• Title/Summary/Keyword: dApp

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Crack Growth Instability for Ductile Material Using the Compact Tension Specimen (컴팩트 인장 시편을 이용한 연성 재료의 불안정 균열 성장에 관한 연구)

  • 이홍서;김희송
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.13 no.5
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    • pp.928-937
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    • 1989
  • Applicability of $T_{\delta}$ proposed by Shin et al as an instability parameter for ductile material is investigated, Both general fracture test and instability fracture test are performed using compact tension specimens of structural alloy steel(SCM4), The values of ( $T_{\delta}$)$_{app}$(applied tearing modules) estimated from the real load vs. crack growth curve measured from experiments are compared with those estimated from the limit load vs. crack growth curve. The results are:(1) the $T_{\delta}$ parameter may be used as a crack instability parameter:(2) the use of ( $T_{\delta}$)$_{app}$ estimated from the load-crack growth curve, proposed in this study is reasonably justified.ified.d.

Characteristics of New Luxury in Louis Vuitton's D2C-Based Mobile Application (D2C(Direct-to-Consumer) 기반 루이비통 모바일 앱에 나타난 뉴 럭셔리(New Luxury) 특성)

  • Kim, Mikyung;Yim, Eunhyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.741-757
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    • 2021
  • In addition to direct sales to consumers, the direct-to-consumers (D2C) strategy, which provides specialized experiences and services, communicates closely with a consumer's perspective. This tendency is related to the recent trend wherein the luxury fashion system is being transformed into a new luxury. Therefore, this study analyzes the development of online D2C platforms and investigates the characteristics of new luxury from the functional, symbolic, and experiential dimension perspectives based on mobile apps, which is becoming increasingly important among online D2C platforms. Based on the study results, the premium of new luxury fashion displayed in Louis Vuitton's mobile D2C platform in terms of product utility and functionality is newly defined as a usable luxury experience. Moreover, from the heritage perspective, based on the cultural sympathy of the brand contents, we determine that an attachment can be formed between new luxury fashion consumers and brands. Additionally, the personalization service and experiential content on the D2C platform can directly afford emotional and bonding induced brand immersion in a playful way.

AR Anchor System Using Mobile Based 3D GNN Detection

  • Jeong, Chi-Seo;Kim, Jun-Sik;Kim, Dong-Kyun;Kwon, Soon-Chul;Jung, Kye-Dong
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.54-60
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    • 2021
  • AR (Augmented Reality) is a technology that provides virtual content to the real world and provides additional information to objects in real-time through 3D content. In the past, a high-performance device was required to experience AR, but it was possible to implement AR more easily by improving mobile performance and mounting various sensors such as ToF (Time-of-Flight). Also, the importance of mobile augmented reality is growing with the commercialization of high-speed wireless Internet such as 5G. Thus, this paper proposes a system that can provide AR services via GNN (Graph Neural Network) using cameras and sensors on mobile devices. ToF of mobile devices is used to capture depth maps. A 3D point cloud was created using RGB images to distinguish specific colors of objects. Point clouds created with RGB images and Depth Map perform downsampling for smooth communication between mobile and server. Point clouds sent to the server are used for 3D object detection. The detection process determines the class of objects and uses one point in the 3D bounding box as an anchor point. AR contents are provided through app and web through class and anchor of the detected object.

Interactive Authoring Tool for Mobile Augmented Reality Content

  • Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.612-630
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    • 2016
  • As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.

A Comparison between Extract Products of Magnolia officinalis on Memory Impairment and Amyloidogenesis in a Transgenic Mouse Model of Alzheimer's Disease

  • Lee, Young-Jung;Choi, Dong-Young;Han, Sang-Bae;Kim, Young-Hee;Kim, Ki-Ho;Seong, Yeon-Hee;Oh, Ki-Wan;Hong, Jin-Tae
    • Biomolecules & Therapeutics
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    • v.20 no.3
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    • pp.332-339
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    • 2012
  • The components of Magnolia officinalis have well known to act anti-inflammatory, anti-oxidative and neuroprotective activities. These efficacies have been sold many products as nutritional supplement extracted from bark of Magnolia officinalis. Thus, to assess and compare neuroprotective effect in the nutritional supplement (Magnolia $Extract^{TM}$, Health Freedom Nutrition LLC, USA) and our ethanol extract of Magnolia officinalis (BioLand LTD, Korea), we investigated memorial improving and anti-Alzheimer's disease effects of extract products of Magnolia officinalis in a transgenic AD mice model. Oral pretreatment of two extract products of Magnolia officinalis (10 mg/kg/day in 0.05% ethanol) into drinking water for 3 months ameliorated memorial dysfunction and prevented $A{\beta}$ accumulation in the brain of Tg2576 mice. In addition, extract products of Magnolia officinalis also decreased expression of ${\beta}$-site APP cleaving enzyme 1 (BACE1), amyloid precursor protein (APP) and its product, C99. Although both two extract products of Magnolia officinalis could show preventive effect of memorial dysfunction and $A{\beta}$ accumulation, our ethanol extract of Magnolia officinalis (BioLand LTD, Korea) could be more effective than Magnolia $Extract^{TM}$ (Health Freedom Nutrition LLC, USA). Therefore, our results showed that extract products of Magnolia officinalis were effective for prevention and treatment of AD through memorial improving and anti-amyloidogenic effects via down-regulating ${\beta}$-secretase activity, and neuroprotective efficacy of Magnolia extracts could be differed by cultivating area and manufacturing methods.

The Design and Implementation of AR Collaboration Service Platform for Technical Support in Industrial Sites (산업 현장의 기술 지원 AR 협업 서비스 플랫폼 설계 및 구현)

  • Han, Seongil;Lee, Daesik;You, Youngmo;Lee, Sangyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.4
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    • pp.1-11
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    • 2021
  • In this paper, we explain the purpose of building a mobile app called "ARnetView" that can use the AR(augmented Reality)based calling function and AR based content creation function, and as well as an AR based data center that can share AR based video streaming and AR based contents on smartphones and tablet devices. For the AR(Augmented Reality) based data center implement, we have developed a mobile application and implemented a service system including an AR(augmented Reality) based calling function and AR based content production and AR based video streaming functions for real-time communication to connect a field technician and an expert so that the expert can see and discuss the situation in the field and technician and experts, they can draw digital annotation on mobile screen that accurately stick to 3D physical objects, allowing the expert to guide the technician step by step. In result, it provides a remote technical collaboration environment between field technician and expert. In addition, AR(Augmented Reality) collaboration service Platform was designed and implemented to increase work speed, efficiency, and utilization of advanced technicians, improve continuous productivity of equipment and facilities, maximize equipment and facility utilization, and strengthen industrial competitiveness. Therefore, through this, the AR collaboration service Platform can be applied to the industrial field, the medical field, and the entertainment/education field.

User Interface for the 'Smombie Safe Go' App for Walking Safety (보행안전을 위한 앱서비스 'Smombie Safe Go' UI 연구)

  • Qiao, Xian Yue;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.190-198
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    • 2020
  • The development in smartphone technology has brought convenience to the life of the mankind, but an excessive use of smartphones sometimes causes various accidents. This research tried to propose an application service 'Smombie Safe Go' UI(User Interface) that allows the prevention of such accident while using smartphones when walking. For this, after research and user observations, produced walker journey maps and derived necessary main functions needed for safety, and the result showed that transparent interface, obstacle location alert, warning of dangers functions were necessary. To make the contents of the service more detailed, hazardous situations faced during smartphone use when walking were classified into 3 situations : 1. Obstacle appearing in front, 2. traffic lights on crosswalks 3. No traffic lights on crosswalks. Scenarios by hazardous situation were written, and the flow and UI of the app service that warns its users in each situation of hazards were designed. it is predicted that 'Smombie Safe Go' may be possible to be utilized as an app service that provides a safe walking experience for not only regular pedestrians but also the blind population.

Global lifelog media cloud development and deployment (글로벌 라이프로그 미디어 클라우드 개발 및 구축)

  • Song, Hyeok;Choe, In-Gyu;Lee, Yeong-Han;Go, Min-Su;O, Jin-Taek;Yu, Ji-Sang
    • Broadcasting and Media Magazine
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    • v.22 no.1
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    • pp.35-46
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    • 2017
  • 글로벌 라이프로그 미디어 클라우드 서비스를 위하여 네트워크 기술, 클라우드 기술 멀티미디어 App 기술 및 하이라이팅 엔진 기술이 요구된다. 본 논문에서는 미디어 클라우드 서비스를 위한 개발 기술 및 서비스 기술 개발 결과를 보였다. 하이라이팅 엔진은 표정인식기술, 이미지 분류기술, 주목도 지도 생성기술, 모션 분석기술, 동영상 분석 기술, 얼굴 인식 기술 및 오디오 분석기술 등을 포함하고 있다. 표정인식 기술로는 Alexnet을 최적화하여 Alexnet 대비 1.82% 우수한 인식 성능을 보였으며 처리속도면에서 28배 빠른 결과를 보였다. 행동 인식 기술에 있어서는 기존 2D CNN 및 LSTM에 기반한 인식 방법에 비하여 제안하는 3D CNN 기법이 0.8% 향상된 결과를 보였다. (주)판도라티비는 클라우드 기반 라이프로그 동영상 생성 서비스를 개발하여 현재 테스트 서비스를 진행하고 있다.

1vs1 Online-Based Mobile Board Game (1vs1 온라인 기반 모바일 보드게임)

  • Hur, Tai-Sung;Cho, Hyeon-Seon;Go, Bo-Ram
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.149-150
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    • 2015
  • 게임 앱은 현재 앱 시장에서도 상위를 차지하는 분류 중에 하나이다. 게임을 앱 사용자에게 널리 이용하게 하기 위해서는 게임이 재미있고, 쉽게 접근할 수 있어야한다. 본 프로젝트에서는 인기리에 방영한 TV프로그램인 '더 지니어스'에 나온 보드게임들 중 1vs1(데스매치) 게임중 레이저장기, 결합, 인디언홀덤, 십이장기, 기억의 미로, 혹과 백을 온라인 안드로이드 모바일 게임으로 구현하였다. 게임을 만들기 위한 툴로는 세계적인 게임 개발 엔진으로 사용되고 있는 유니티(Unity)를 사용하였다. 유니티는 멀티플랫폼 3D/2D 게임 및 인터랙팁브(interactive) 콘텐츠를 말들 수 있는 개발 엔진이다. 본 프로젝트는 오목, 체스 등과같이 누구나 가볍게 즐길 수 있는 2인 실시간 보드게임으로 '더 지니어스'를 통해 게임을 접한 사람들의 흥미를 이용하여 쉽게 다가갈 수 있을 것이다.

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Measurement of ileal permeability with different-sized polyethylene glycols (PEG 400, 600 and 1000)

  • Kim, Mee-Hye
    • Archives of Pharmacal Research
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    • v.19 no.2
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    • pp.100-105
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    • 1996
  • Polyethylene glycols (PEGs; 400, 600, and 1000) were used to study the molecular weight (MW) permeability dependence in the rat ileal mucosa. Absorption of the PEGs was measured by following their recirculation perfusion over a 3 hr collection period. HPLC methods were used to separate and quantitate the individual oligomers present in the solution of PEGs mixtures (MW range 330 to 1 1 22 D). In the range studied, a distinct molecular weight cutoff was not identified. Corrected for the length of ileum used in the study, over the molecular weight range 330 to 1122 D, the apparent permeability $(P_{app)$ of PEG ranged from $3.2\pm0.06\times10_{-5} cm/sec(mean\pmSEM, n=7)\; to\; 0.1\pm0.02\times10^{-5} cm/sec.$ Also, it was observed that the apparent permeability was inversely proportional to approximately $MW^{2.4}$.

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