• Title/Summary/Keyword: digital designing

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Performance Analysis of a Bit Mapper of the Dual-Polarized MIMO DVB-T2 System (이중 편파 MIMO를 쓰는 DVB-T2 시스템의 비트 매퍼 성능 분석)

  • Kang, In-Woong;Kim, Youngmin;Seo, Jae Hyun;Kim, Heung Mook;Kim, Hyoung-Nam
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38A no.9
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    • pp.817-825
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    • 2013
  • The UHDTV system, which provides realistic service with ultra-high definite video and multi-channel audio, has been studied as a next generation broadcasting service. Since the conventional digital terrestrial transmission system is not capable to cover the increased transmission data rate of the UHDTV service, there are great necessity of researches about increase of data rate. Accordingly, the researches has been studied to increase the transmission data rate of the DVB-T2 system using dual-polarized MIMO technique and high order modulation. In order to optimize the MIMO DVB-T2 system where irregular LDPC codes are used, it is necessary to study the design of the bit mapper that matches the LDPC code and QAM symbols in MIMO channel. However, the research related to the design of the bit mapper has been limited to the SISO system. Therefore, this paper defines a new parameter that indicates the VND distribution of MIMO DVB-T2 system and performs the performance analysis according to the parameter which will be helpful for designing a MIMO bit mapper.

The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

Design of Fetal Health Classification Model for Hospital Operation Management (효율적인 병원보건관리를 위한 태아건강분류 모델)

  • Chun, Je-Ran
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.263-268
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    • 2021
  • The purpose of this study was to propose a model which is suitable for the actual delivery system by designing a fetal delivery hospital operation management and fetal health classification model. The number of deaths during childbirth is similar to the number of maternal mortality rate of 295,000 as of 2017. Among those numbers, 94% of deaths are preventable in most cases. Therefore, in this paper, we proposed a model that predicts the health condition of the fetus using data like heart rate of fetuses, fetal movements, uterine contractions, etc. that are extracted from the Cardiotocograms(CTG) test using a random forest. If the redundancy of the data is unbalanced, This proposed model guarantees a stable management of the fetal delivery health management system. To secure the accuracy of the fetal delivery health management system, we remove the outlier which embedded in the system, by setting thresholds for the upper and lower standard deviations. In addition, as the proportion of the sequence class uses the health status of fetus, a small number of classes were replicated by data-resampling to balance the classes. We had the 4~5% improvement and as the result we reached the accuracy of 97.75%. It is expected that the developed model will contribute to prevent death and effective fetal health management, also disease prevention by predicting and managing the fetus'deaths and diseases accurately in advance.

Suggestion of a Social Significance Research Model for User Emotion -Focused on Conversational Agent and Communication- (사용자 감정의 사회적 의미 조사 모델 제안 -대화형 에이전트와 커뮤니케이션을 중심으로-)

  • Han, Sang-Wook;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.167-176
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    • 2019
  • The conversational agent, which is at the forefront of the 4th industry, aims to personalize the user-centered focus in the future and holds an important position to have a hub that can be connected to various IoT devices. It is a challenge for interactive agents to recognize the user's emotions and provide the correct interaction to personalization. The study first I looked at emotional definitions and scientific and engineering approaches. Then I recognized through social perspectives what social function and what factors emotions have and how they can be used to understand emotions. Based on this, I explored how users can be discovered emotional social factors in communication. This research has shown that social factors can be found in the user's speech, which can be linked to the social meaning of emotions. Finally, I propose a model to discover social factors in user communication. I hope that this will help designer and researcher to study user-centered design and interaction in designing interactive agents.

An Analysis on the Revision Process and Main Contents of the International Standard ISO 16175 Sets (국제표준 ISO 16175의 개정과정과 주요내용 분석)

  • Lee, Gemma
    • The Korean Journal of Archival Studies
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    • no.67
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    • pp.5-55
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    • 2021
  • The purpose of this study is to promote future research and practical application in the field of records systems by informing the revision of the ISO 16175 standard set and analyzing its main contents, which was widely used as a record management functional requirements. Based on the experience of participating in the developing process of this International Standard since 2015, this study analyzed the context and process of revision, and the main contents of the standard, and sought to draw limited implications and proposed follow-up researches connected to the practice of the Korean records systems. The previous ISO 16175 sets had been produced as ISO 16175-1, 2, 3 in 2010-2011, and which were restructured and revised into new ISO 16175-1, 2 in 2020 in line with the revision of ISO 15489 and changes in the digital environment. Main title of the International Standard is processes and functional requirements for software for managing records, and Part I provides high-level functional requirements and associated guidance for applications that manage digital records, Part II provides guidance for selecting, designing, implementing and maintaining software for managing records. This standard assumes that the records system does not necessarily have to be a single system or software solely for records management and that it should be able to perform record management function in any forms.

The Moderating Effects of Social Support and Self-Efficacy on the Relationship between Resilience and Burnout of Visiting Caregivers in Seoul (서울지역 방문요양보호사의 회복탄력성과 직무소진의 관계에서 사회적 지지와 자기효능감의 조절효과에 관한 연구)

  • Nam, Kyung-Ok;Chae, Jae-Eun
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.59-66
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    • 2021
  • As the demand for elderly care service has been on rise due to the increasing of the aging population, the role of visiting caregivers becomes increasingly important. In this context, this study aims to examine whether there are moderating effects of social support and self-efficacy on the relationship between resilience of visiting caregivers and their burnouts. The hierarchical regression analysis was used for statistical analysis. The findings from the study are as follow. First, resilience has a negative effect on burnout. As the resilience increases, the burnout decreases. Second, social support has moderating effects on the relationship between a resilience sub-variable(positivity) and burnout. Third, self-efficacy has a moderating effect on the relationship between a resilience sub-variable(self-regulation) and burnout. The findings of the study suggest that nursing facilities pay attention to psychological characteristics of visiting caregivers as well as their job characteristics in designing burnout prevention programs for them.

A Design and Effect of Maker Education Using Educational Artificial Intelligence Tools in Elementary Online Environment (초등 온라인 환경에서 교육용 인공지능 도구를 활용한 메이커 수업 설계 및 효과)

  • Kim, Keun-Jae;Han, Hyeong-Jong
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.61-71
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    • 2021
  • In a situation where the online learning is expanding due to COVID-19, the current maker education has limitations in applying it to classes. This study is to design the class of online maker education using artificial intelligence tools in elementary school. Also, it is to identify the responses to it and to confirm whether it helps improve the learner's computational thinking and creative problem solving ability. The class was designed by the literature review and redesign of the curriculum. Using interveiw, the responses of instructor and learners were identified. Pre- and post-test using corresponding sample t-test was conducted. As a result, the class consisted of ten steps including empathizing, defining making problems, identifying the characteristics of material and tool, designing algorithms and coding using remixes, etc. For computing thinking and creative problem solving ability, statistically significant difference was found. This study has the significance that practical maker activities using educational artificial intelligence tools in the context of elementary education can be practically applied even in the online environment.

The Framework of the Transition of UX Design Workshops into the non-Face-to-Face (UX 디자인 워크숍 비대면 전환 프레임워크 연구)

  • Seong, Dain;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.309-321
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    • 2022
  • As the spread of COVID19 has compelled activities in various fields to transform to adapt to the non-face-to-face environment, various activities have either already been transitioned into non-face-to-face methods or been searching for alternative methods to carry out activities in a non-face-to-face manner. However, there are apparent limits in handling this transition with the pre-existing digital technology. Ironically, said limitations are more apparent in the UX design field that has thus far emphasized resolutions based on digital technology. The reason for this stems from the nature of UX design which strongly emphasizes the importance of collaboration. Especially, in the field of UX design, problems are expected to surface under areas of communication and collaboration in workshops, which are productive means of collecting the ideas of interested parties and coming up with other new ideas. Based on the aforementioned rise of necessity, this study aims to assess the characteristics of workshops in the field of UX design and suggest an effective method of transitioning UX workshops into a non-face-to-face environment. Along the line of this process, this study has created a standard process in regards to design workshops with active creation, suggestion, and acceptance of ideas, among the various types of workshops defined by the Nielsen Norman Group. This study also developed a framework consisting of non-face-to-face workshops by combining with the standard process the methodologies of workshop activation and non-face-to-face services meant for communication and designing activities, and confirmed the adaptability and the effectiveness of said transition against various types of workshops. Application of the results of this study is expected to effectively lead the transition into the non-face-to-face environment and improve the collaborative efforts of the interested parties via workshops.

Guidelines for big data projects in artificial intelligence mathematics education (인공지능 수학 교육을 위한 빅데이터 프로젝트 과제 가이드라인)

  • Lee, Junghwa;Han, Chaereen;Lim, Woong
    • The Mathematical Education
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    • v.62 no.2
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    • pp.289-302
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    • 2023
  • In today's digital information society, student knowledge and skills to analyze big data and make informed decisions have become an important goal of school mathematics. Integrating big data statistical projects with digital technologies in high school <Artificial Intelligence> mathematics courses has the potential to provide students with a learning experience of high impact that can develop these essential skills. This paper proposes a set of guidelines for designing effective big data statistical project-based tasks and evaluates the tasks in the artificial intelligence mathematics textbook against these criteria. The proposed guidelines recommend that projects should: (1) align knowledge and skills with the national school mathematics curriculum; (2) use preprocessed massive datasets; (3) employ data scientists' problem-solving methods; (4) encourage decision-making; (5) leverage technological tools; and (6) promote collaborative learning. The findings indicate that few textbooks fully align with these guidelines, with most failing to incorporate elements corresponding to Guideline 2 in their project tasks. In addition, most tasks in the textbooks overlook or omit data preprocessing, either by using smaller datasets or by using big data without any form of preprocessing. This can potentially result in misconceptions among students regarding the nature of big data. Furthermore, this paper discusses the relevant mathematical knowledge and skills necessary for artificial intelligence, as well as the potential benefits and pedagogical considerations associated with integrating technology into big data tasks. This research sheds light on teaching mathematical concepts with machine learning algorithms and the effective use of technology tools in big data education.

A Study on Metaverse Framework Design for Education and Training of Hydrogen Fuel Cell Engineers (수소 연료전지 엔지니어 양성을 위한 메타버스 교육훈련 플랫폼에 관한 연구)

  • Yang Zhen;Kyung Min Gwak;Young J. Rho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.207-212
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    • 2024
  • The importance of hydrogen fuel cells continues to be emphasized, and there is a growing demand for education and training in this field. Among various educational environments, metaverse education is opening a new era of change in the global education industry, especially to adapt to remote learning. The most significant change that the metaverse has brought to education is the shift from one-way, instructor-centered, and static teaching approaches to multi-directional and dynamic ones. It is expected that the metaverse can be effectively utilized in hydrogen fuel cell engineer education, not only enhancing the effectiveness of education by enabling learning and training anytime, anywhere but also reducing costs associated with engineering education.In this research, inspired by these ideas, we are designing a fuel cell education platform. We have created a platform that combines theoretical and practical training using the metaverse. Key aspects of this research include the development of educational training content to increase learner engagement, the configuration of user interfaces for improved usability, the creation of environments for interacting with objects in the virtual world, and support for convergence services in the form of digital twins.