• 제목/요약/키워드: digital service

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Development of a user-friendly information system for river water quality using Web GIS (Web GIS를 이용한 수요자 중심의 하천수질 정보시스템 구현)

  • 엄정섭;신소은
    • Spatial Information Research
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    • v.10 no.1
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    • pp.45-59
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    • 2002
  • The author argues that the current Government Information System for river water quality appears to be non-user friendly due to lack of the cartographic representation for the field monitoring data. Acknowledging these constraints, an operational, user-friendly information system has been developed by combining Internet technology with GIS. A digital map for water quality has been generated by overlaying monitoring data on existing cartographic data such as road, topography and administrative boundary etc. A user interface was designed to address the need to querry the large spatial databases by non-GIS and non-environmental experts. The system has been checked experimentally and enabled the users to querry data required simply. And detailed visual maps for water quality can be generated over large areas quickly and easily. A visual mapping system for water quality was developed by reframing the monitoring data as graphic symbols and it was ideally suited to exploring area-wide water quality at a user-friendly manner due to extensibility and scalability along the various survey points. This system based on Web GIS could be accessed anywhere if internet is available. It would play a crucial role in improving the quality of public information service if it is operationally introduced into the Government since the highly user-friendly interface provides a completely new means for disseminating information far water pollution in a visual and interactive manner to the general public.

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A Study on the Construction of Indoor Spatial Information using a Terrestrial LiDAR (지상라이다를 이용한 지하철 역사의 3D 실내공간정보 구축방안 연구)

  • Go, Jong Sik;Jeong, In Hun;Shin, Han Sup;Choi, Yun Soo;Cho, Seong Kil
    • Spatial Information Research
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    • v.21 no.3
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    • pp.89-101
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    • 2013
  • Recently, importance of indoor space is on the rise, as larger and more complex buildings are taking place due to development of building technology. Accordingly, range of the target area of spatial information service is rapidly expanding from outdoor space to indoor space. Various demands for indoor spatial information are expected to be created in the future through development of high technologies such as IT Mobile and convergence with various area. Thus this research takes a look at available methods for building indoor spatial information and then builds high accuracy three-dimensional indoor spatial information using indoor high accuracy laser survey and 3D vector process technique. The accuracy of built 3D indoor model is evaluated by overlap analysis method refer to a digital map, and the result showed that it could guarantee its positional accuracy within 0.04m on the x-axis, 0.06m on the y-axis. This result could be used as a fundamental data for building indoor spatial data and for integrated use of indoor and outdoor spatial information.

Reproducibility of the sella turcica landmark in three dimensions using a sella turcica-specific reference system

  • Pittayapat, Pisha;Jacobs, Reinhilde;Odri, Guillaume A.;Vasconcelos, Karla De Faria;Willems, Guy;Olszewski, Raphael
    • Imaging Science in Dentistry
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    • v.45 no.1
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    • pp.15-22
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    • 2015
  • Purpose: This study was performed to assess the reproducibility of identifying the sella turcica landmark in a three-dimensional (3D) model by using a new sella-specific landmark reference system. Materials and Methods: Thirty-two cone-beam computed tomographic scans (3D Accuitomo$^{(R)}$ 170, J. Morita, Kyoto, Japan) were retrospectively collected. The 3D data were exported into the Digital Imaging and Communications in Medicine standard and then imported into the Maxilim$^{(R)}$ software (Medicim NV, Sint-Niklaas, Belgium) to create 3D surface models. Five observers identified four osseous landmarks in order to create the reference frame and then identified two sella landmarks. The x, y, and z coordinates of each landmark were exported. The observations were repeated after four weeks. Statistical analysis was performed using the multiple paired t-test with Bonferroni correction (intraobserver precision: p<0.005, interobserver precision: p<0.0011). Results: The intraobserver mean precision of all landmarks was <1 mm. Significant differences were found when comparing the intraobserver precision of each observer (p<0.005). For the sella landmarks, the intraobserver mean precision ranged from $0.43{\pm}0.34mm$ to $0.51{\pm}0.46mm$. The intraobserver reproducibility was generally good. The overall interobserver mean precision was <1 mm. Significant differences between each pair of observers for all anatomical landmarks were found (p<0.0011). The interobserver reproducibility of sella landmarks was good, with >50% precision in locating the landmark within 1 mm. Conclusion: A newly developed reference system offers high precision and reproducibility for sella turcica identification in a 3D model without being based on two-dimensional images derived from 3D data.

Extension of MPEG-2 TS and MPEG-C Part 3 for Higher Quality Stereoscopic Video Broadcasting Service (고화질 스테레오스코픽 비디오 방송서비스를 위한 MPEG-2 전송스트림과 MPEG-C part 3의 확장 방안)

  • Kang, Jeon-Ho;Lee, Gil-Bok;Kim, Kyu-Heon;Cheong, Won-Sik;Yun, Kug-Jin
    • Journal of Broadcast Engineering
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    • v.16 no.5
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    • pp.750-761
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    • 2011
  • Currently, 3DTV technologies are being developed as the future services of the HD digital broadcast environment. As one of the various research topics to apply 3DTV technologies to the conventional broadcasting network, methods to configure stereoscopic videos are being studied. In this paper, we proposed a method to broadcast high quality stereoscopic videos based on analysis of a method to add a stereoscopic descriptor to the PMT of MPEG-2 transport streams and a method to transmit stereoscopic videos by the expansion of MPEG-C part 3 which are from precedent studies. The proposed technique maintains compatibility with conventional MPEG-2 transport streams by showing only reference video for models that do not support 3D broadcasting. Therefore, the compatibility between conventional broadcasting and stereoscopic videos should make this method useful when activating 3D services in the communications and broadcasting area

A Study on Terrestrial UHDTV Broadcasting and Construction of Direct Reception Environment by DVB-T2 (DVB-T2기반으로 지상파 UHDTV방송과 직접수신환경 구축 연구)

  • Park, Sung-Kyu;Jo, Young-Joon;Kim, Dong-Woo;Park, Goo-Man
    • Journal of Broadcast Engineering
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    • v.18 no.4
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    • pp.572-588
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    • 2013
  • In this paper, 4K-UHDTV or 8K-UHDTV and UHD-3DTV that the next generation broadcasting implementation and the possibility of direct receiving environment construction is analyzed on the terrestrial broadcasting. Particularly, we investigated the possibility by analyzing the previous and related works with regard to UHDTV transmission by DVB-T2 that is one of the best commercialized transmission mode. In order that the UHDTV broadcasting succeeds once again after completion of digital terrestrial switch over at the end of 2012, the ultra high resolution image transfer is important. However, the direct, the indoor and ubiquitous receiving environment is important in not only TV but also the personal type multimedia terminal in the sense of UHDTV service penetration. Therefore, in this paper, by using SFN and high error-correcting mode in DVB-T2 standard, the efficient frequency utilization and effective reception environment construction is illustrated. Particularly, SFN network constitution by 2 mutually different frequencies including the VHF bandwidth and UHF band, and etc. is shown. And the method that builds the free wireless receive environment by using SFN low power radio repeater and for home use gap filler is proposed. And the effect and frequency amount required are presented, when UHDTV broadcasting use 10MHz bandwidth.

Building Hierarchical Knowledge Base of Research Interests and Learning Topics for Social Computing Support (소셜 컴퓨팅을 위한 연구·학습 주제의 계층적 지식기반 구축)

  • Kim, Seonho;Kim, Kang-Hoe;Yeo, Woondong
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.489-498
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    • 2012
  • This paper consists of two parts: In the first part, we describe our work to build hierarchical knowledge base of digital library patron's research interests and learning topics in various scholarly areas through analyzing well classified Electronic Theses and Dissertations (ETDs) of NDLTD Union catalog. Journal articles from ACM Transactions and conference web sites of computing areas also are added in the analysis to specialize computing fields. This hierarchical knowledge base would be a useful tool for many social computing and information service applications, such as personalization, recommender system, text mining, technology opportunity mining, information visualization, and so on. In the second part, we compare four grouping algorithms to select best one for our data mining researches by testing each one with the hierarchical knowledge base we described in the first part. From these two studies, we intent to show traditional verification methods for social community miming researches, based on interviewing and answering questionnaires, which are expensive, slow, and privacy threatening, can be replaced with systematic, consistent, fast, and privacy protecting methods by using our suggested hierarchical knowledge base.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

Towards a Pedestrian Emotion Model for Navigation Support (내비게이션 지원을 목적으로 한 보행자 감성모델의 구축)

  • Kim, Don-Han
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.197-206
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    • 2010
  • For an emotion retrieval system implementation to support pedestrian navigation, coordinating the pedestrian emotion model with the system user's emotion is considered a key component. This study proposes a new method for capturing the user's model that corresponds to the pedestrian emotion model and examines the validity of the method. In the first phase, a database comprising a set of interior images that represent hypothetical destinations was developed. In the second phase, 10 subjects were recruited and asked to evaluate on navigation and satisfaction toward each interior image in five rounds of navigation experiments. In the last phase, the subjects' feedback data was used for of the pedestrian emotion model, which is called ‘learning' in this study. After evaluations by the subjects, the learning effect was analyzed by the following aspects: recall ratio, precision ratio, retrieval ranking, and satisfaction. Findings of the analysis verify that all four aspects significantly were improved after the learning. This study demonstrates the effectiveness of the learning algorithm for the proposed pedestrian emotion model. Furthermore, this study demonstrates the potential of such pedestrian emotion model to be well applicable in the development of various mobile contents service systems dealing with visual images such as commercial interiors in the future.

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Fabrication of IMT-2000 Linear Power Amplifier using Current Control Adaptation Method in Signal Cancelling Loop (신호 제거 궤환부의 전류 제어 적응형 알고리즘을 이용한 IMT-2000용 선형화 증폭기 제작)

  • 오인열;이창희;정기혁;조진용;라극한
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.40 no.1
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    • pp.24-36
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    • 2003
  • The digital mobile communication will be developed till getting multimedia service in anyone, any where, any time. Theses requiring items are going to be come true via IMT-2000 system. Transmitting signal bandwidth of IMT-2000 system is 3 times as large as IS-95 system. That is mean peak to average of signal is higher than IS-95A system. So we have to design it carefully not to effect in adjacent channel. HPA(High Power Amplifier) located in the end point of system is operated in 1-㏈ compression point(Pl㏈), then it generates 3rd and 5th inter modulation signals. Theses signals affect at adjacent channel and RF signal is distorted by compressed signal which is operated near by Pl㏈ point. Then the most important design factor is how we make HPA having high linearity. Feedback, Pre-distorter and Feed-forward methods are presented to solve theses problems. Feed-forward of these methods is having excellent improving capacity, but composed with complex structure. Generally, Linearity and Efficiency in power amplifier operate in the contrary, then it is difficult for us to find optimal operating point. In this paper we applied algorithm which searches optimal point of linear characteristics, which is key in Power Amplifier, using minimum current point of error amplifier in 1st loop. And we made 2nd loop compose with new structure. We confirmed fabricated LPA is operated by having high linearity and minimum current condition with ACPR of -26 ㏈m max. @ 30㎑ BW in 3.515㎒ and ACLR of 48 ㏈c max@${\pm}$㎒ from 1W to 40W.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.