• Title/Summary/Keyword: dApp

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Chloride diffusivity of concrete: probabilistic characteristics at meso-scale

  • Pan, Zichao;Ruan, Xin;Chen, Airong
    • Computers and Concrete
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    • v.13 no.2
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    • pp.187-207
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    • 2014
  • This paper mainly discusses the influence of the aggregate properties including grading, shape, content and distribution on the chloride diffusion coefficient, as well as the initiation time of steel corrosion from a probabilistic point of view. Towards this goal, a simulation method of random aggregate structure (RAS) based on elliptical particles and a procedure of finite element analysis (FEA) at meso-scale are firstly developed to perform the analysis. Next, the chloride diffusion coefficient ratio between concrete and cement paste $D_{app}/D_{cp}$ is chosen as the index to represent the effect of aggregates on the chloride diffusion process. Identification of the random distribution of this index demonstrates that it can be viewed as actually having a normal distribution. After that, the effect of aggregates on $D_{app}/D_{cp}$ is comprehensively studied, showing that the appropriate properties of aggregates should be decided by both of the average and the deviation of $D_{app}/D_{cp}$. Finally, a case study is conducted to demonstrate the application of this mesoscopic method in predicting the initiation time of steel corrosion in reinforced concrete (RC) structures. The mesoscopic probabilistic method developed in this paper can not only provide more reliable evidences on the proper grading and shape of aggregates, but also play an important role in the probability-based design method.

A Study on the Development of App Ecosystem based Smart Home

  • Moon, Junsik;Park, Chan Young
    • Architectural research
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    • v.18 no.1
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    • pp.13-20
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    • 2016
  • Smart Home has achieved remarkable developments over the past few decades. In the ICT(Information and Communications Technology) field, 'app ecosystem'-a collection of multiple devices such as mobile phones and tablets, software (operating system and development tools), companies (manufacturers, carriers, app-stores, etc.) and the process through which data is transferred/shared by a user from one device to another device or by the device itself-has come into wide use since the advent of the smart phone. Due to the synergy effect of the 'app ecosystem', it has been applied to various fields such as televisions and automobile industries. As a result, both the Smart TV and connected vehicle have developed their own ecosystem. Although much research has been conducted on these two ecosystems, there is a lack of research regarding 'App Ecosystem based Smart Home' (AESH). This research focuses on the building scenarios based on 'Tracking, Analyzing, Imaging, Deciding, and Acting (T.A.I.D.A), a future prediction method process. Rather than taking an approach from the perspective of providing and applying advanced technology for research on building future scenarios, this paper focuses on research from the perspective of architectural planning. As a result, two future scenarios of AESH are suggested.

Construction of 3D shapes of objects from reconstructed 3D points (복원된 3차원 점들로부터 3차원 객체 모양 구성)

  • Mlyahilu, John;Kim, Jongnam
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.822-824
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    • 2018
  • Estimation of 3-D objects from 2-D images is inherently performed by either motion or scene features methods as it has been described in different literatures. Structure from motion as a method employed in this study uses calibrated camera and reconstructed 3-D points from the structure of the scene for reliable and precise estimates. In this study we construct 3-D shapes using color pixels and reconstructed 3-D points to determine observable differences for the constructed 3-D images. The estimation using reconstructed 3-D points indicates that the sphere is recovered by the use of scale factor due to its known size while the one obtained by using color pixels has look similar to the former but different in the scales of the axes.

Augmented Reality to Localize Individual Organ in Surgical Procedure

  • Lee, Dongheon;Yi, Jin Wook;Hong, Jeeyoung;Chai, Young Jun;Kim, Hee Chan;Kong, Hyoun-Joong
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.394-401
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    • 2018
  • Objectives: Augmented reality (AR) technology has become rapidly available and is suitable for various medical applications since it can provide effective visualization of intricate anatomical structures inside the human body. This paper describes the procedure to develop an AR app with Unity3D and Vuforia software development kit and publish it to a smartphone for the localization of critical tissues or organs that cannot be seen easily by the naked eye during surgery. Methods: In this study, Vuforia version 6.5 integrated with the Unity Editor was installed on a desktop computer and configured to develop the Android AR app for the visualization of internal organs. Three-dimensional segmented human organs were extracted from a computerized tomography file using Seg3D software, and overlaid on a target body surface through the developed app with an artificial marker. Results: To aid beginners in using the AR technology for medical applications, a 3D model of the thyroid and surrounding structures was created from a thyroid cancer patient's DICOM file, and was visualized on the neck of a medical training mannequin through the developed AR app. The individual organs, including the thyroid, trachea, carotid artery, jugular vein, and esophagus were localized by the surgeon's Android smartphone. Conclusions: Vuforia software can help even researchers, students, or surgeons who do not possess computer vision expertise to easily develop an AR app in a user-friendly manner and use it to visualize and localize critical internal organs without incision. It could allow AR technology to be extensively utilized for various medical applications.

Development of Augmented Reality Walking Navigation App using Dijkstra Algorithm

  • Jeong, Cho-Hui;Lee, Myung-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.2
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    • pp.89-95
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    • 2017
  • There are a variety of apps that are finding their way. And in car navigation, we launched a product that reflects Augmented Reality technology this year. However, existing apps have problems. It is implemented in 2D or 3D, has a large error range because it has been modified in most vehicles, is not updated in real time, and car augmented reality navigation is a vehicle, and a separate device is required, etc. In this study, we implemented a smartphone app for walking directions using augmented reality, and made it possible to intuitively use a route service from a user 's location to a destination. The Dijkstra algorithm is applied to calculate the shortest path to solve the problem of finding the route with the least cost. By using this application, it is possible to use the route search service even in a data-free environment, to solve the inconvenience of the language barrier, and to update in real time, so that the latest information can be always maintained. In the future, we want to develop an app that can be commercialized by using a character in the path to promote it.

Simplification Method for Lightweighting of Underground Geospatial Objects in a Mobile Environment (모바일 환경에서 지하공간객체의 경량화를 위한 단순화 방법)

  • Jong-Hoon Kim;Yong-Tae Kim;Hoon-Joon Kouh
    • Journal of Industrial Convergence
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    • v.20 no.12
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    • pp.195-202
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    • 2022
  • Underground Geospatial Information Map Management System(UGIMMS) integrates various underground facilities in the underground space into 3D mesh data, and supports to check the 3D image and location of the underground facilities in the mobile app. However, there is a problem that it takes a long time to run in the app because various underground facilities can exist in some areas executed by the app and can be seen layer by layer. In this paper, we propose a deep learning-based K-means vertex clustering algorithm as a method to reduce the execution time in the app by reducing the size of the data by reducing the number of vertices in the 3D mesh data within the range that does not cause a problem in visibility. First, our proposed method obtains refined vertex feature information through a deep learning encoder-decoder based model. And second, the method was simplified by grouping similar vertices through K-means vertex clustering using feature information. As a result of the experiment, when the vertices of various underground facilities were reduced by 30% with the proposed method, the 3D image model was slightly deformed, but there was no missing part, so there was no problem in checking it in the app.

Design and Implementation of a Framework for Collaboration Systems in the Shipbuilding and Marine Industry (조선해양 설계분야에서 협업시스템을 위한 프레임워크의 설계 및 구현)

  • Yun, Moon-Kyeong;Kim, Hyun-Ju;Park, Min-Gil;Han, Myeong-Ki;Kim, Wan-Kyoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.270-273
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    • 2015
  • In shipbuilding and marine industry, engineering and design software solutions have upgraded from the original 2D schematic data based CAD system to a modern 3D drawing-based system. Due to the fact that the massive amount of data usage in real time and data volumes of various engineering models including graphic data have increased, several problems such as lack of server resources and improper handling of 3D drawings have been raised. Besides, increasing the number of session connections per server can cause deterioration of server performance. Recently, increasing the yard's sophisticated design capabilities highlighted the need to develop engineering and design system which would not only overcome the network performance issues, but would provide efficient collaborative design environment. This paper presents an overview of the framework for collaborative engineering design system based on the virtual application (Citrix XenApp 6.5)and acceleration hardware technology of 3D graphics (NVIDIA GRID K2 solution).

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Implementation of a Blockchain-based Talent Trading Platform to Reduce Transaction Costs (거래 비용 절감을 위한 블록체인 기반 재능거래 플랫폼)

  • Yang, Seonghun;Jin, Hoe-Yong;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.922-934
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    • 2020
  • The talent trading platform is a platform that brokers transactions such as program coding, media content production (video, music, presentation materials, etc.), design, learning, and repair. Existing talent trading platforms provide a server-client model-based service, which incurs server operating costs and arbitration labor costs for transactions, which has a disadvantage that users bear high service fees. This paper proposes a method to reduce server and database operation costs by uploading transaction information to blocks through the system as a distributed app (dApp) based on the Ethereum platform. In addition, it proposes a method to lower transaction fees by reducing the labor cost of transaction arbitrators through smart contracts. Compare and analyze the cost processing procedure and transaction fee size of the blockchain-based talent trading platform and the existing talent trading platform.

Design and Development of Implementation of augment reality application with support cross-platform (크로스 플랫폼을 지원하는 증강현실 구현 앱의 설계 및 개발)

  • Jo, Jae-ik;Jeon, Je-eung;Bae, Dong-hyeun;Yoon, Hyeon-su;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.438-440
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    • 2017
  • In this research, we design and develop an app that can be run on multiple platforms and easily realize augmented reality. It works on PC and mobile (Android, iOS) in cross platform and users want to lower the barriers to entry of augmented reality by allowing users to select the marker to be augmented reality coordinates and the model to be implemented within the app. The app consists of Unity 3D engine and ARToolkit, an open source augmented reality SDK. Unity 3D integrates UI, markers and objects, and is used as the main engine for cross-platform development. This paper presents the design and production method of the augmented reality application and explains the use examples.

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An Exploratory Study on Domestic Mobile Games and In-app Payment Fees (국내 모바일 게임 및 인앱 결제 수수료 적정성에 대한 탐색적 연구)

  • Lee, Taehee;Jeon, Seongmin
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.55-66
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    • 2021
  • The mobile application (APP) market is growing at an unprecedented speed. Amid such growth, the global platform providers are mandating exclusive in-app payments and charging 30% for platform commission fees. A serious tension has arisen between mobile global platform providers and local content providers. The present study attempts to analyze the domestic mobile game market and in-app payment commission fees. This study estimates the size of the domestic mobile game market and platform commission fees by directly using publicly available financial statements and footnote information of some representative listed mobile game firms. Also, the study analyzes the cost structures of the same sample firms and attempts to draw some implications on sustainable growths of the mobile game ecosystem. We estimated that, in 2019, the domestic mobile game market is around 4.9 trillion Won and the ensuing in-app payment commission fees market was 1.5 trillion Won. High market share firms display a proportional increase in in-app payment commission fees in relation to sales growth. This, in turn, makes the in-app payment commission fees a primary cost item far exceeding employee salaries and R&D expenses. During the same period, low market share firms generated a mere profit or experienced net loss. Analysis of the cost structure reveals that these firms are even more liable to higher in-app payment commission fee cost structure than high market share. Most constituents of the mobile game ecosystem are small business entrepreneurs. By employing a micro-level analysis, the study estimates that, in 2019, a representative median firm generates 530 million Won in sales. At the same time, it spends 190 million Won in employee salaries, 50 Won million in R&D and 190 million Won in in-app payment commission fees, respectively. In the absence of other cost items, these three cost items alone account for 73.8% of sales revenue. The results imply that a sustainable growth of the local mobile game market heavily depends upon the cost structure of such representative median firm, the in-app payment commission fees being the primary cost item of such firm.