In recent years, Unmanned Aerial Vehicles (UAV) have been widely used in various industries. However, as the depend ence on UAV increases rapidly, concerns about the security and safety of UAV are growing. Currently, various vulnerabili ties such as stealing the control right of the UAV or the right to communicate with the UAV in the web application are being disclosed. However, there is a lack of research related to the security of UAV. Therefore, in this paper, a study was conducted to determine whether the packet data was normal or abnormal by collecting packet data of an unmanned aerial vehicle in a HITL(Hardware In The Loop) simulation environment similar to the real environment. In addition, this paper proposes a method for reducing computational cost in the modeling process and increasing the ease of data interpretation, a machine learning-based anomaly detection model that detects abnormal data by learning only normal data, and optimized hyperparameter values.
With the advent of smartphones, people can access various information through the internet anytime and anywhere. Even in the vehicle environment, users can use the internet. Users interact with web and applications every day and get information. However, as the amount of data to be processed by the program increases, users inevitably receive a message to wait. User waiting is an inconvenient experience, but minimizing user waiting is the best way because there is time required for data processing. However, if the service processing time exceeds the expected time, users experience more severe boredom and pain. Therefore, various methods and researches are being conducted to alleviate the boredom of user waiting. The most commonly used method to alleviate user waiting boredom is loading. In this study, we investigated the effect of skeleton loading, the latest loading technique, on user waiting experience, and how attractive it is as a design technique in terms of UI compared to other loading techniques.
This study encompasses the performance of static and fatigue test for the 8 large scale test specimens to clarify the fatigue behavior of coped stringer and the effect of the repair and strengthening on the damaged stringer of the floor system in steel railway bridges. For the purpose of the research, the actual stress wave for the existing bridge was measured, the basic stress range frequency histogram was made and the equivalent stress range was calculated. Using the result from the equivalent stress range made by adjusting the stress range, the static and fatigue test was carried out by identifying the previous rehabilitation and after. As the result of the static tests, it was revealed that the level of local stress under the S1 specimen test of the real equivalent stress range was similar to tensile strength of the test material, and it was consistent with the requirement of the initiation condition of the fatigue crack. Through the various rehabilitation methods to the damaged specimens, the effects of the repair and reinforcement were analyzed. According to the results of the repair of effect, bolting the high tension bolt over the stop hole was confirmed to be more adequate method than drilling only stop hole to delay the fatigue crack growth. Futhermore, in case of the stringer subjected by bending moment, the reinforcement over the upper flange side was determined to be a useful strengthening method, and the reinforcement to the web of the stringer was not appropriate to accomodate as a adequate strengthening method. Also it was confirmed that the category of the fatigue design for the coped stringer met with the category E specified on the fatigue design criteria of the Highway Standard Specification in Korea.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
/
v.9
no.11
/
pp.501-512
/
2019
The purpose of this study is to explore the necessity and method of the development of modern digital image contents using the story of the literary work 'Guunmong'' by Kim Man-joong. Collective intelligence technique is one of the most recommended. Today, most cultural content development is achieved through the application of digital technology through collaboration of various people from the planning stage to the completion stage. Most prototypes of local cultural contents are developed based on the literary works of artists from the region or background of the region on the works. These local cultural resources can be developed into experiential tourism products and used for the development of local cultural industry. This study first examines the availability of collective intelligence method as a way to effectively develop local cultural contents, and proposes application of image-telling technique and using web-toon characters in digital image contents development. In order to prove the practical applicability of the proposed method, we present an example of cultural contents development of 'Guunmong'. Finally, we propose a new business model based on collective intelligence to develop a system of creation and distribution of the cultural contents through the continuous collaboration.
The purpose of this study is to develop a on-line design tool for effectively coping with e-Business environment, or product design process into a Cyber model for traditional manufacturers which attempts new product development under such environment. It was finally developed as a model named $\ulcorner$Design Vortal Site; e-BVDS) that was based on the structure and style of internet web site. Results of the study can be described as follows ; \circled1 e-Business is based on the Internet. All processes in the context of e-Business require models whose structure and method of use are on-line styles. \circled2 In case that a traditional manufacturing business is converted into e-Business, it is better to first consider Hybrid Model that combines resources and advantages of both such traditional and digital businesses. \circled3 The product design process appropriate for e-Business environment has to have a structure and style that ensure utilization of the process as an Internet web site, active participation by product developers and interactive communication between participants in designing and designers. \circled4 $\ulcorner$e-BDVS) makes possible the use of designers around the wend like in-house designers, overcoming lack in creativity, ideas and human resources traditional business organizations face. However, the operation of $\ulcorner$e-BDVS$\lrcorner$ requires time and budget investments in securing related elements and conditions. \circled5 Cyber designers under $\ulcorner$e-BDVS$\lrcorner$ can easily perform all design projects in cyber space. But they have some limits in playing a role as designers and they have difficulty in getting rewards if such projects completed by them are not finally accepted. \circled6 $\ulcorner$e-BDVS) ensures the rapid use of a wide range of design information and data, reception of a variety of solutions and ideas and effective design development, all of which are not possible through traditional processes. However, this process may not be suitable to be used routine process or tool. \circled7 $\ulcorner$e-BDVS$\lrcorner$ makes it possible for out-sourcing or partners businesses to overcome restrictions in time and space and improve productivity and effectiveness. But such they may have to continue off-line works that can not be treated on-line.
The purpose of this study is to take into consideration the formative and aesthetic characteristics of wedding dresses that existed during the periods of Neo-Classicism and Romanticism which appeared as a reaction toward Neo-Classicism. The method of the research was mainly focused on precedent research data and general references. Furthermore the data on wedding dresses was mainly collected from British, French, and American library and museum web sites. The result of the research is the following. The Neo-Classicism art, which appeared along with the enlightenment in the beginning of the 19th century, pursues beauty based on associations and imitations of ancient Greek and Roman arts. In addition to aforementioned pursuits, the Neo-Classicism art also pursued universal beauty and social usefulness through law and order. This aesthetic value was also applied to the wedding dresses, so classical beauty, natural beauty and universal beauty were expressed as follows: corsets of the previous era were removed from general clothing and Empire style that imitated natural Greek style became predominant. Also, muslin replaced high quality clothes which were used as the main materials of the dressing during the previous era. Empire style's wedding dress became popular and simple colors and styles of the wedding dress expressed the beauty of the human body and emphasized civility at the same time. Romanticism art and costumes opposed rationalism and pursued sentimentalism. Moreover, it pursued diversity, exotic tastes and accepted diverse reactionism unlike Neo-Classicism's simplification and standardization. These aesthetic characteristic were applied to the wedding dress of this period; wedding dress of romanticism pursued feminine and elegant beauty with "X" silhouettes and various decorations, like general costumes. And they were decorated with a variety of excessive accessories, details and trimmings to express romantic sentimentalism. Exotic tastes which included Chinese, Egyptian, Indian influence and other diverse tastes were expressed through hair style, accessories and patterns of shawl. However, the white color in the wedding dress revealed purity and sanctity which cannot be found from general costumes regardless of whether the dress expressed Neo-classicism or Romanticism. As a formal dress worn during wedding ceremonies, the wedding dresses of the royalty revealed dignity and authority and significantly influenced later wedding dress designs.
The collective intelligence is a common-based production by the collaboration and competition of many peer individuals. In other words, it is the aggregation of individual intelligence to lead the wisdom of crowd. Recently, the utilization of the collective intelligence has become one of the emerging research areas, since it has been adopted as an important principle of web 2.0 to aim openness, sharing and participation. This paper introduces an approach to seek the collective intelligence by cognition of the relation and interaction among individual participants. It describes a methodology well-suited to evaluate individual intelligence in information retrieval and classification as an application field. The research investigates how to derive and represent such cognitive intelligence from individuals through the application of fuzzy relational theory to personal construct theory and knowledge grid technique. Crucial to this research is to implement formally and process interpretatively the cognitive knowledge of participants who makes the mutual relation and social interaction. What is needed is a technique to analyze cognitive intelligence structure in the form of Hasse diagram, which is an instantiation of this perceptive intelligence of human beings. The search for the collective intelligence requires a theory of similarity to deal with underlying problems; clustering of social subgroups of individuals through identification of individual intelligence and commonality among intelligence and then elicitation of collective intelligence to aggregate the congruence or sharing of all the participants of the entire group. Unlike standard approaches to similarity based on statistical techniques, the method presented employs a theory of fuzzy relational products with the related computational procedures to cover issues of similarity and dissimilarity.
This study demonstrates how social network analysis can be used for identifying potential buyers in technology marketing; in such, the methodology and empirical results are proposed. First of all, we derived the three most important 'seed' keywords from 'technology description' sections. The technologies are generated by various types of R&D activities organized by South Korea's public research institutes in the fundamental science fields. Second, some 3, 000 words were collected from websites related to the three 'seed' keywords. Next, three network matrices (i.e., one matrix per seed keyword) were constructed. To explore the technology network structure, each network is analyzed by degree centrality and Euclidean distance. The network analysis suggests 100 potentially demanding companies and identifies seven common companies after comparing results derived from each network. The usefulness of the result is verified by investigating the business area of the firm's homepages. Finally, five out of seven firms were proven to have strong relevance to the target technology. In terms of social network analysis, this study expands its application scope of methodology by combining semantic network analysis and the technology marketing method. From a practical perspective, the empirical study suggests the illustrative framework for exploiting prospective demanding companies on the web, raising possibilities of technology commercialization in the basic research fields. Future research is planned to examine how the efficiency of process and accuracy of result is increased.
Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.
In order to clarify the relationship between the Internet utilization of the Korean small export firms for export marketing and it's performance, first, a research model and hypothesis have been made on a theoretical basis. This research hypothesis has been examined through gathering survey data and a statistical analysis based on MANOVA. The conclusion, as well as the main point of this thesis, is that, in most cases, there was a significant statistical connection between the variables of export performances and Internet-utilized export marketing strategies, which are both based on the classical AIDA model of effective hierarchy of communication for sales and advertising. This conclusion brings forth a substantial topic as well as provides meaningful implications for the Korean small export firms when putting together a marketing strategy using the Internet. It is also hoped that this will come as a reference for other researchers henceforth. However, there is an issue of lack of representativeness when considering that the samples were chosen on the basis of the convenience sampling method. Another issue may be that a portion of the subjects were not related to actual trade, but were, in fact, Web masters who operated e-trade systems. Furthermore, there are also numerous problems of missing data, and 6 out of the 8 main hypotheses possessed the issue of fitness level with the data. Therefore, in order to enhance both the representative and fitness levels of the data of further research for this topic, future respondents will have to have special trade knowledge, as well as technical knowledge of e-trade. However, unless the Internet begins to greatly contribute to export marketing of corporations, this type of enterprising spirit by corporations in gathering suitable respondents will not surface. Although not used in examining the hypotheses of this particular thesis, the relationship between competitive and circumstantial variables, which were added to the upcoming survey, and export performances will soon be analyzed and announced in order to atone for some of the standards this thesis fell short of.
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