• Title/Summary/Keyword: Tangible objects

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A Comparative Study on the Differences of Arbitration Systems between Mongol and Korea (몽골 중재제도의 주요특징과 유의사항에 관한 연구)

  • Kim, Suk-Chul
    • Journal of Arbitration Studies
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    • v.23 no.4
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    • pp.55-76
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    • 2013
  • This study aims to analyze the main features of Mongolian arbitration system compared with Korean Arbitration Law which was revised under the UNCITRAL Arbitration Model Law. On the basis of this comparative study, certain differences are suggested: First, the environment of Mongolian arbitration is still insufficient in terms of its operation and usage at the international level. Second, the Mongol National Arbitration Court has established Ad-hoc Arbitration Rules and has promoted Ad-hoc Arbitration although it is an institutional arbitration organization. Third, the arbitration objects are defined as the types of tangible and intangible assets in Mongolia which are different from those of the Korean Arbitration Law. Accordingly, court and officer disputes, family disputes, labor-management relations, and criminal matters are covered by the arbitration objects. Fourth, Mongol Arbitration Law specifies the following persons disqualified for arbitrator appointment: the member of the Constitutional Court, judge, procurator, inquiry officer, investigator, court decision enforcement officer, attorney, or notary who has previously rendered legal service to any party of the disputes, and any officials who are prohibited by laws to be engaged in positions above the scope of their duties. Fifth, the arbitrator selection and appointment criteria should be documented, and the arbitrator should have the ability to resolve the disputes independently and fairly and achieve concord from both parties. Sixth, if there is no agreement between the parties, the arbitration language should be Mongolian, and the arbitral tribunal has no power to decide on it. Seventh, despite the agreement for a documentary hearing between the parties, there should be provided opportunities for an oral hearing if either of the parties requires it. Eighth, if the parties do not understand the language of the arbitration, the parties can directly ask the translation service. They should also keep secrets in the process of arbitration. Ninth, the cancellation of arbitral award is allowed by the application of the parties, not by the authority of the court. Except for the nine differences above, the Mongolian arbitration system is similar to that of the Korean Arbitration Law. This paper serves to contribute to the furtherance in trade relationship between Mongolia and Korea after the rapid and efficient resolution of disputes.

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A New Approach for Multiple Object Tracking ? Discrete Event based Multiple Object Tracking (DEMOT)

  • Kim, Chi-Ho;You, Bum-Jae;Kim, Hag-Bae;Oh, Sang-Rok
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1134-1139
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    • 2003
  • Tracking is a fundamental technique which is able to be applied to gesture recognition, visual surveillance, tangible agent and so forth. Especially, multiple object tracking has been extensively studied in recent years in order to perform many and more complicated tasks. In this paper, we propose a new approach of multiple object tracking which is based on discrete event. We call this system the DEMOT (Discrete Event based Multiple Object Tracking). This approach is based on the fact that a multiple object tracking can have just four situations - initiation, continuation, termination, and overlapping. Here, initiation, continuation, termination, and overlapping constitute a primary event set and this is based on the change of the number of extracted objects between a previous frame and a current frame. This system reduces computational costs and holds down the identity of all targets. We make experiments for this system with respect to the number of targets, each event, and processing period. We describe experimental results that show the successful multiple object tracking by using our approach.

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Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

A Study on the Influential Factors of Intelligence Internet of Things for Establishing Smart Supply Chains (스마트 공급망 구축을 위한 지능형사물인터넷 영향요인에 관한 연구)

  • Kun-Shik Cho;Cheol-Soo Park
    • Journal of Information Technology Applications and Management
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    • v.31 no.2
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    • pp.51-66
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    • 2024
  • Internet of Things (IoT) is a term that has been introduced in recent years, and it defines objects being able to connect and transfer data through the internet. Although some IoT-related products are currently available in the market, there are still some IoT problems that need to be overcome, such as the technology issues and lack of confidence and understanding of IoT. This study aims to analyze the influential factors in building successful IoT system for smart supply chain. This study develops the Analytic Hierarchy Process (AHP) to evaluate the influential factors in IoT. This study finds that tangible factors (Technology, Value and Connectivity) are more important than the intangible factors (Operation and Intelligence). Finally, this study concludes that after enterprises build a good IoT connectivity system, it is essential to combine this with good IoT technology to create a successful IoT environment. The findings may help practitioners implement IoT in smart supply chains to deal with disruptions, risks and vulnerabilities in the post-pandemic era.

Opportunities and Challenges Perceived by Teachers from Physical Computing Education (피지컬 컴퓨팅 교육을 통해 교사가 지각한 기회 및 도전요소)

  • Choi, Hyungshin;Lee, Sangmin;Lee, Jeonghwa;Woo, Changmun
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.235-242
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    • 2016
  • Physical computing is utilizing principles of computing in the process of expressing one's ideas creatively and implementing them into tangible objects by combining hardware and software. Recent deployment of open source hardware and 3D printers increased the accessibility of physical computing. However, incorporating these into educational practices requires teachers' interest and competencies. This study aims to share the perceived opportunities of developing physical computing based lessons and challenges from teachers' experiences while primary teachers participated in learning fundamentals of physical computing and developing lessons. The findings of this study provide implications to the teachers who are interested in adopting physical computing into classes and in designing teacher training programs.

A Study on the Preference of Design Components of Shop Facade (숍 파사드 디자인 구성요소에 대한 선호도 연구)

  • Yeo, Mi;Oh, Sun Ae
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.171-179
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    • 2015
  • The aim of this study is to figure out the preference features on design components of shop facade on the basis of the questionnaire survey on short-term memory and sensory memory of human right after an image experiment. As for a preceding research, this study examined the design features of facade into tangible elements and intangible elements, and also classified them into physical, aesthetical, marketing and symbolic components in detail. And, it extracted 5 representative elements in preceding studies including shape, material, pattern, color and sign, which is the standard of a questionnaire survey and preference analysis. The subjects of the experiment were 30 men and women who were over 20 years old majoring interior design. They were exposed to 20 images with 10 seconds respectively through a video, and were asked to respond the questionnaire promptly. The findings of preference analysis of design components of facade including shape, material, pattern, color and sign are as follows. Firstly, shape was the most interesting and attracting component, and designs applied with shape of objects such as 'web', 'drawer', 'wheel' and 'button' obtained high preference. Secondly, as for material, block, steel, exposed concrete board attracted higher preference as memorable materials than other materials. Material was affected by shape, pattern and color. Thirdly, pattern was the most lasting element. Designed pattern had higher preference than simple pattern. Fourthly, as for color, red and green with strong stimulation and attention attained priority having long lasting memory. Fifthly, when visiting a shop, sign out of 5 elements of shape, material, pattern, color and sign drew attention the most. As for the preference of location of sign, 'center top' was the most noticeable. The findings of this study could be utilized for facade design, and also could be used for commercialization considering highly preferred components, and top preference aspects of such elements. advised that to give an impression to customers is important to make a successful design for sales marketing, which, in turn, would lead customers to revisit the shop.

Service Quality assessment for Food & Beverage Product of Hotel (관광호텔 식음료상품 서비스품질 평가)

  • 김승희
    • Culinary science and hospitality research
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    • v.5 no.2
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    • pp.447-467
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    • 1999
  • Most published work on product quality focuses on manufactured goods. The subject of service quality has received less attention. This distinction is important because some of the quality-improving strategies avaliable to manufacturers may be inappropriate for service firms. Services are performances, not objects. They are often produced in the presence of the customer, as in the cause of hotel restaurant services, quality occurs during service delivery, usually in an interaction between the customer and contact personnel of service firm. for this reason, service quality is highly dependent on the performance of employees, an organizational resource that cannot be controlled to the degree that components of tangible goods can be engineered. The study has begun as a basic study for customer satisfaction-oriented management in understanding the service quality of food & beverage products and through a systematic analysis of it. The major purpose of the study was to examine the relationship of the customer satisfaction and service quality in consideration of reliability, empathy, responsiveness, tangibility and assurance. An empirical research was conducted based on the previous theoretical studies. 286 customer at first class hotels in Seoul were selected as samples of this study. The time period of research was from February through March 1999, and answers were processed by SAS to yield frequency analysis, multivariate statistical analysis and regression analysis. The finding of the statistical treatment are frequencies, factor analysis, multiple regression analysis, path analysis. SERVQUAL method was used the service quality evaluation methods. After factor analysis, it was resulted to 3 factors. those were factor 1(assurance.empathy.responsiveness), factor 2(reliability), factor 3(tangibility). The findings of the statistical treatment are as follows. First, the attribute measurement of performance service quality was affected by customer satisfaction. Second, the attribute measurement of performance service qualify was affected by repurchase intention. Third, The attribute measurement of performance customer satisfaction was affected by repurchase intention. The result of study model was followed, service quality was affected repurchase intention than customer satisfaction. indirected effect through, service duality and customer satisfaction was affected repurchase intention.

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READY MADE Creative Gymnastic for Designers (READY MADE디자이너를 위한 창조적인 훈련 연구)

  • Bruno, Marco
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.365-374
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    • 2006
  • A 'Readymade' is an everyday object selected and designated as art. The term was coined by Marcel Duchamp to describe his artistic process based on the attempt to destroy the notion of the uniqueness of the art object: his influence went for beyond the art world affecting all design activities based on creativity. The purpose of this study is to investigate the ready-made technique from an educational point of view. Starting from Duchamp experience and his further influence on the design world, the study aims to demonstrate the value of the ready-made technique as a basic element in the education of young designers. The research method is based on the empirical observation of the results of the same project assigned to forty different students in different universities. The collected results were grouped in four families according to each specific generative method: constructive, conceptual, aggregative and elaborative. These four categories, derived by the observation of the results, represent tangible variations of the same disciplined technique. This flexibility demonstrates the value of the ready-made process as a foundation practice particularly indicated for young designers. These are the main skills students developed through its application to design projects; exploring and reconsidering attitude, recycling issues, new identity to familiar objects, focus on ideas.

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Development of 4D System Linking AR and 3D Printing Objects for Construction Porject (AR과 3D 프린팅 객체를 연계한 건설공사 4D 시스템 구성 연구)

  • Park, Sang Mi;Kim, Hyeon Seung;Moon, Hyoun Seok;Kang, Leen Seok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.41 no.2
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    • pp.181-189
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    • 2021
  • In order to increase the practical usability of the virtual reality(VR)-based BIM object in the construction site, the difference between the virtual image and the real image should be resolved, and when it is applied to the construction schedule management function, it is necessary to reduce the image gap between the virtual completion and the actual completion. In this study, in order to solve this problem, a prototype of 4D model is developed in which augmented reality (AR) and 3D printing technologies are linked, and the practical usability of a 4D model linked with two technologies is verified. When a schedule simulation is implemented by combining a three-dimensional output and an AR object, it is possible to provide more intuitive information as a tangible image-based schedule information when compared to a simple VR-based 4D model. In this study, a methodology and system development of an AR implementation system in which subsequent activities are simulated in 4D model using markers on 3D printing outputs are attempted.

The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.