• Title/Summary/Keyword: Tangible space

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Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

Necessity of the Rooftop farm and Agricultural Use Instance in Japan (뉴스초점 - 옥상농원의 필요성과 일본에서 농업이용사례)

  • Rhee, Sung-Kap
    • Journal of the Korean Professional Engineers Association
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    • v.45 no.3
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    • pp.36-39
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    • 2012
  • Roof gardens/Rooftop farm are most often found in urban environments. Plants have the ability to reduce the overall heat absorption of the building which then reduces energy consumption. Plant surfaces however, as a result of transpiration do not rise more than $4-5^{\circ}C$ above the ambient and are sometimes cooler. As Urban agriculture in an accessible rooftop farm, space becomes available for localized small-scale urban agriculture, a source of local food production. An urban garden can supplement the diets of the community it feeds with fresh produce and provide a tangible tie to food production.

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Visualizing SVM Classification in Reduced Dimensions

  • Huh, Myung-Hoe;Park, Hee-Man
    • Communications for Statistical Applications and Methods
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    • v.16 no.5
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    • pp.881-889
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    • 2009
  • Support vector machines(SVMs) are known as flexible and efficient classifier of multivariate observations, producing a hyperplane or hyperdimensional curved surface in multidimensional feature space that best separates training samples by known groups. As various methodological extensions are made for SVM classifiers in recent years, it becomes more difficult to understand the constructed model intuitively. The aim of this paper is to visualize various SVM classifications tuned by several parameters in reduced dimensions, so that data analysts secure the tangible image of the products that the machine made.

A Study on the Formative Narrative Seen from the Exhibition Space of Architect Daniel Libeskind (다니엘 리베스킨트 전시공간을 통해 본 조형적 내러티브 연구)

  • Kim, Young-Eul
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.207-214
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    • 2012
  • Today, museum exhibition can be divided into two sub-categories: a. informative exhibition with various useful auxiliary media to convey knowledge and b. appreciative exhibition considering aesthetic conveyance and visual/perceptual environment. In addition to this, the concept of memorial exhibition as a field that tangible and intangible memories are transmitted and reproduced is creating another genre of exhibition. As an example of such a memorial exhibition above, the work of de-constructive architect Daniel Libeskind was selected. Jewish Museum and Imperial War Museum North both of which maximized the exhibition space by grafting architectural language to exhibition narrative were analyzed and compared to see if the same architectural language can be displayed differently in another form of exhibition after being drawn into the exhibition space depending on the changes in time and perspective. Therefore, in the narrative display combining the selection of exhibition contents and storytelling, the formative language of space can confirm that exhibition narrative as an ending structure changed into a retelling story with more extended meanings through interactive factors. Eventually, in this formative narrative, when the display of historical facts and exhibition themes is combined with the architectural language in an exhibition hall according to the approach direction, the memorial exhibition can create a formative language stimulating sensibility in the memories of space and a differentiated formative exhibition space where one is truly moved by oneness of contents.

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A study of effective contents construction for AR based English learning (AR기반 영어학습을 위한 효과적 콘텐츠 구성 방향에 대한 연구)

  • Kim, Young-Seop;Jeon, Soo-Jin;Lim, Sang-Min
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.10 no.4
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    • pp.143-147
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    • 2011
  • The system using augmented reality can save the time and cost. It is verified in various fields under the possibility of a technology by solving unrealistic feeling in the virtual space. Therefore, augmented reality has a variety of the potential to be used. Generally, multimodal senses such as visual/auditory/tactile feed back are well known as a method for enhancing the immersion in case of interaction with virtual object. By adapting tangible object we can provide touch sensation to users. a 3D model of the same scale overlays the whole area of the tangible object; thus, the marker area is invisible. This contributes to enhancing immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In this paper, sound feedback is considered. By further improving immersion learning augmented reality for children with the initial step learning content is presented. Augmented reality is in the intermediate stages between future world and real world as well as its adaptability is estimated more than virtual reality.

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Digitalized Dynamic Fashion Design: Graphical Patterns in Motion

  • Choi, Kyung-Hee
    • Fashion & Textile Research Journal
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    • v.21 no.4
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    • pp.420-431
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    • 2019
  • This paper evaluates the potential of dynamic graphical patterns in future-driven fashion design using computer graphics that enables changes to the visual appearance of a textile for aesthetic, expressive or communicative purposes. In particular, it focuses on experimenting with the possibility of creating digitalized dynamic fashion garments that are illustrated digitally using motion graphics developed collaboratively in a virtual space. Three objectives were formed and addressed. First, a dynamic graphical pattern was defined that also investigated the cases of tangible and virtual dynamic patterns in textiles and garments to identify current situations and future prospects in terms of functional techniques and expressive effects. Ten digital fashion illustrations were then created in collaboration with a group of graphic designers and motion artists to visualize dynamic graphical patterns changing over time. Four types of dynamic fashion illustrations were also introduced in their methodological and expressive aspects. Last, some findings resulted from digital works that led to implications for future studies on tangible dynamic fashion designs. This study proposed that computer graphics and digital imaging technologies integrated into a virtual fashion that creates eye-catching and futuristic dynamic fashion designs that can customize colors and patterns according to the desires of wearers or users.

Universal Description of Access Control Systems

  • Karel Burda
    • International Journal of Computer Science & Network Security
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    • v.24 no.8
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    • pp.43-53
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    • 2024
  • Access control systems are used to control the access of people to assets. In practice, assets are either tangible (e.g. goods, cash, etc.) or data. In order to handle tangible assets, a person must physically access the space in which the assets are located (e.g. a room or a building). Access control systems for this case have been known since antiquity and are based either on mechanical locks or on certificates. In the middle of the 20th century, systems based on electromagnetic phenomena appeared. In the second half of the same century, the need to control access to data also arose. And since data can also be accessed via a computer network, it was necessary to control not only the access of persons to areas with data storage, but also to control the electronic communication of persons with these storage facilities. The different types of the above systems have developed separately and more or less independently. This paper provides an overview of the current status of different types of systems, showing that these systems are converging technologically based on the use of electronics, computing and computer communication. Furthermore, the terminology and architecture of these systems is expanded in the article to allow a unified description of these systems. The article also describes the most common types of access control system configurations.

A study on the Buddist Temple Space through the religious composition (신앙구조(信仰構造)를 통해 본 사찰공간(寺刹空間) 구성(構成)에 관한 연구(硏究))

  • Kim, Seung-Je;Kim, Jin -Duck
    • Journal of the Korean Institute of Rural Architecture
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    • v.4 no.3
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    • pp.23-37
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    • 2002
  • Buddhist Architecture should be set for worship and an ascetic life, which is its main function as it is a religious facility and its space and form can be considered as means to achieve efficiently a religious function. Every religion concludes its religious function through its ideas and form of faith based on scriptures and religious precepts. The thing should be paid attention to from this point of view is how Buddhist doctrines are reflected on the architecture and the background recognition about the fundamental doctrines and religious system should be preceded to clarify it. Existing researches have studied the characteristics of Buddhist temples on the point of functional view and architectural spacial view through phenomenal ways. Though fruitful results bore about the Korean space through that way, more internal viewpoint is required to clarify the fundamental regularities and spatial concepts indwelling in temple architecture. Considering what structural elements were required to compose one space in traditional Korean architecture is the fundamental subject and important. This thesis searches architectural characteristics through inquiring about the main building and annexes and understanding symbolic characteristics about the arrangement of the Buddhist statue and solemn things in the Buddhist temples of tangible cultural assets or above located in Seoul area.

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The TIME AS SPACE Metaphor in English and in French: A Cognitive Analysis

  • Hamdi, Sondes
    • Cross-Cultural Studies
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    • v.28
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    • pp.67-86
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    • 2012
  • Metaphors were conceived of as a figure of speech whose role consisted in merely ornamenting the language. However, with their seminal book Metaphors we live by (1980), Lakoff and Johnson have revolutionized the conception of metaphors by placing them as central to human language, thought and action. Cognitive linguists argue that humans tend to conceptualize abstract concepts, such as time, through more experiential and tangible concepts. For instance, it has been observed that the abstract concept of time is conceptualized as space in several unrelated languages. According to the Conceptual Metaphor Theory (CMT), TIME AS SPACE metaphor covers two more specific metaphors: (1) The MOVING TIME metaphor wherein the observer is conceived as a stationary entity, as in The end of the academic year is getting closer; and (2) The TIME AS A LOCATION metaphor wherein times are conceived as stationary points and the observer is conceived as moving relative to these locations, as in We are first approaching the end of the year. This paper aims at probing the validity of the CMT representations of time on the basis of an analysis of time metaphors in two languages: English and French. This analysis is conducted within the framework of CMT. The results corroborate the CMT representations of time, suggesting that in both languages the abstract concept of time is expressed in spatial terms. In English, as in French, time is conceptualized as a moving entity and as having extension in space. In both languages, time can be seen as bounded; therefore, one can perform actions within defined limits of time.