent group death. However, diagnosis of fish diseases requires a high level of expertise and it is difficult to visually check the condition of fish every time. In order to prevent the spread of the disease, an automatic identification system of diseases or fish is needed. In this paper, in order to improve the performance of the disease identification system of Paralichthys olivaceus based on deep learning, the existing pre-processing method is compared and tested. Target diseases were selected from three most frequent diseases such as Scutica, Vibrio, and Lymphocystis in Paralichthys olivaceus. The RGB, HLS, HSV, LAB, LUV, XYZ, and YCRCV were used as image pre-processing methods. As a result of the experiment, HLS was able to get the best results than using general RGB. It is expected that the fish disease identification system can be advanced by improving the recognition rate of diseases in a simple way.
This study is a study on the coding mathematics curriculum that converges elementary and middle school mathematics and information subjects and a minimum coding game-based education method for this. For the past 3 years, the coding mathematics curriculum and educational methods to effectively operate the curriculum were studied by applying them to 6th graders of elementary school and 1st graders of middle school. As a result of the first year of research, the coding mathematics curriculum was modified to a coding environment including the mathematical concept of a three-dimensional coordinate space, and the three-dimensional object was improved to be output as a real 3D print. As a result of the 2nd year study, it was improved so that even low-level students can build buildings by introducing different level commands for each component of the building so that self-directed learning is possible. As a result of the 3rd year study, a teaching-learning strategy based on a minimal coding game was designed to induce an increase in the level of computational thinking, and evaluation and feedback for diagnosing computational thinking were developed. Educational methods to promote self-directed learning and computing thinking ability, and researched coding mathematics curriculum are meaningful for the research and practice of the convergence education of school mathematics and informatics.
Based on the kinetic typography principle and the structure features of Chinese characters, this study took the Chinese'24 solar terms' theme dynamic poster as the research object, explored the visual expression of dynamic Chinese characters, and tried to summarize the visual expression law of Chinese characters in dynamic poster design. It can be found that, there could be 6 different types of Chinese character expressions in the 24 solar terms poster design. Among them, 'Drawing' design method has the meaning of text structure and form expression, and 'Assembling' design method has the meaning of text stroke and texture association, also, 'Forming' design method bring its meaning through stroke deformation, 'Transforming' design method conveys the content through text disintegration, 'Replacing' design method mainly bring the meaning through simulation, while 'Rotation' design method always express through visual three-dimensional and space. Finally, the findings could not only provide analytical logic and methods for the expression of Chinese characters in dynamic poster design, but also fill the lack of formative research on dynamic Chinese characters, which hopefully provide basic information for the research related to dynamic Chinese character structure, as well as the dynamic poster designers.
Recently, with the development of computer graphics technology, research on technology for expressing real objects as more realistic virtual graphics is being actively conducted. Point cloud is a technology that uses numerous points, including 2D spatial coordinates and color information, to represent 3D objects, and they require huge data storage and high-performance computing devices to provide various services. Video-based Point Cloud Compression (V-PCC) technology is currently being studied by the international standard organization MPEG, which is a projection based method that projects point cloud into 2D plane, and then compresses them using 2D video codecs. V-PCC technology compresses point cloud objects using 2D images such as Occupancy map, Geometry image, Attribute image, and other auxiliary information that includes the relationship between 2D plane and 3D space. When increasing the density of point cloud or expanding an object, 3D calculation is generally used, but there are limitations in that the calculation method is complicated, requires a lot of time, and it is difficult to determine the correct location of a new point. This paper proposes a method to generate additional points at more accurate locations with less computation by applying 2D interpolation to the image on which the point cloud is projected, in the V-PCC technology.
The Journal of the Convergence on Culture Technology
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v.8
no.5
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pp.155-160
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2022
This paper intends to focus on the practical activities and historical significance of network art, that is, 'net art' as an artistic form that depends on network technology. This is because the appearance of net art, which constructs a new interactive art that cooperates and exchanges with each other beyond the boundaries of time and space, can be a contemporary alternative in overcoming the limitations of traditional art. Another important research area to be considered in this paper is net art curating, as well as considering the significance of net art in art history. As new media art that is defined as a 'process' rather than a complete object, net art is a digital art that requires functions such as aesthetic appropriation, dissemination, and mediation performed online, unlike physical presentations with high perfection in exhibition halls. It is accompanied by a new social and cultural curatorial. This appearance requires both artists and curators to reorganize the strategy that net art curating in technoculture should have. Therefore, this paper attempts to question the creative strategies of net art in the wave of globalization in the 21st century, and to examine the artistic meaning and critical value of the experimental net art curatorial method that emerged through the realm of new technology and media. For this purpose, this paper demonstrated key examples of net art works and exhibition projects that started with Fluxus in the 1960s and are spreading all over the world in the 2000s.
Journal of the Korean Institute of Landscape Architecture
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v.51
no.4
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pp.16-30
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2023
As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.
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