• Title/Summary/Keyword: Virtual view

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An Empirical Correlation Study Between Sasang Constitutions and Job Characteristic (사상체질과 작업특성간의 실증적 상관관계 연구)

  • Yoon, Sang-won;Kal, Won-mo
    • Journal of Sasang Constitutional Medicine
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    • v.12 no.1
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    • pp.37-47
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    • 2000
  • We detect lots of problems on the manufacturing spot because of working results done without considering the aptitude and inherited temper(constitution, blood type, male and female) of the worker, and they lead to results not only the occupational disease and the cause of industrial accidents but also quality deterioration and productivity reduction in point of view of manufacturing management. For the purpose of solving these problems, this study is perfomed by grasping the correlation sasang constitutions and job characteristic of small & medium enterprises. We classify sasang constitutions to four types : so-yang-in type, tae-yang-in type, tae-em-in type, so-em-in type by the utilization of QSCC II and the doctor aid of oriental medicine, and also survey differences of classified sasang constitutions with previous studies. This study tries to identify significant features between major jobs resulting from sasang constitution types in a specific small & medium enterprise producing agricultural machinery(a tractor, a combine, etc). The results of this case study indicate that sasang constitution types influences job types. Under the working conditions that virtual reality scene photographed by video camera are running, also the effects of brain function of each worker using Electroencephalograms(EEGs) are investigated. Electroencephalograms(EEGs) provide much information about the brain function, such as relaxation, concentration, various thoughts and so on. Previous studies reported the appearance of ${\theta}$ waves and an increase in the ${\alpha}$ waves during psychologically satisfaction conditions. An statistical analysis of experiments conducted shows the various changes of brain waves(${\alpha},{\beta},{\theta},{\delta}$ waves). By means of these study results, we can identify that sasang constitutions should be applied to contribute much to quality advancement and productivity improvement through a comparative study on the job characteristic.

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Human-likeness of an Agent's Movement-Data Loci based on Realistically Limited Perception Data (제한적 인지 데이터에 기초한 에이전트 움직임-데이터 궤적의 인간다움)

  • Han, Chang-Hee;Kim, Won-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.4
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    • pp.1-10
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    • 2010
  • This present paper's goal is to show a virtual human agent's movement-data loci based on realistically limited perception data is human-like. To determine human-likeness of the movement-data loci, we consider interactions between two parameters: Realistically Limited Perception (RLP) data and Incremental Movement-Path data Generation (IMPG). That is to consider how the former (i.e., RLP), one of the simulated parameters of human thought or its elements dictates the latter (i.e., IMPG), one of the simulated parameters of human movement behavior. Mapping DB is a prerequisite for navigation in an agent system because it functions as an interface between perception and movement behavior. Although Hill et al. studied mapping DB methodology based on RLP, their research dealt only with a rendering camera's view point data. The agent system in this present paper was integrated with the Hill's mapping DB module and then the two parameters' interaction was considered on a military reconnaissance mission with unexpected enemy emergence. Movement loci that were generated by the agent and subjects were compared with each other. The agent system in this present research verifies that it can be a functional test bed for producing human-like movement-data loci although the human-likeness of agent is the result of a pilot test, determined by two parameters (RLP and IMPG) and only 30 subjects.

Cyber-Lecture Management System based on XML (XML 기반의 사이버 강좌관리 시스템)

  • Kim, Hye-Young;Kim, Hwa-Sun;Kim, Heung-Sik;Kim, Sang-Gyun;Choi, Heung-Kook
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.529-538
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    • 2003
  • The speedy development of the world-wide web is rapidly growing the internet-based tools for the remote instruction. In interchanging and expressing the information of one another on the web, it is produced through the form of HTML(Hyoertext Text Markup Language). However, the structural disadvantage of the HTML is becoming to require a powerful XML(eXtensible Markup Language) which can store all the sphere of data, and transform them into another form. Nevertheless, because the powerful XML(eXtensible Markup Language). However necessary that XML standard should be applied appropriately. Because existing lecture data of cyber education sites cannot be shared, the users should passively use only the functions offered by cyber school. To solve the problem of this limit, in this study, the standardized data structure for XML is defined, and system model for processing between the server and the client is provided. By storing the lecture data of cyber education sites as XML on the web, stored data came to be reused without changing on any site. In the view of Users, they could used the Internet service with equipment that they want at any place and any time. To control any kinds of CK\LMS(Cyber Lecture Management System) for Administrator and Users, we offered a variety of Multimedia applications and an easy interface and built a new style of CLMS. Therefore, by strong and extracting the data related with the virtual education of the secondary school through the form of XML, for the effective interchange and sharing of the information, maximum utilization of the information can be achieved.

Interactive 3D Visualization of Ceilometer Data (운고계 관측자료의 대화형 3차원 시각화)

  • Lee, Junhyeok;Ha, Wan Soo;Kim, Yong-Hyuk;Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.2
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    • pp.21-28
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    • 2018
  • We present interactive methods for visualizing the cloud height data and the backscatter data collected from ceilometers in the three-dimensional virtual space. Because ceilometer data is high-dimensional, large-size data associated with both spatial and temporal information, it is highly improbable to exhibit the whole aspects of ceilometer data simply with static, two-dimensional images. Based on the three-dimensional rendering technology, our visualization methods allow the user to observe both the global variations and the local features of the three-dimensional representations of ceilometer data from various angles by interactively manipulating the timing and the view as desired. The cloud height data, coupled with the terrain data, is visualized as a realistic cloud animation in which many clouds are formed and dissipated over the terrain. The backscatter data is visualized as a three-dimensional terrain which effectively represents how the amount of backscatter changes according to the time and the altitude. Our system facilitates the multivariate analysis of ceilometer data by enabling the user to select the date to be examined, the level-of-detail of the terrain, and the additional data such as the planetary boundary layer height. We demonstrate the usefulness of our methods through various experiments with real ceilometer data collected from 93 sites scattered over the country.

The Possibilities in Craft Creation through Convergence (융합에 의한 공예 창작의 가능성)

  • Park, Jungwon;Xie, Wenqian;Ro, Hae-Sin;Kim, Won-Seok
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.51-58
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    • 2018
  • The late 20th century saw the industrial period end only to transform into the digital era where people have begun to pay attention to craft because it a field that respects emotion as the essential value, an alternative to overcome the side effect that people have created. Today a new world - where the virtual and the real co-exist through artificial intelligence (AI) - has suddenly approached us and the future of craft is faced with a new situation as it needs to present a new creative solution as a tool that is necessary for human way of life - a tool that has been a necessity throughout history and the evolution of life. As a result for a continued development, craft attempts to establish a new paradigm through current trends represented by our modern society, which is the emergence of creative development through convergence. This study presents creative experiments attempted through the convergence of craft with other heterogeneous tendencies connected to the field. The objective of the study is to enable makers to acquire a more creative way of thinking at the same time as inspiring them and suggesting new creative possibilities in order to develop their work through creative convergence. In Chapter 2, the study investigates on the current status of craft in general, and compares it with what is taking place in Korea; in Chapter 3 the significance of convergence in craft and the process of creating is addressed through case studies. Lastly in Chapter 4, with the basis on analytical case studies, the attribute and the potential of convergence in the field of craft is observed. By analyzing different phenomena presented through attempts to converge in contemporary craft, it has been possible to view the future of the 21st century craft through assessments on what is active and what is as yet hidden potential.

Enhanced Image Mapping Method for Computer-Generated Integral Imaging System (집적 영상 시스템을 위한 향상된 이미지 매핑 방법)

  • Lee Bin-Na-Ra;Cho Yong-Joo;Park Kyoung-Shin;Min Sung-Wook
    • The KIPS Transactions:PartB
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    • v.13B no.3 s.106
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    • pp.295-300
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    • 2006
  • The integral imaging system is an auto-stereoscopic display that allows users to see 3D images without wearing special glasses. In the integral imaging system, the 3D object information is taken from several view points and stored as elemental images. Then, users can see a 3D reconstructed image by the elemental images displayed through a lens array. The elemental images can be created by computer graphics, which is referred to the computer-generated integral imaging. The process of creating the elemental images is called image mapping. There are some image mapping methods proposed in the past, such as PRR(Point Retracing Rendering), MVR(Multi-Viewpoint Rendering) and PGR(Parallel Group Rendering). However, they have problems with heavy rendering computations or performance barrier as the number of elemental lenses in the lens array increases. Thus, it is difficult to use them in real-time graphics applications, such as virtual reality or real-time, interactive games. In this paper, we propose a new image mapping method named VVR(Viewpoint Vector Rendering) that improves real-time rendering performance. This paper describes the concept of VVR first and the performance comparison of image mapping process with previous methods. Then, it discusses possible directions for the future improvements.

Low Resolution Depth Interpolation using High Resolution Color Image (고해상도 색상 영상을 이용한 저해상도 깊이 영상 보간법)

  • Lee, Gyo-Yoon;Ho, Yo-Sung
    • Smart Media Journal
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    • v.2 no.4
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    • pp.60-65
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    • 2013
  • In this paper, we propose a high-resolution disparity map generation method using a low-resolution time-of-flight (TOF) depth camera and color camera. The TOF depth camera is efficient since it measures the range information of objects using the infra-red (IR) signal in real-time. It also quantizes the range information and provides the depth image. However, there are some problems of the TOF depth camera, such as noise and lens distortion. Moreover, the output resolution of the TOF depth camera is too small for 3D applications. Therefore, it is essential to not only reduce the noise and distortion but also enlarge the output resolution of the TOF depth image. Our proposed method generates a depth map for a color image using the TOF camera and the color camera simultaneously. We warp the depth value at each pixel to the color image position. The color image is segmented using the mean-shift segmentation method. We define a cost function that consists of color values and segmented color values. We apply a weighted average filter whose weighting factor is defined by the random walk probability using the defined cost function of the block. Experimental results show that the proposed method generates the depth map efficiently and we can reconstruct good virtual view images.

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The Relationship between Offline Trust and Online Transaction in Internet Banking (인터넷 뱅킹에서 오프라인 신뢰와 온라인 거래의 관계)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.29-47
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    • 2007
  • Owing to the rapid growth of using the Internet, not only click-and-mortar companies but also brick-and-mortar ones have been expanding their distribution channels into online, Moreover, since online channels are more attractive than offline ones in control and maintenance, switching customers into online ones is emerged as one of very important managerial issues in a view of reduction of cost as well as expansion of services. However, the switched customers should be faced by uncertainties which could not have been experienced in offline. Specifically, in online channels, buyers and sellers are separated temporally and spacially and there are always so many kinds of threat for security as well as not enough systems and conventions for them yet. Therefore, trust has been considered as one of the most critical mechanisms for resolution of such uncertainties in online transactions. However, it is not easy to build and maintain the relationships in online since most of them are virtual and indirect generally. Therefore, in order to switch offline customers into online ones, it is very important to make strategies based on identification of the relationship between online transaction and offline trust which has been built in offline business. Generally offline trust, which has been built independent of online, could not include trust for online-dependent activities such as payment security during or after transactions, while most of online trust include it. Therefore, a customer with high offline trust does not always perceive high security and assure safe transactions. Accordingly, while online trust, where technical capabilities for online security is one of main bases, includes control trust implicitly or explicitly, offline trust does not. However. in spite of such clear discrimination and independence between offline trust and perceived security, there can be the significant dependency between these two beliefs. The customers with high offline trust believe that the company would do some activities for online security for customers' safe transactions since it has been believed of doing well for customers' trust. Theoretically, users' perception of security is interpreted as a kind of control trus, which is trust for company's technical control capacities in order to resolve technical uncertainties in online. Therefore, the relationship between two beliefs can be considered as transference from offline trust to another type trust. that is, control trust. The objective of this study is to analyze the effect of offline trust on online transaction uses mediated by perceived security. For this purpose, we suggest a research model based on technology acceptance model (TAM). Reuse intention is adopted as a dependent variable and TAM is modified by adding perceived risk (PR) as well as two beliefs of using Internet banking, perceived usefulness (PU) and perceived ease of use (PEOU). Moreover, perceive security (PS) is adopted as an external variable for PR and PU, while offline trust (OT) is an antecedent of PS. For an empirical test, sampling from 108 visitors to the banks in Daegu, Korea, we analyze our model by partial least square (PLS) approach. In result, our model is shown to explain 51.4% of the variance in reuse intention and all hypothesis are supported statistically. A theoretical implication of this study is to identify a role of PS between offline trust and reuse intention of using online transaction services. According to our result, PS can be considered as a mediation variable for bridging between two different concepts: trust that explains social aspects of customers and companies, and TAM that explains customers' reuse intention.

A Remote Control System for Home Appliance using Low Speed Network (저속 네트워크 기반의 가전기기를 위한 원격 제어 시스템)

  • 김용호;이종환;유동희;김경석
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.6
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    • pp.699-711
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    • 2003
  • Home networking and Internet control technologies must satisfy three requirements with a view to being applied to home for raising the qualify of human life. Firstly, the cost of adding home networking ability to the traditional appliance must be minimized. Secondly, the mutual accessibility between home network and Internet must be guaranteed in the various Internet service environment of home. Finally, communication must be possible between the home network and the Internet that use different communications protocols. This paper proposes the ARCS (Appliance Remote Control System) that controls appliances based on LnCP (Living network Control Protocol) via the Internet. LnCP is the most cost-effective network and control protocol for home network. ARCS guarantees the accessibility from the Internet to home network and provides users with the virtual interface designed for controlling appliances using the Internet application program. In addition, this paper proposes AICS (Appliance Internet Control Specification). AICS, is based on LnCP, defines the message structure and control commands for the Internet control communication. ARCS and home gateway are developed to meet AICS.

Building an SNS Crawling System Using Python (Python을 이용한 SNS 크롤링 시스템 구축)

  • Lee, Jong-Hwa
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.5
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    • pp.61-76
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    • 2018
  • Everything is coming into the world of network where modern people are living. The Internet of Things that attach sensors to objects allows real-time data transfer to and from the network. Mobile devices, essential for modern humans, play an important role in keeping all traces of everyday life in real time. Through the social network services, information acquisition activities and communication activities are left in a huge network in real time. From the business point of view, customer needs analysis begins with SNS data. In this research, we want to build an automatic collection system of SNS contents of web environment in real time using Python. We want to help customers' needs analysis through the typical data collection system of Instagram, Twitter, and YouTube, which has a large number of users worldwide. It is stored in database through the exploitation process and NLP process by using the virtual web browser in the Python web server environment. According to the results of this study, we want to conduct service through the site, the desired data is automatically collected by the search function and the netizen's response can be confirmed in real time. Through time series data analysis. Also, since the search was performed within 5 seconds of the execution result, the advantage of the proposed algorithm is confirmed.