• Title/Summary/Keyword: digital fusion

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Design and Implementation of Surveillance and Combat Robot Using Smart Phone (스마트폰을 이용한 정찰 및 전투 로봇의 설계와 구현)

  • Kim, Do-Hyun;Park, Young-Sik;Kwon, Sung-Gab;Yang, Yeong-Yil
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.5
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    • pp.93-98
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    • 2011
  • In this paper, we propose the surveillance and combat robot framework for remote monitoring and robot control on the smart phone, which is implemented with the fusion technology called RITS(Robot technology & Information Technology System). In our implemented system, the camera phone mounted on the robot generates signals to control the robot and sends images to the smart phone of the operator. Therefore, we can monitor the surrounding area of the robot with the smart phone. Besides the control of the movement of the robot, we can fire the weapons armed on the robot by sending the fire command. From experimental results, we can conclude that it's possible to control the robot and monitor the surrounding area of the robot and fire the weapons in real time in the region where the 3G(Generation) mobile communication is possible. In addition, we controlled the robot using the 2G mobile communication or wired phone when the robot is in the visual range.

A Study on the Application of Computers to the Development of Humor Image Fashion Design (컴퓨터를 활용한 유머 이미지 패션디자인 개발에 관한 연구)

  • 우세희;최현숙
    • Journal of the Korean Society of Costume
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    • v.53 no.5
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    • pp.65-77
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    • 2003
  • Due to the rapid changes occurring in many aspects of contemporary society, the need for a means to actively combat widespread feelings of emptiness and alienation among the public, while satisfying its visual pleasure, is increasing. Thus the need for humorous elements which bring freedom to the human psyche is urgently requested. Of course, the field of fashion cannot be left out in this trend, and humor image design is a good example of this. Humor image in fashion endeavors to release the tension accumulated in the modern world, while trying to find a way to recover the original pureness of mankind. Another aspect currently important is computers. The creation of images in modern visual art relies a lot upon computers. Traditional visual processes such as painting, photography and video are now merged within digital technology. and are now quite symbiotic to each other. With the development of computers came computer art. which uses all applicable functions of a computer to create art. Any artistic action which uses a computer in any stage of its creation can be called computer art. The common factor in humor and computer art in modern fashion can be classified as follows : repetition, deformation and distortion. exaggeration and abridgement. juxtaposition. and Tromp l'oeil. This study has placed its objective on the fusion of humor image fashion and computer art, by manufacturing a work with humor and computers, two important aspects of modern culture. Expanding the field of fashion design while promoting creativity In fashion by finding a verging point between art and science is also necessary. I have designed and made five costumes using the above cited techniques in computer humor images, on a theoretical basis.

A Case Study on Collaborations in 3D Printing Fashion (3D 프린팅 패션에 나타난 콜라보레이션(Collaboration) 사례연구)

  • Park, Suyeon;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.66 no.7
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    • pp.124-138
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    • 2016
  • The present study observes collaboration methods in which 3D printing was a part of the fashion manufacturing process, expression methods of such cases, and their ripple effects. As a result, the three types of collaborations between fashion designers and other industry fields, fashion brands and 3D printing companies, and fashion designers and artists. Case analysis results and ripple effects found according to each collaboration method were as follows. First, in collaborations found were between fashion designers and other industry fields, 3D printed fashion works with futuristic images were seen through the fusion of future industries, which claim to support cutting edge digital technology, and creative fashion design. As they were mainly collaborations between automobile industries with cutting edge images or digital related industries and fashion designers, they were expressed as a new form of experimental clothing, and were used as strategies to improve future corporate images of the high tech industry. Second, in collaborations between fashion brands and 3D printing technology businesses, the sporting good brands and the shoe industry attempted to let their products be known through the promotion of functional material or ergonomic technology. While they emphasize practicality by mainly using flexible material, they were mainly proposed as functional sporting goods for famous players or as shoe accessories, so methods are still used for public distribution as brand promoting marketing strategies. Third, with collaborations between fashion designers and artists, creative pieces were shown through the grafting of 3D printing technology, the artistry of artists, and the experimentation of fashion designers. In particular, the innovative value of fashion as art was created through the union of the artistic 3D modeling technology support of artists and the creativity of designers. Like this, 3D printing fashion can graft the cutting edge nature of fashion to other industry fields through collaborations, enhancing pacesetting images, and in the fashion field, it can improve possibilities for innovations in the fashion industry through the support of 3D printing technology businesses and artists, raising expectations towards future human living.

A Study on the Creative Interface Factors of Library Space on Ito Toyo - Focus on the Tama Art University New Libraries - (이토토요의 도서관 공간에 나타나는 창조적 인터페이스요소에 관한 연구 - 타마미술대학신도서관을 사례로 -)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.19 no.3
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    • pp.205-213
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    • 2010
  • The importance of communication which is oriented to interaction, fusion and connection is more increased in the post-information society. The information environment is already realized as interface to reach immediately and freely to the databased information and knowledge. The contemporary libraries execute very important roles as an intellectual infra of modern times to deliver the great human achievement and create new culture. In the mean time, the rapid information-oriented society and the development of digital technology bring out big change in the traditional dispatch and receipt method of information. For this reason, libraries as the community space of visitors integrates physical space - electronic space and reconstructs new temporary culture and value to build the new interface that connects human to human, human to space and human to information. On the premise of these awareness, this study analysis the creative interface factor of Tama Art University New Libraries in Ito Toyo in order to research the function and the application method of modern libraries. And the results are follows. 1)We can make sure the significance of communication and the integration consciousness between digital technology and analogue sensitivity that is the characteristic of the post-information society. 2)We can classify for the creative interface factors by the character as space factor(Arcade, Gallery, Lounge, AV Booth, Cafe), facility/equipment factor(Laboratory, Media, Bar, Info Shelf, Media Seat) and furniture factor(Carrel, Desk, Mag Table, XI Shelf). 3)We can see that these interface factors change the stream of library users and that the library is constructed for library users to create and discovery something easily from books and modern technologies. And we can realize also that these factors are creative installation to lead out naturally the latent liberty sense of users.

Construction of Security Evaluation Criteria for Web Application Firewall (웹방화벽의 보안성 평가 기준의 구축)

  • Lee, Ha-Yong;Yang, Hyo-Sik
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.197-205
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    • 2017
  • To achieve web application security goals effectively by providing web security features such as information leakage prevention, web application firewall system must be able to achieve the goal of enhancing web site security and providing secure services. Therefore, it is necessary to study the security evaluation of web application firewall system based on related standards. In this paper, we analyze the requirements of the base technology and security quality of web application firewall, and established the security evaluation criteria based on the international standards for software product evaluation. Through this study, it can be expected that the security quality level of the web application firewall system can be confirmed and the standard for enhancing the quality improvement can be secured. As a future research project, it is necessary to continuously upgrade evaluation standards according to international standards that are continuously changing.

University-Industry Cooperation for Creative Convergence Technology Fields (창의형 융합기술분야 산학협력방안)

  • Cho, Han-Jin;Kim, Geun-Chae;Kim, Ki-Bong
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.271-278
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    • 2016
  • University-industry cooperation is indispensable for a short-term problem solving, as well as sustainable growth in the economy of the Republic of Korea. In order to embody and implement that, the government has run a variety of financial assistance programs and policies for the promotion of the cooperation for the last 10 years, and Korea Sanhak Foundation has made progress in academic and research development support, creative personnel training and scholarships, International Support and other projects. In this paper, window-type university-industry convergence and practices, and analyzing the best practices of national and international IT-based fusion technology, corporate cooperation were established to support measures taken in conjunction type and model of the university. Industry utilizing the latest IT technology based on this model, academia, proposed a collaboration system between workers building measures.

Intelligent learning system based on the profile of learner (학습자 프로파일 기반의 지능형 학습 시스템)

  • Cho, Tae-Kyung
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.227-233
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    • 2016
  • Typical Web-based learning system is operating the variety of learning contents. However, it is not easy to efficiently select appropriate learning contents. In this paper, we propose a learning content delivery method that can provide the most suitable preferences and feedback to the learner. By analyzing the profile of the learner, it determines the positive feedback and evaluation to be provided to the learner. The result of applying learning techniques were applied to provide the best learning content to adaptively out the form. The proposed method appears as a learning experience and learning outcomes are higher after a study was conducted to suggest that could help in the learning progress of the students themselves. This paper are applied to real learners. And the learners using the system were surveyed by the questionnaire on learning experience and learning outcomes were analyzed.

Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

A Study on fusion design development direction of the Flexible display base (플렉서블 디스플레이 기반의 융합형 디자인개발에 관한 연구 -Head-Up Display 가상시나리오 구현을 중심으로-)

  • Kim, Hwoi-Kwang
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.399-405
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    • 2016
  • Head-Up Display, an information-providing display, is a device that provides necessary information through a vehicle window for a driver when driving, with which the driver secures the visibility and acquires information necessary for driving. Head-up displays in early days were mostly installed in imported vehicles but increasingly, being installed in medium and large-sized domestic vehicles, they secures convenience of driving and information acquirement. The information display element of each of currently released brand cars not only has limits in consistency and in displaying interface but also reveals the limitation of a way to apply GUI, being applied to dot reflective form in terms of the technology type. Accordingly, this study draws real time information element described as necessary during driving through case survey and analysis, and aims to provide a user with new GUI guideline through transparent display technology recently developed based on results analyzed with priority of POI(Point of Interest) information.

Effect of MMS Addiction on User's Health and Academic Performance in an Era of Convergence (융복합 시대에 모바일 메신저 서비스 중독이 사용자들의 건강과 학업 성과에 미치는 영향)

  • Kim, Byoungsoo;Kang, Minhyung
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.131-139
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    • 2016
  • Given social problems of service addiction such as mobile messenger services(MMSs), many studies on service management and information systems have examined the negative outcomes of service addiction. MMS addiction significantly influences user's health and academic performance. In this regard, this study investigated the effects of MMS addiction on user's health and academic performance problems. We posit personal traits and service features as key antecedents of MMS addiction. The research framework was tested by using survey data collected from 162 university students who have frequently used Kakaotalk. The analysis results found that MMS addiction significantly influences users' health and academic performance problems. The findings of this study indicate that self-esteem and self-control play an important role in generating MMS addiction. While attention significantly affects MMS addiction, social relationship formation and perceived enjoyment are not significantly associated with MMS addiction. The analysis results help MMS providers and government establish policies or guidelines to induce healthy MMS use.