• Title/Summary/Keyword: Virtual and real

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A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

Analyzing Research Trends in Blockchain Studies in South Korea Using Dynamic Topic Modeling and Network Analysis (다이나믹 토픽모델링 및 네트워크 분석 기법을 통한 블록체인 관련 국내 연구 동향 분석)

  • Kim, Donghun;Oh, Chanhee;Zhu, Yongjun
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.23-39
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    • 2021
  • This study aims to explore research trends in Blockchain studies in South Korea using dynamic topic modeling and network analysis. To achieve this goal, we conducted the university & institute collaboration network analysis, the keyword co-occurrence network analysis, and times series topic analysis using dynamic topic modeling. Through the university & institute collaboration network analysis, we found major universities such as Soongsil University, Soonchunhyang University, Korea University, Korea Advanced Institute of Science and Technology (KAIST) and major institutes such as Ministry of National Defense, Korea Railroad Research Institute, Samil PricewaterhouseCoopers, Electronics and Telecommunications Research Institute that led collaborative research. Next, through the analysis of the keyword co-occurrence network, we found major research keywords including virtual assets (Cryptocurrency, Bitcoin, Ethereum, Virtual currency), blockchain technology (Distributed ledger, Distributed ledger technology), finance (Smart contract), and information security (Security, privacy, Personal information). Smart contracts showed the highest scores in all network centrality measures showing its importance in the field. Finally, through the time series topic analysis, we identified five major topics including blockchain technology, blockchain ecosystem, blockchain application 1 (trade, online voting, real estate), blockchain application 2 (food, tourism, distribution, media), and blockchain application 3 (economy, finance). Changes of topics were also investigated by exploring proportions of representative keywords for each topic. The study is the first of its kind to attempt to conduct university & institute collaboration networks analysis and dynamic topic modeling-based times series topic analysis for exploring research trends in Blockchain studies in South Korea. Our results can be used by government agencies, universities, and research institutes to develop effective strategies of promoting university & institutes collaboration and interdisciplinary research in the field.

Accuracy Analysis of FKP for Public Surveying and Cadastral Resurvey (공공측량 및 지적재조사 사업 적용을 위한 FKP 정밀도 분석)

  • Park, Jin Sol;Han, Joong-Hee;Kwon, Jay Hyoun;Shin, Han Sup
    • Spatial Information Research
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    • v.22 no.3
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    • pp.23-24
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    • 2014
  • NGII (National Geographic Information Institute) has been providing VRS (Virtual Reference Station) service so that could determine precise positioning in real time since 2007. However, since the VRS service has to maintain the connected status with VRS server, the number of users who can use VRS service are limited by capacity of VRS server. To solve this problem, NGII has been providing FKP (Virtual Reference Station) service using one way telecommunication from November 1, 2012. Therefore, it is predicted that the usage of FKP service will increase in public surveying and cadastral resurveying in the future. However, the studies with respect to analysis of FKP precision for applying to public surveying and cadastral resurveying is not conducted enough. In this study, to analyse the application possibility of FKP on the public surveying and cadastral resurveying, the two kind analysis were performed. First is the analysis of accuracy according to the configuration of reference station of FKP and VRS. One is consisted of same reference stations, another is consisted of different reference stations. Second is the accuracy anlalysis of horizontal and vertical positioning acquiring VRS and FKP data in various measurement environment based on VRS regulation. Result of first study, Positioning accuracy according to the configuration of the reference stations satisfies related regulation. However, accuracy of FKP in case of different reference stations is worse than in case of same reference stations.. The result of second test shows that the horizontal precision of FKP and VRS in good measurement environment satisfy the allowed precision. However, in some case, horizontal precision of FKP and VRS in poor measurement environment exceed the allowed precision. In addition, the number of exceeding the allowed precision in the FKP is more than the VRS. The vertical precision of the VRS satisfy related work provision. In conclusion, the result of this study shows that the FKP only in open area should be used for public survey and cadastral resurvey. Therefore the additional studies with respect to the improvement of FKP precision should be conducted.

A XML Based Framework for Automatically Generating Control and Monitoring Software (제어 및 모니터링 소프트웨어 자동 생성을 위한 XML 기반 프레임웍)

  • Yoo Dae-Seung;Kim Jong-Hwan;Yi Myeong-Jae
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.1
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    • pp.43-55
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    • 2006
  • In this paper, we present a framework which is used to develop, modify, maintain and extend a control and monitoring software easily for any kind of automatic instruments. The proposed framework is composed of three XML documents (IID, MAP, CMIML) and two tools (Virtual Instrument Wizard, Generator). Interface information of behaviors and states of instrument is written on IID. Mapping information between the interface information in IID and API of a real instrument driver is written on MAP Final information of the control and monitoring software is written on CMIML, IID, MAP and CMIML are written by XML format to provide a common usage and platform independence of the proposed framework. Vl Wizard generates CMIML intermediate platform independent document using IID and existing CMIML, and Generator generates the source code of a control and monitoring software platform dependent code automatically using CMIML and MAP. The suggested framework provides an easy development and maintenance because it automatically generates a control and monitoring software in GUI environment and it also provides common usage and platform independence in virtue of using description document of XML format. Also, reusability can be increased by reusing platform independent software description document and not reusing platform dependent software code.

A Possible Path per Link CBR Algorithm for Interference Avoidance in MPLS Networks

  • Sa-Ngiamsak, Wisitsak;Varakulsiripunth, Ruttikorn
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.772-776
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    • 2004
  • This paper proposes an interference avoidance approach for Constraint-Based Routing (CBR) algorithm in the Multi-Protocol Label Switching (MPLS) network. The MPLS network itself has a capability of integrating among any layer-3 protocols and any layer-2 protocols of the OSI model. It is based on the label switching technology, which is fast and flexible switching technique using pre-defined Label Switching Paths (LSPs). The MPLS network is a solution for the Traffic Engineering(TE), Quality of Service (QoS), Virtual Private Network (VPN), and Constraint-Based Routing (CBR) issues. According to the MPLS CBR, routing performance requirements are capability for on-line routing, high network throughput, high network utilization, high network scalability, fast rerouting performance, low percentage of call-setup request blocking, and low calculation complexity. There are many previously proposed algorithms such as minimum hop (MH) algorithm, widest shortest path (WSP) algorithm, and minimum interference routing algorithm (MIRA). The MIRA algorithm is currently seemed to be the best solution for the MPLS routing problem in case of selecting a path with minimum interference level. It achieves lower call-setup request blocking, lower interference level, higher network utilization and higher network throughput. However, it suffers from routing calculation complexity which makes it difficult to real task implementation. In this paper, there are three objectives for routing algorithm design, which are minimizing interference levels with other source-destination node pairs, minimizing resource usage by selecting a minimum hop path first, and reducing calculation complexity. The proposed CBR algorithm is based on power factor calculation of total amount of possible path per link and the residual bandwidth in the network. A path with high power factor should be considered as minimum interference path and should be selected for path setup. With the proposed algorithm, all of the three objectives are attained and the approach of selection of a high power factor path could minimize interference level among all source-destination node pairs. The approach of selection of a shortest path from many equal power factor paths approach could minimize the usage of network resource. Then the network has higher resource reservation for future call-setup request. Moreover, the calculation of possible path per link (or interference level indicator) is run only whenever the network topology has been changed. Hence, this approach could reduce routing calculation complexity. The simulation results show that the proposed algorithm has good performance over high network utilization, low call-setup blocking percentage and low routing computation complexity.

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Expression of Good and Evil in Animation Film from a Perspective of Dionysian : Focusing on , a 3D Animation Film (디오니소스적 관점에서 본 애니메이션 영화의 선악 표현 : 3D 애니메이션 <빅 히어로>를 중심으로)

  • An, Se-Ung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.31-55
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    • 2015
  • The purpose of this study is to pay attention to the expression of good and evil which has Been significantly developed out of the existing dichotomous good and evil in animation films and to identify for them. Even though 3D animation films provides us with a sense of realistic existence due to surprising technical powers, the stories contained in such films tend to remain in the limit of family films. However, recently, some films have been presented beyond such limit with a scenario that makes people introspect their inner side. Among them, this study considered the expression of good and evil of , which extended the meaning of didactic morality into the dimension of 'Philosophy of Dionysian yes', as significant for research purpose. More specifically, this study looked at and discussed this film in more details in the aspect of focusing on the value of good and evil for eliminating the boundary of the existing perspective and pursuing positive overcoming. The frame of the concept for discussion used the philosophical statements of Kant and Hegel as well as Nietzsche who explained the meaning of good and evil with Dionysian view. As to the method of research, this study attempted to understand the theoretically related concepts and discuss the meaning, along with the presentation of examples, by inputting such meaning into the expression of good and evil presented in the film. This study has the implication in identifying that an animation film, as a virtual world, plays a role of opening a new prospect for conversion of thought in our real world and expecting a future progress.

A Study on the Army Tactical C4I System Information Security Plan for Future Information Warfare (미래 정보전에 대비한 육군전술지휘정보체계(C4I) 정보보호대책 연구)

  • Woo, Hee-Choul
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.1-13
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    • 2012
  • This study aims to analyze actual conditions of the present national defense information network operation, the structure and management of the system, communication lines, security equipments for the lines, the management of network and software, stored data and transferred data and even general vulnerable factors of our army tactical C4I system. Out of them, by carrying out an extensive analysis of the army tactical C4I system, likely to be the core of future information warfare, this study suggested plans adaptive to better information security, based on the vulnerable factors provided. Firstly, by suggesting various information security factor technologies, such as VPN (virtual private network), IPDS (intrusion prevention & detection system) and firewall system against virus and malicious software as well as security operation systems and validation programs, this study provided plans to improve the network, hardware (computer security), communication lines (communication security). Secondly, to prepare against hacking warfare which has been a social issue recently, this study suggested plans to establish countermeasures to increase the efficiency of the army tactical C4I system by investigating possible threats through an analysis of hacking techniques. Thirdly, to establish a more rational and efficient national defense information security system, this study provided a foundation by suggesting several priority factors, such as information security-related institutions and regulations and organization alignment and supplementation. On the basis of the results above, this study came to the following conclusion. To establish a successful information security system, it is essential to compose and operate an efficient 'Integrated Security System' that can detect and promptly cope with intrusion behaviors in real time through various different-type security systems and sustain the component information properly by analyzing intrusion-related information.

Evaluation of Flow Experience by using Psychophysiological Visual Feedbacks

  • Kim, Jung Yong;Min, Seung Nam;Park, Yong Duck
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.6
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    • pp.481-487
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    • 2013
  • 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.

The Expressive of <The Emperor and the Assassin>'s Comic Image from the Perspective of Narrative (서사적 관점에서 본 만화 <형가자진왕>의 도상 표현)

  • Jo, Jeong-Rae
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.84-93
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    • 2014
  • Comics uses words to convey its content and meaning, while the comic image conveys the content as a narrative function to represent how language is combined with the text. This paper makes a comparison and analysis of the comics of Japan and South Korea, in terms of words and image expression, narrative techniques, and the way of communication, to study the characteristics of image narrative. The comic image of Jing ke is the other as a flow of narrative and getting rid of the current screen, to resonate with the readers. Go U-yeong's comics and Sumeragi Natsuki's set up a virtual narrative time and space through the line, surface, space and shade, to realize the reproduction of unhistorical facts and the significance of narrative with the artist's imagination. Sumeragi Natsuki's comics uses historical facts to represent exquisite narrative like still-life paintings. She focuses on the description of the objective facts of history, to seek the sensitive comic image beyond reality. The image narration of Go U-yeong's comics is a clash between his historical narrative among the subjective romantic image and the readers' awareness narrative flow that they insist inside. Therefore, he tries to keep balance. The instant image in his comics is not a reproduction of the historical real moment, but a reproduction image of the reality reconstructed by his own pursuit of narrative.

Development of Building Monitoring Techniques Using Augmented Reality (증강현실을 이용한 건물 모니터링 기법 개발)

  • Jeong, Seong-Su;Heo, Joon;Woo, Sun-Kyu
    • Korean Journal of Construction Engineering and Management
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    • v.10 no.6
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    • pp.3-12
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    • 2009
  • In order to effectively distribute the resources, it is very critical to understand the status or progress of construction site quickly and accurately. Augmented Reality (AR) can provide this situation with information which is convenient and intuitive. Conventional implementation of AR in outdoor or construction site condition requires additional sensors or markers to track the position and direction of camera. This research is aimed to develop the technologies which can be utilized in gathering the information of constructing or constructed buildings and structures. The AR technique that does not require additional devices except for the camera was implemented to simplify the system and improve utility in inaccessible area. In order to do so, the position of camera's perspective center and direction of camera was estimated using exterior orientation techniques. And 3D drawing model of building was projected and overlapped using this information. The result shows that by using this technique, the virtual drawing image was registered on real image with few pixels of error. The technique and procedure introduced in this paper simplifies the hardware organization of AR system that makes it easier for the AR technology to be utilized with ease in construction site. Moreover, this technique will help the AR to be utilized even in inaccessible areas. In addition to this, it is expected that combining this technique and 4D CAD technology can provide the project manager with more intuitive and comprehensive information that simplifies the monitoring work of construction progress and planning.


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