• Title/Summary/Keyword: User Studies

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An Exploratory Study on the Effect of Product Architecture on Catch-up Performance: The Development Case of Numerical Controllers in Korea (제품 아키텍처가 추격 성과에 미치는 영향에 대한 탐색연구: 우리나라의 공작기계 수치제어장치 개발 사례를 중심으로)

  • Kwak, Kiho;Kim, Wonjoon
    • Journal of Technology Innovation
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    • v.24 no.2
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    • pp.21-56
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    • 2016
  • Despite many previous studies on catch-up, understanding on the effect of product architecture developed by latecomers on the catch-up performance remains limited. On the other hands, in contrast to the semiconductor, ship building, and automotive industry, even if Korean industry and government have invested the development of numerical controllers for machine tools in the past four decades, the industry and government have failed to achieve catch-up. Therefore, we newly examine the effect of product architecture on the catch-up performance of the Korea by implementing comparative research with periods on the evolution of product architecture of Fanuc's numerical controllers, which have achieved the largest market share in the world. We found that Fanuc developed open modular architecture based numerical controllers and provided product with customization of user requirements as well as cost effectiveness. Consequently, Fanuc has sustained market leader position since the mid-1980s. However, despite all the efforts of the industry and government, we found that the Korea failed to develop open modular architecture based numerical controllers and could not achieve significant catch-up performance. Our findings provide important theoretical backgrounds for examining the catch-up performance as well as investigating the reason why latecomers failed to achieve market catch-up even if they accomplished technological catch-up.

POTENTIAL OF NIRS FOR SUPPORTING BREEDING AND CULTIVATION OF MEDICINAL AND SPICE PLANTS

  • Schulz, Hartwig;Steuer, Boris;Kruger, Hans
    • Proceedings of the Korean Society of Near Infrared Spectroscopy Conference
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    • 2001.06a
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    • pp.1162-1162
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    • 2001
  • Whereas NIR spectroscopy has been applied in agriculture for more than 20 years, few studies refer to those plant substances occurring only in smaller amounts. Nevertheless there is a growing interest today to support efficiently activities in the production of high-quality medicinal and spice plants by this fast and non-invasive method. Therefore, it was the aim of this study to develop new NIR methods for the reliable prediction of secondary metabolites found as valuable substances in various plant species. First, sophisticated NIR methods were established to perform fast quality analyses of intact fennel, caraway and dill fruits deriving from single-plants [1]. Later on, a characterization of several leaf drugs and the corresponding fresh material has been successfully performed. In this context robust calibrations have been developed for dried peppermint, rosemary and sage leaves for the determination of their individual essential oil content and composition [2]. A specially adopted NIR method has been developed also for the analysis of carnosic acid in the leaves of numerous rosemary and sage gene bank accessions. Carnosic acid is an antioxidative substance for which several health promoting properties including cancer preservation are assumed. Also some other calibrations have been developed for non-volatile substances such as aspalathin (in unfermented rooibos leaves), catechins (in green tea) and echinacoside (in different Echinacea species) [3]. Some NIR analyses have also been successfully performed on fresh material, too. In spite of the fact that these measurements showed less accuracy in comparison to dried samples, the calibration equations are precise enough to register the individual plant ontogenesis and genetic background. Based on the information received, the farmers and breeders are able to determine the right harvest time (when the valuable components have reached their optimum profile) and to select high-quality genotypes during breeding experiments, respectively. First promising attempts have also been made to introduce mobile diode array spectrometers to collect the spectral data directly on the field or in the individual natural habitats. Since the development of reliable NIRS methods in this special field of application is very time-consuming and needs continuous maintenance of the calibration equations over a longer period, it is convenient to supply the corresponding calibration data to interested user via NIRS network. The present status of all activities, preformed in this context during the last three years, will be presented in detail.

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A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

A Multi-Agent framework for Distributed Collaborative Filtering (분산 환경에서의 협력적 여과를 위한 멀티 에이전트 프레임워크)

  • Ji, Ae-Ttie;Yeon, Cheol;Lee, Seung-Hun;Jo, Geun-Sik;Kim, Heung-Nam
    • Journal of Intelligence and Information Systems
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    • v.13 no.3
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    • pp.119-140
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    • 2007
  • Recommender systems enable a user to decide which information is interesting and valuable in our world of information overload. As the recent studies of distributed computing environment have been progressing actively, recommender systems, most of which were centralized, have changed toward a peer-to-peer approach. Collaborative Filtering (CF), one of the most successful technologies in recommender systems, presents several limitations, namely sparsity, scalability, cold start, and the shilling problem, in spite of its popularity. The move from centralized systems to distributed approaches can partially improve the issues; distrust of recommendation and abuses of personal information. However, distributed systems can be vulnerable to attackers, who may inject biased profiles to force systems to adapt their objectives. In this paper, we consider both effective CF in P2P environment in order to improve overall performance of system and efficient solution of the problems related to abuses of personal data and attacks of malicious users. To deal with these issues, we propose a multi-agent framework for a distributed CF focusing on the trust relationships between individuals, i.e. web of trust. We employ an agent-based approach to improve the efficiency of distributed computing and propagate trust information among users with effect. The experimental evaluation shows that the proposed method brings significant improvement in terms of the distributed computing of similarity model building and the robustness of system against malicious attacks. Finally, we are planning to study trust propagation mechanisms by taking trust decay problem into consideration.

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Establishment of location-base service(LBS) disaster risk prediction system in deteriorated areas (위치기반(LBS) 쇠퇴지역 재난재해 위험성 예측 시스템 구축)

  • Byun, Sung-Jun;Cho, Yong Han;Choi, Sang Keun;Jo, Bong Rae;Lee, Gun Won;Min, Byung-Hak
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.570-576
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    • 2020
  • This study uses beacons and smartphone Global Positioning System (GPS) receivers to establish a location-based disaster/hazard prediction system. Beacons are usually installed indoors to locate users using triangulation in the room, but this study is differentiated from previous studies because the system is used outdoors to collect information on registration location and temperature and humidity in hazardous areas. In addition, since it is installed outdoors, waterproof, dehumidifying, and dustproof functions in the beacons themselves are required, and in case of heat and humidity, the sensor must be exposed to the outside, so the waterproof function is supplemented with a separate container. Based on these functions, information on declining and vulnerable areas is identified in real time, and temperature/humidity information is collected. We also propose a system that provides weather and fine-dust information for the area concerned. User location data are acquired through beacons and smartphone GPS receivers, and when users transmit from declining or vulnerable areas, they can establish the data to identify dangerous areas. In addition, temperature/humidity data in a microspace can be collected and utilized to build data to cope with climate change. Data can be used to identify specific areas of decline in a microspace, and various analyses can be made through the accumulated data.

A Study on the Development of the Data Linkage Method for Performance-based on Port Facility Maintenance Decision Marking System (성능기반의 항만시설물 유지관리 의사결정체계 개발을 위한 데이터 연계방안 도출에 관한 연구)

  • Kim, Yong-Hee;Kang, Yoon-Koo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.9-18
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    • 2020
  • Recently, studies of integrated management platform and performance-based maintenance decision-marking systems have proceeded to the efficient management of port facilities. The purpose of this study was to manage and operate port facilities based on performance and to provide long-term durability and budgetary execution. Thus, it is essential to secure basic data to be analyzed in an integrated platform and decision-marking system. This study derived the data linkage measures to secure port facility design and management information. The target of deriving the data linkage was the POMS (Port Facility Management System) currently in operation by the MOF (Ministry of Oceans and Fisheries). To derive data linkage, analyze the database of POMS and select the data required for the operation-integrated platform and decision-marking system. The final data linkage target was determined by compiling the requirements of the relevant experts and selecting the final target of three groups (port and facility information, management information, and user information). As a result, the API interface design was prepared for detailed linked data and data linkage framework between the linkage data of POMS. The provision of real-time data linkage between POMS and integrated platform is expected to improve the operational efficiency of the integrated platform.

Bilayer Segmentation of Consistent Scene Images by Propagation of Multi-level Cues with Adaptive Confidence (다중 단계 신호의 적응적 전파를 통한 동일 장면 영상의 이원 영역화)

  • Lee, Soo-Chahn;Yun, Il-Dong;Lee, Sang-Uk
    • Journal of Broadcast Engineering
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    • v.14 no.4
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    • pp.450-462
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    • 2009
  • So far, many methods for segmenting single images or video have been proposed, but few methods have dealt with multiple images with analogous content. These images, which we term consistent scene images, include concurrent images of a scene and gathered images of a similar foreground, and may be collectively utilized to describe a scene or as input images for multi-view stereo. In this paper, we present a method to segment these images with minimum user input, specifically, manual segmentation of one image, by iteratively propagating information via multi-level cues with adaptive confidence depending on the nature of the images. Propagated cues are used as the bases to compute multi-level potentials in an MRF framework, and segmentation is done by energy minimization. Both cues and potentials are classified as low-, mid-, and high- levels based on whether they pertain to pixels, patches, and shapes. A major aspect of our approach is utilizing mid-level cues to compute low- and mid- level potentials, and high-level cues to compute low-, mid-, and high- level potentials, thereby making use of inherent information. Through this process, the proposed method attempts to maximize the amount of both extracted and utilized information in order to maximize the consistency of the segmentation. We demonstrate the effectiveness of the proposed method on several sets of consistent scene images and provide a comparison with results based only on mid-level cues [1].

A Study on MCC Development for Color Design (색체디자인을 위한 MCC 개발에 관한 연구)

  • Moon, Eun-Bae
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.219-232
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    • 2005
  • Moderns are living within flood of web contents, animation, reflex data etc. as well as sight, product, environment design. There fore, modern consumer has much options. Designer must provide various result for consumer for this reason. And must invent new sensitivity and propose to consumer. As purpose of this MCC sensitivity palette research takes advantage of the most sensitive color, do. Because applying correct sensitivity more than when design with matter already settled, rid private prejudice, and is thing to convey design intention exactly to user. Excellent culture contents must be able to equip international color design sensitivity. MCC sensitivity palette research studies and carries on the head emotion and sensitivity language that is nationality first, and collect End arranged sensitivity adjective through data analysis and picture data analysis that is the next time research leader Munheonjeok. And distributed collected adjective equally, and arrange distributed adjective by field of each sensitivity and collect system. Do 3 colors, 4 colors color scheme in selected sensitivity adjective and completed Simheom version. Result of beta version research to color specialist and designer last digital palette through question and inquiry compose. Through this process, completed more real and correct digital color sensitivity palette. Completed color scheme is operated in www.mcdri.net on web, and also programs to windows base and developed to software. MCC color scheme palette that research result is made includes sensitivity data database. This database can use directly in industry and continuous development is available. Software can search color scheme in language and idea development through classification search that use 3 attributes of color is available there is cough data of each output device different color error.

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Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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Development of a Method of Cybersickness Evaluation with the Use of 128-Channel Electroencephalography (128 채널 뇌파를 이용한 사이버멀미 평가법 개발)

  • Han, Dong-Uk;Lee, Dong-Hyun;Ji, Kyoung-Ha;Ahn, Bong-Yeong;Lim, Hyun-Kyoon
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.3-20
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    • 2019
  • With advancements in technology of virtual reality, it is used for various purposes in many fields such as medical care and healthcare, but as the same time there are also increasing reports of nausea, eye fatigue, dizziness, and headache from users. These symptoms of motion sickness are referred to as cybersickness, and various researches are under way to solve the cybersickness problem because it can cause inconvenience to the user and cause adverse effects such as discomfort or stress. However, there is no official standard for the causes and solutions of cybersickness at present. This is also related to the absence of tools to quantitatively measure the cybersickness. In order to overcome these limitations, this study proposed quantitative and objective cybersickness evaluation method. We measured 128-channel EEG waves from ten participants experiencing visually stimulated virtual reality. We calculated the relative power of delta and alpha in 11 regions (left, middle, right frontal, parietal, occipital and left, right temporal lobe). Multiple regression models were obtained in a stepwise manner with the motion sickness susceptibility questionnaire (MSSQ) scores indicating the susceptibility of the subject to the motion sickness. A multiple regression model with the highest under the area ROC curve (AUC) was derived. In the multiple regression model derived from this study, it was possible to distinguish cybersickness by accuracy of 95.1% with 11 explanatory variables (PD.MF, PD.LP, PD.MP, PD.RP, PD.MO, PA.LF, PA.MF, PA.RF, PA.LP, PA.RP, PA.MO). In summary, in this study, objective response to cybersickness was confirmed through 128 channels of EEG. The analysis results showed that there was a clearly distinguished reaction at a specific part of the brain. Using the results and analytical methods of this study, it is expected that it will be useful for the future studies related to the cybersickness.