Yun, Sangpil;Seo, Yongjin;Min, Bup-Ki;Kim, Hyeon Soo
Journal of Internet Computing and Services
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v.15
no.5
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pp.107-121
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2014
Distributed systems are collection of physically distributed computers linked by a network. General use of wired/wireless Internet enables users to make use of distributed service anytime and anywhere. The explosive growth of distributed services strongly requires functional verification of services as well as verification of non-functional elements such as service quality. In order to verify distributed services it is necessary to build a test environment for distributed systems. Because, however, distributed systems are composed of physically distributed nodes, efforts to construct a test environment are required more than those in a test environment for a monolithic system. In this paper we propose a test framework to verify functional and non-functional features of distributed systems. The suggested framework automatically generates test cases through the message sequence charts, and includes a test driver composed of the virtual nodes which can simulate the physically distributed nodes. The test result can be checked easily through the various graphs and the graphical user interface (GUI). The test framework can reduce testing efforts for a distributed system and can enhance the reliability of the system.
Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2018.10a
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pp.278-281
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2018
The early Web technology was to show text information through a browser. However, as web technology advances, it is possible to show large amounts of multimedia data through browsers. Web technologies are being applied in a variety of fields such as sensor network, hardware control, and data collection and analysis for big data and AI services. As a result, the standard has been prepared for the Internet of Things, which typically controls a sensor via HTTP communication and provides information to users, by installing a web browser on the interface of the Internet of Things. In addition, the recent development of web-assembly enabled 3D objects, virtual/enhancing real-world content that could not be run in web browsers through a native language of C-class. Factors that evaluate the performance of existing Web applications include performance, network resources, and security. However, since there are many areas in which web applications are applied, it is time to revisit and review these factors. In this thesis, we will conduct an analysis of the factors that assess the performance of a web application. We intend to establish an indicator of the development of web-based applications by reviewing the analysis of each element, its main points, and its needs to be supplemented.
Kim, Baek-Hyun;Um, Ju-Hwan;Jeong, Rag-Gyo;Byun, Yeun-Sub;Kang, Seok-Won
Journal of Digital Convergence
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v.12
no.10
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pp.337-343
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2014
The PRT(Personal Rapid Transit) in material or immaterial guided tracks is operated automatically according to the needs of passengers with the optimal non-stop path from the source to the destination. In recent years, the personal rapid transit (PRT) system, which affords superior accessibility and ease of use, has been spotlighted as a new transport system for the future. In this study, a method for vertical lifting of PRT vehicles was proposed to facilitate interlink with other means of transport and thereby improve the efficiency of door-to-door transport. For this purpose, operation control interfaces were designed and experiments were conducted. Programmable Logic Controller (PLC) dedicated for the PRT vertical lift was designed to interface with Operation Control Center (OCC) by Modbus TCP over Ethernet. We implemented a 3D graphical PRT operation simulator which can emulate the mixing operation of the virtual vehicles and the actual vehicles.
A large suite of official statistical data sets has been compiled for geographical units under the national directives, and it is the quantitative regional analysis procedures that could add values to them. This paper reports our attempts at prototyping a statistical GIS which is capable of serving over the Web a variety of regional analysis routines as well as value-added statistics and maps. A pilot database of some major statistical data was ingested for the city of Seoul. The baseline subset of regional analysis methods of practical usage was selected and accommodated into the business logic of the target system, which ranges from descriptive statistics, regional structure/inequality measures, spatial ANOVA, spatial (auto) correlation to regression and residual analysis. The leading-edge information technologies including the application server were adopted in the system design and implementation so that the database, analysis modules and analytic mapping components may cooperate seamlessly behind the Web front-end. The prototyped system supports tables, maps, and files of downloadable format for input and output of the analyses. One of the most salient features of out proposed system is that both the database and analysis modules are extensible via the bi-directional interface for end users; The system provides users with operators and parsers for algebraic formulae such that the stored statistical variables may be transformed and combined into the newly-derived set of variables. This functionality eventually leads to on-the-fly fabrication of user-defined regional analysis algorithms. The stored dataset may also be temporarily augmented by user-uploaded dataset; The extension of this form, in essence, results in a virtual database which awaits for users commands as usual. An initial evaluation of the proposed system confirms that the issues involving the usage and dissemination of information can be addressed with success.
The most important issue the online shopping mall for clothes is facing in the rapid growth of the online shopping mali is the high rate of the return of the goods alter purchase. The high rate of the return leads to the dissatisfaction md lack of trust from the consumers in the online shopping mall for clothes, which in turn leads to the bleak prospect for the online shopping mall for clothes as a result of the consumers' dissatisfaction. Although a type of online shopping mall using the cyber-fitting technology has emerged recently, it has succeeded only in provoking a visual interest, for it is also not satisfying the demand of the consumers by falling short in providing information. Thus, this research seeks for the resolutions of the problems related to the user-oriented online shopping. First of the resolutions is the development of a new prototype which the consumers can easily access; second is the visualization of the information using the 3D virtual-reality of he prototype through interface, which will help the consumers to make more accurate judgments. In other words, this study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatars, unlike the unilateral and conventional malls out there.
The non-face-to-face environment accelerated by COVID-19 has speeded up the dissemination of digital virtual ecosystems and metaverse. In order for the metaverse to be sustainable, digital twins that are compatible with the real world are key, and critical technology for that is AR (Augmented Reality). In this study, we examined research trends about AR, and will propose the directions for future AR research. We conducted LDA based topic modeling on 11,049 abstracts of published domestic and foreign AR related papers from 2009 to Mar 2022, and then looked into AR that was comprehensive research trends, comparison of domestic and foreign research trends, and research trends before and after the popularity of metaverse concepts. As a result, the topics of AR related research were deduced from 11 topics such as device, network communication, surgery, digital twin, education, serious game, camera/vision, color application, therapy, location accuracy, and interface design. After popularity of metaverse, 6 topics were deduced such as camera/vision, training, digital twin, surgical/surgical, interaction performance, and network communication. We will expect, through this study, to encourage active research on metaverse AR with convergent characteristics in multidisciplinary fields and contribute to giving useful implications to practitioners.
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.
The Journal of the Convergence on Culture Technology
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v.9
no.5
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pp.935-940
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2023
Digital-twin technology is emerging as an innovative solution for all industries, including manufacturing and production lines. Therefore, this paper optimizes all the energy used in a biomass plant based on unused resources. We will then implement a digital-twin prototype for biomass plants and evaluate its performance in order to improve the efficiency of plant operations. The proposed digital-twin prototype applies a standard communication platform between the framework and the gateway and is implemented to enable real-time collaboration. and, define the message sequence between the client server and the gateway. Therefore, an interface is implemented to enable communication with the host server. In order to verify the performance of the proposed prototype, we set up a virtual environment to collect data from the server and perform a data collection evaluation. As a result, it was confirmed that the proposed framework can contribute to energy optimization and improvement of operational efficiency when applied to biomass plants.
In medical imaging, three-dimensional (3D) display using Virtual Reality Modeling Language (VRML) as a portable file format can give intuitive information more efficiently on the World Wide Web (WWW). The web-based 3D visualization of functional images combined with anatomical images has not studied much in systematic ways. The goal of this study was to achieve a simultaneous observation of 3D anatomic and functional models with planar images on the WWW, providing their locational information in 3D space with a measuring implement using VRML. MRI and ictal-interictal SPECT images were obtained from one epileptic patient. Subtraction ictal SPECT co-registered to MRI (SISCOM) was performed to improve identification of a seizure focus. SISCOM image volumes were held by thresholds above one standard deviation (1-SD) and two standard deviations (2-SD). SISCOM foci and boundaries of gray matter, white matter, and cerebrospinal fluid (CSF) in the MRI volume were segmented and rendered to VRML polygonal surfaces by marching cube algorithm. Line profiles of x and y-axis that represent real lengths on an image were acquired and their maximum lengths were the same as 211.67 mm. The real size vs. the rendered VRML surface size was approximately the ratio of 1 to 605.9. A VRML measuring tool was made and merged with previous VRML surfaces. User interface tools were embedded with Java Script routines to display MRI planar images as cross sections of 3D surface models and to set transparencies of 3D surface models. When transparencies of 3D surface models were properly controlled, a fused display of the brain geometry with 3D distributions of focal activated regions provided intuitively spatial correlations among three 3D surface models. The epileptic seizure focus was in the right temporal lobe of the brain. The real position of the seizure focus could be verified by the VRML measuring tool and the anatomy corresponding to the seizure focus could be confirmed by MRI planar images crossing 3D surface models. The VRML application developed in this study may have several advantages. Firstly, 3D fused display and control of anatomic and functional image were achieved on the m. Secondly, the vector analysis of a 3D surface model was defined by the VRML measuring tool based on the real size. Finally, the anatomy corresponding to the seizure focus was intuitively detected by correlations with MRI images. Our web based visualization of 3-D fusion image and its localization will be a help to online research and education in diagnostic radiology, therapeutic radiology, and surgery applications.
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