• Title/Summary/Keyword: Virtual System

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Construction of a Sub-catchment Connected Nakdong-gang Flood Analysis System Using Distributed Model (분포형 모형을 이용한 소유역 연계 낙동강 홍수해석시스템 구축)

  • Choi, Yun-Seok;Won, Young-Jin;Kim, Kyung-Tak
    • Proceedings of the Korea Water Resources Association Conference
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    • 2018.05a
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    • pp.202-202
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    • 2018
  • 본 논문에서는 분포형 강우-유출 모형인 GRM(Grid based Rainfall-runoff Model)(최윤석, 김경탁, 2017)을 이용해서 낙동강 유역을 대상으로 대유역 홍수해석시스템을 구축하고, 유출해석을 위한 실행시간을 평가하였다. 유출모형은 낙동강의 주요 지류와 본류를 소유역으로 구분하여 모형을 구축하고, 각 소유역의 유출해석 결과를 실시간으로 연계할 수 있도록 하여 낙동강 전체 유역의 유출모형을 구축하였다. 이와 같이 하나의 대유역을 다수의 소유역시스템으로 분할하여 모형을 구축할 경우, 유출해석시스템 구성이 복잡해지는 단점이 있으나, 소유역별로 각기 다른 자료를 이용하여 다양한 해상도로 유출해석을 할 수 있으므로, 소유역별 특성에 맞는 유출모형 구축이 가능한 장점이 있다. 또한 각 소유역시스템은 별도의 프로세스로 계산이 진행되므로, 대유역을 고해상도로 해석하는 경우에도 계산시간을 단축할 수 있다. 본 연구에서는 낙동강 유역을 20개(본류 구간 3개, 1차 지류 13개, 댐상류 4개)의 소유역으로 분할하여 계산 시간을 검토하였으며, 최종적으로 21개(본류 구간 3개, 1차 지류 13개, 댐상류 5개)의 소유역으로 분할하여 유출해석시스템을 구축하였다. 댐 상류 유역은 댐하류와 유량전달이 없이 독립적으로 모의되고, 댐과 연결된 하류 유역은 관측 방류량을 상류단 하천의 경계조건으로 적용한다. 지류 유역은 본류 구간과 연결되고, 지류의 계산 유량은 본류와의 연결지점에 유량조건으로 실시간으로 입력된다. 이때 본류와 지류의 유량 연계는 데이터베이스를 매개로 하였다. 유출해석시스템의 성능을 평가하기 위해서 Microsoft 클라우드 서비스인 Azure를 이용하였다. 낙동강 유역을 20개 소유역으로 구성한 경우에서의 유출해석시스템의 속도 평가 결과 Azure virtual machine instance DS15 v2(OS : Windows Server 2012 R2, CPU : 2.4 GHz Intel $Xeon^{(R)}$ E5-2673 v3 20 cores)에서 1.5분이 소요 되었다. 계산시간 평가시 GRM은 'IsParallel=false' 옵션을 적용하였으며, 모의 기간은 24시간을 기준으로 하였다. 연구결과 분포형 모형을 이용한 대유역 유출해석시스템 구축이 가능했으며, 계산시간도 충분히 단축할 수 있었다. 또한 추가적인 CPU와 병렬계산을 적용할 경우, 계산시간은 더 단축될 수 있으며, 이러한 기법들은 분포형 모형을 이용한 대유역 유출해석시스템 구축시 유용하게 활용될 수 있을 것으로 판단된다.

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Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.

A Case study for Multi-Perspective Relationship Experience(MPRE) to Improve Social Communication of Soldiers (군인들의 의사소통 향상을 위한 가상현실 활용 방안 -다시점 관계 경험 프로그램 사례 연구-)

  • Lee, Youn-Soo;Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.83-89
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    • 2022
  • Recentely, the military needs to apply various technologies for the improvement of teamwork. The government should take the non-face-to-face system due to the social interest of young military members. In this study we investigated collective cohesion by helping soldiers who have difficulty expressing their feelings and delivering messages while living in groups, or who are unable to adapt to group life due to psychological disorders such as relationship anxiety. We proposed the Multi-perspective Relationship Experience program as a new VR application. We showed feeling a sense of reality equivalent to the actual situation, interpersonal tension and social distance were significantly reduced, and communication, which was difficult to actually do, was naturally achieved. In addition, positive effects were confirmed on the sense of belonging and leadership among all participants. We will be effectively used in manpower management policies that improve the collective cohesion of soldiers and support the adaptability of the military environment in line with the rapidly changing social interaction method.

A Study on Creation of Secure Storage Area and Access Control to Protect Data from Unspecified Threats (불특정 위협으로부터 데이터를 보호하기 위한 보안 저장 영역의 생성 및 접근 제어에 관한 연구)

  • Kim, Seungyong;Hwang, Incheol;Kim, Dongsik
    • Journal of the Society of Disaster Information
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    • v.17 no.4
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    • pp.897-903
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    • 2021
  • Purpose: Recently, ransomware damage that encrypts victim's data through hacking and demands money in exchange for releasing it is increasing domestically and internationally. Accordingly, research and development on various response technologies and solutions are in progress. Method: A secure storage area and a general storage area were created in the same virtual environment, and the sample data was saved by registering the access process. In order to check whether the stored sample data is infringed, the ransomware sample was executed and the hash function of the sample data was checked to see if it was infringed. The access control performance checked whether the sample data was accessed through the same name and storage location as the registered access process. Result: As a result of the experiment, the sample data in the secure storage area maintained data integrity from ransomware and unauthorized processes. Conclusion: Through this study, the creation of a secure storage area and the whitelist-based access control method are evaluated as suitable as a method to protect important data, and it is possible to provide a more secure computing environment through future technology scalability and convergence with existing solutions.

Proposal for Possibility of Using Metaverse in the 'Earth and Space' Area of Pre-service Elementary Teachers' (초등예비교사의 '지구와 우주' 영역에서 메타버스 활용가능성 제안)

  • Lee, Yong-Seob
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.3
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    • pp.248-256
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    • 2021
  • The purpose of this study is to investigate the perception of pre-service elementary teachers on the educational approach to metaverse. Questions about metaverse were asked to 71 pre-service elementary teachers who were taking the course 'Study of Textbooks in Elementary Science II'. The results of analyzing the contents of the questions are as follows. The results and conclusions were presented through numerical analysis and static analysis based on the responses to questions presented using the university's LMS system. First, the level of understanding of the metaverse of pre-service elementary teachers is very high. Pre-service elementary teachers, as the MZ generation, are already living in a very fast IT environment that can be the basis of the metaverse, so it would have been helpful to understand the metaverse. Second, the need for the metaverse of pre-service elementary teachers is very high. There was a tendency to think that the perception of pre-service elementary teachers is because the metaverse has many factors that can provide higher quality education beyond the current educational environment. Third, in the question of applicability exploration in the 'Earth and Space' domain of Pre-service elementary teachers, there have been few cases in which instructional design was planned based on instructional design principles. Based on these results, if the possibility of metaverse application is proposed in the 'Earth and Space' domain, educational contents using virtual space that can transcend time and space will be very necessary. Based on these results, suggestions are made as follows. First, educational content incorporating the metaverse technique based on instructional design should be developed and utilized. Second, financial support should be provided so that the metaverse can be implemented in the educational environment. Third, it is necessary to provide training opportunities for teachers (including Pre-service elementary teachers) to give lectures on metaverse.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.

Investigating on the Necessity of Integrated Project Management System for Effective Facility Management Utilizing Digital Twin Technology (디지털트윈을 활용한 건축물 시설안전대응 통합관리체계 구축 필요성에 관한 연구)

  • Yum, Sang-Guk;Park, Young-Jun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.5
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    • pp.711-721
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    • 2022
  • Due to a long-term pandemic of COVID-19 since 2019, our society finally goes into 'un-tact (non-contact) era' in earnest by increasing an importance of non-contacted activities which are able to live without contacts among people. Un-tact era has influenced to generate a huge structural change with digitalization in our daily life as well as industrial society based on digital twin as an essential technology. As a technology representing real world in virtual digital world by integrating various technologies applied to 4th industrial revolution, digital twin leads an innovation in industrial society with diverse industrial processes. But this technique isn't actively used across all industries due to structural limitations and environmental restrictions of digital twin. Especially, the field of construction and facility is necessary to use digital twin because it requires periodic managements of buildings in daily life and is directly connected with casualties in cases of disaster. But issues faced in reality are acting as an obstacle for applying digital twin. Therefore, this study suggests the necessity applying digital twin in facility safety response based on these issues and emphasizes active applications of digital twin by describing the expected effects being created. Furthermore, it connects to create demands of digital twin by overcoming current issues and suggesting high sustainable development.

The Transformation of Norms and Social Problems: Focusing on the COVID-19 Pandemic (규범의 전환과 사회문제: 코로나를 중심으로)

  • Lee, Jangju
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.513-527
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    • 2022
  • This study was conducted to examining the socio-cultural impact of the COVID-19 pandemic that swept the world around 2020, and the transformation of norms and social problems due to COVID-19. For this, the characteristics of changes in the socio-cultural norms of the 14th century European Black Death, a representative example of the pandemic, were derived, and based on this, the COVID-19 pandemic was analyzed. The Black Death served as an opportunity to change social norms based on the existing religious authority and the power of the feudal system to the Enlightenment. The population declination and labor shortage also promoted commercialization and mechanization. Printing, which spread during this period, led to the popularization of knowledge, which raised the level of thinking and led to epochal scientific development. This became the foundation of the Industrial Revolution. Like the recent Black Death, COVID-19 has triggered changes in social norms. The technological environment of metaverse, a mixture of virtual and reality, has changed the norm of a consistent identity into free and open identities exerting various potentials through alternate characters. In addition, meme, which are about people being friendly to those with the same worldview as him on the metaverse, weakened the sense of isolation in non-face-to-face situations. Artificial intelligence (AI), which developed during the COVID-19 pandemic, has entered the stage of being used for creative activities beyond the function of assisting humans. Discussions were held on what new social problems would be created by the social norms changed due to the COVID-19 pandemic.

An Exploratory research on patent trends and technological value of Organic Light-Emitting Diodes display technology (Organic Light-Emitting Diodes 디스플레이 기술의 특허 동향과 기술적 가치에 관한 탐색적 연구)

  • Kim, Mingu;Kim, Yongwoo;Jung, Taehyun;Kim, Youngmin
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.135-155
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    • 2022
  • This study analyzes patent trends by deriving sub-technical fields of Organic Light-Emitting Diodes (OLEDs) industry, and analyzing technology value, originality, and diversity for each sub-technical field. To collect patent data, a set of international patent classification(IPC) codes related to OLED technology was defined, and OLED-related patents applied from 2005 to 2017 were collected using a set of IPC codes. Then, a large number of collected patent documents were classified into 12 major technologies using the Latent Dirichlet Allocation(LDA) topic model and trends for each technology were investigated. Patents related to touch sensor, module, image processing, and circuit driving showed an increasing trend, but virtual reality and user interface recently decreased, and thin film transistor, fingerprint recognition, and optical film showed a continuous trend. To compare the technological value, the number of forward citations, originality, and diversity of patents included in each technology group were investigated. From the results, image processing, user interface(UI) and user experience(UX), module, and adhesive technology with high number of forward citations, originality and diversity showed relatively high technological value. The results provide useful information in the process of establishing a company's technology strategy.

Road Sign Function Diversification Strategy to Respond to Changes in the Future Traffic Environment : Focusing on Citizens' Usability of Road Signs (미래 교통환경 변화 대응을 위한 도로표지 기능 다변화 전략: 시민의 도로표지 활용성을 중심으로)

  • Choi, Woo-Chul;Cheong, Kyu-Soo;Na, Joon-Yeop
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.3
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    • pp.30-41
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    • 2022
  • With the advent of autonomous driving, personal mobility, drones, and smart roads, it is necessary to respond to changes in the road traffic environment in the road guidance system. However, the use of road signs to guide the road is decreasing compared to the past due to the advent of devices such as navigation and smartphones. Therefore, in this study, a large-scale survey was conducted to derive road sign issues and usage plans to respond to future changes. Based on this, this study presented a strategy to diversify road sign functions by analyzing the factors affecting the use of road signs by citizens. As a result, first, it is necessary to provide real-time variable road guidance information that reflects user needs such as traffic, weather, and local events. Second, it is necessary to informatize digital road signs such as reflecting maps with precision. Third, it is necessary to demonstrate road guidance in a virtual environment that reflects various future mobility and road environments.