• 제목/요약/키워드: User Modeling

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맞춤형 클라우드 BIM 서비스 요구기능 도출에 관한 연구 - 의료시설 설계를 중심으로 - (A Study on Demand Function of Customized Cloud BIM Service - Focused on Medical Facility Design -)

  • 정성호;이병수;최윤기
    • 대한건축학회논문집:계획계
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    • 제35권7호
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    • pp.53-61
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    • 2019
  • Cloud BIM, which incorporates cloud computing technology and BIM technology, is increasingly used in construction. In particular, the recent trend of cloud services in IT field is to provide customized cloud services according to the characteristics of users. These changes are also linked to the cloud BIM, which is emerging in the construction industry. However, cloud BIM researches and commercial technologies that are currently underway do not reflect these trends, and they provide services through generalized management functions in construction projects. In order to solve these problems, a new type of customized cloud BIM service is needed that can provide cloud services by reflecting the characteristics of the project, customization based on the user's work, and providing the knowledge service. Therefore, this study aims to derive the system requirement function that should be preceded for implementing the customized cloud BIM service, and the target project is selected as the medical facility.

무기체계 통합시뮬레이션 소프트웨어의 품질 속성 검토 (Review on the Quality Attributes of an Integrated Simulation Software for Weapon Systems)

  • 오현식;김도형;이순주
    • 한국군사과학기술학회지
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    • 제24권4호
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    • pp.408-417
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    • 2021
  • This paper describes the quality attributes of an integrated simulation software for weapon systems named Advanced distributed simulation environment(AddSIM). AddSIM is developed as a key enabler for Defense Modeling & Simulation(M&S) systems which simulate battlefields and used for battle experiments, analyses, military exercises, training, etc. AddSIM shall provide a standard simulation framework of the next Defense M&S systems. Therefore AddSIM shall satisfy not only functional but also quality requirements such as availability, modifiability, performance, testability, usability, and others. AddSIM consists of operating softwares of hierarchical components including graphical user interface, simulation engines, and support services(natural environment model, math utility, etc.), and separated weapon system models executable on the operating softwares. The relation between software architectures and their quality attributes are summarized from previous works. And the AddSIM architecture and its achievements in the aspect of quality attributes are reviewed.

보안정책, 보안의식, 개인적 특성이 패스워드 보안효과에 미치는 영향 (The Effects of Security Policies, Security Awareness and Individual Characteristics on Password Security Effectiveness)

  • 김종기;강다연
    • 정보보호학회논문지
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    • 제18권4호
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    • pp.123-133
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    • 2008
  • 정보시스템의 확대 및 인터넷 사용의 급격한 증가에 따라 정보보안의 중요성이 대두되고 있다. 그럼에도 불구하고, 우리는 정보보안의 중요성을 심각하지 않게 받아들이고 있다. 본 연구는 조직에서의 보안정책이 정보시스템 사용자의 보안의 식과 개인적 특성에 변화가 있는지 살펴보고, 보안의식과 개인적 특성이 패스워드 사용에 있어서의 보안효과를 가져다주는지 실증분석 하는 것이 궁극적인 목적이다. 구조방정식 모형 기법을 적용한 본 연구모형의 분석결과에 의하면, 보안정책은 개인적 특성과 사용자의 보안의식 향상에 통계적으로 유의한 영향을 미친다. 또한 개인적 특성과 보안의식은 보안효과에 긍정적인 영향을 미치는 것으로 나타났다. 따라서 기업 내의 정보보안은 보안정책을 잘 준수하고 이에 따른 개인적 특성과 보안의식 수준이 향상되었을 때 보다 안전한 패스워드의 보안효과를 거둘 수 있다.

수도권 지하철 7호선 주요역 통근통행특성 분석 연구 (Travel Behavior Analysis using Origin-Destination Data for the Subway Line No.7)

  • 한상천;이경철;김환용;최영우
    • 한국BIM학회 논문집
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    • 제9권4호
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    • pp.75-83
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    • 2019
  • Recent data development has made it possible to analyze each individual's daily commuting by using transportation card transaction. This research utilizes about 1 million observations from the subway line no.7 of Seoul metropolitan transportation data. By using such a massive dataset, the authors try to identify daily travel behavior of morning commute and its possible relationship between subway usage and socio-economic factors. There are 4 main types of users and their travel behavior, and top 15 stations with the most users for arrival and departure are selected. Accordingly, 15 stations have distinctive characteristics including population density and the number of businesses around stations. To identify this fact, the 4 most populated stations are selected and their socio-economic factors are examined. According to the analysis, the most departure stations are generally surrounded by hihgly populated residential areas, whereas the most arrival stations are stood within the job concentrated districts.

Interface Modeling for Digital Device Control According to Disability Type in Web

  • Park, Joo Hyun;Lee, Jongwoo;Lim, Soon-Bum
    • Journal of Multimedia Information System
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    • 제7권4호
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    • pp.249-256
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    • 2020
  • Learning methods using various assistive and smart devices have been developed to enable independent learning of the disabled. Pointer control is the most important consideration for the disabled when controlling a device and the contents of an existing graphical user interface (GUI) environment; however, difficulties can be encountered when using a pointer, depending on the disability type; Although there are individual differences depending on the blind, low vision, and upper limb disability, problems arise in the accuracy of object selection and execution in common. A multimodal interface pilot solution is presented that enables people with various disability types to control web interactions more easily. First, we classify web interaction types using digital devices and derive essential web interactions among them. Second, to solve problems that occur when performing web interactions considering the disability type, the necessary technology according to the characteristics of each disability type is presented. Finally, a pilot solution for the multimodal interface for each disability type is proposed. We identified three disability types and developed solutions for each type. We developed a remote-control operation voice interface for blind people and a voice output interface applying the selective focusing technique for low-vision people. Finally, we developed a gaze-tracking and voice-command interface for GUI operations for people with upper-limb disability.

읍소재지 중심가로의 보행환경 개선 방향 - 전라남도 4개 지방정부 읍소재지의 중심가로를 대상으로 - (Directions for Improving the Pedestrian Environment in Main Street of Towns - Targeting Main Street in Four Local Government Towns in Jeollanam-do -)

  • 박성진;강인호
    • 한국농촌건축학회논문집
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    • 제23권1호
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    • pp.35-42
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    • 2021
  • This study analyzed the path that affects the user's walking satisfaction on main street in four local government towns in Jeollanam-do. and as an empirical study to find the direction of improvement toward the main street from the perspective of walking, the results are as follows. First, it was found that the network had a direct (+) effect on walking satisfaction as a main street. In addition, it was analyzed that land use had no direct (+) effect on walking satisfaction on the main street, but had a direct (+) effect on the network. Second, it was analyzed from the fact that the walking environment does not have a direct (+) effect on walking satisfaction, but has a direct (+) effect on the network. and it was analyzed that the street-building relationship had a direct (+) effect on the street landscape, and the street landscape had a direct (+) effect on the walking environment. The study was completed by suggesting implications according to the above research results.

Exploring How Gamification Design Drives Customers' Co-Creation Behavior in Taiwan

  • CHEN, Tser-Yieth;HUANG, Yu-Chen;LI, Pei-Fang
    • The Journal of Asian Finance, Economics and Business
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    • 제9권4호
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    • pp.109-120
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    • 2022
  • This study has incorporated the mechanics-dynamics-emotions (MDE) and two behavioral learning paths to investigate the customers' co-creation behavior in Taiwan. The intuitive path begins with a gamification design that reflects the customers' proactive and innovative behavior; the cognitive path begins with persuasion knowledge remarks based on rational and reactive reasoning. These two paths conclude what forms user co-creation. The study collects data of 505 active social media users in Taiwan and employs structural equation modeling. The empirical findings demonstrate persuasive knowledge and gamification design are significantly associated with self-reference, and in turn, positively associated with co-creation. It indicates that cognitive behavior plays the main role in forming co-creation. Participants are more drawn to co-creation behaviors by the marketing contents that prompt reactive behaviors than proactive ones. Therefore, marketing managers can use appropriate stimuli to enhance co-creation behavior. Companies can design activities related to users, and more accessible for reactive, instead of proactive behavior, i.e., asking for their initiatives. It also suggests that companies' marketing campaigns should involve key opinion leaders matching the product image and the target audience's preferences. The novelty of this study is to introduce a novel augmented MDE framework to extend the "dynamics" into the incubation and implementation stage.

Resource Allocation Strategy of Internet of Vehicles Using Reinforcement Learning

  • Xi, Hongqi;Sun, Huijuan
    • Journal of Information Processing Systems
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    • 제18권3호
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    • pp.443-456
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    • 2022
  • An efficient and reasonable resource allocation strategy can greatly improve the service quality of Internet of Vehicles (IoV). However, most of the current allocation methods have overestimation problem, and it is difficult to provide high-performance IoV network services. To solve this problem, this paper proposes a network resource allocation strategy based on deep learning network model DDQN. Firstly, the method implements the refined modeling of IoV model, including communication model, user layer computing model, edge layer offloading model, mobile model, etc., similar to the actual complex IoV application scenario. Then, the DDQN network model is used to calculate and solve the mathematical model of resource allocation. By decoupling the selection of target Q value action and the calculation of target Q value, the phenomenon of overestimation is avoided. It can provide higher-quality network services and ensure superior computing and processing performance in actual complex scenarios. Finally, simulation results show that the proposed method can maintain the network delay within 65 ms and show excellent network performance in high concurrency and complex scenes with task data volume of 500 kbits.

The Development of a Haptic Interface for Interacting with BIM Elements in Mixed Reality

  • Cho, Jaehong;Kim, Sehun;Kim, Namyoung;Kim, Sungpyo;Park, Chaehyeon;Lim, Jiseon;Kang, Sanghyeok
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.1179-1186
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    • 2022
  • Building Information Modeling (BIM) is widely used to efficiently share, utilize and manage information generated in every phase of a construction project. Recently, mixed reality (MR) technologies have been introduced to more effectively utilize BIM elements. This study deals with the haptic interactions between humans and BIM elements in MR to improve BIM usability. As the first step in interacting with virtual objects in mixed reality, we challenged moving a virtual object to the desired location using finger-pointing. This paper presents the procedure of developing a haptic interface system where users can interact with a BIM object to move it to the desired location in MR. The interface system consists of an MR-based head-mounted display (HMD) and a mobile application developed using Unity 3D. This study defined two segments to compute the scale factor and rotation angle of the virtual object to be moved. As a result of testing a cuboid, the user can successfully move it to the desired location. The developed MR-based haptic interface can be used for aligning BIM elements overlaid in the real world at the construction site.

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항공 라이다자료를 이용한 건물경계추출에 관한 연구 (Building Boundary Extraction from Airborne LIDAR Data)

  • 이석군
    • 대한토목학회논문집
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    • 제28권6D호
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    • pp.923-929
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    • 2008
  • 3차원 공간데이터에 대한 요구가 증가하면서 지형뿐만 아니라 건물에 대한 모형화는 아주 중요한 부분을 차지하고 있다. 본 연구에서는 라이다자료만을 이용하여 계산량과 사용자의 개입을 최소화한 건물의 경계를 추출하는 방법론을 제시하였다. 그 특징은 점기반처리와 영상기반처리의 장점을 융합하여 1차 건물의 경계를 개략적으로 검색한 후 다시 원 라이다 자료를 분석하여 제약조건이 부가된 불규칙삼각망을 형성하여 건물의 경계를 정하였다. 그 후 건물의 면적과 한 변의 길이 등을 고려하여 건물의 형상을 갖도록 처리하였다. 제안한 방법론은 실제 라이다자료를 이용하여 검증하였으며 수치지도와 비교를 통해서 효용성을 입증하였다.