• Title/Summary/Keyword: imitate

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Design of Digital Moister Expert System for Product Design Support (제품 설계 지원을 위한 디지털 마이스터 전문가 시스템의 설계)

  • Kang H.W.;Nam S.H.;Hong W.P.;Lee S.W.;Choi H.J.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.10a
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    • pp.938-941
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    • 2005
  • Recently We make a study of the process expert system model in 2005 process expert system concepts is applied to the digital meister expert system development. Well-designed expert systems imitate the reasoning processes experts use to solve specific problem. Specially, expert systems are used to the engineer in manufacturing industry fur the process control, production management and system management. In this paper, we propose the digital moister expert system fur product design process in manufacturing industry and we present introduction and contents of design process expert system methodology and software far the air purifier design system.

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Deep learning model in water-environment field (수 환경 분야에서의 딥러닝 모델 적용사례)

  • Pyo, Jongcheol;Park, Sanghun;Cho, Kyung-Hwa;Baek, Sang-Soo
    • Journal of Korean Society of Water and Wastewater
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    • v.34 no.6
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    • pp.481-493
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    • 2020
  • Deep learning models, which imitate the function of human brain, have drawn attention from many engineering fields (mechanical, agricultural, and computer engineering etc). The major advantages of deep learning in engineering fields can be summarized by objects detection, classification, and time-series prediction. As well, it has been applied into environmental science and engineering fields. Here, we compiled our previous attempts to apply deep learning models in water-environment field and presented the future opportunities.

A spontaneous pregnancy and live birth in a woman with primary infertility following the excision of an ovarian adrenal rest tumor: A rare case

  • Uyanikoglu, Hacer;Ozer, Gonul;Kahraman, Semra
    • Clinical and Experimental Reproductive Medicine
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    • v.47 no.4
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    • pp.319-322
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    • 2020
  • Adrenal rest tumors are a rare extra-adrenal complication of congenital adrenal hyperplasia (CAH) in women although they are more commonly found in the testes of male patients with CAH. An ovarian adrenal rest tumor (OART) may coexist with CAH or imitate its symptoms without CAH. In this case report, we present the case of a woman with OART without CAH, whose main complaint was infertility and who had a baby after successful surgical treatment.

Development of Simulation Environment for Autonomous Driving Algorithm Validation based on ROS (ROS 기반 자율주행 알고리즘 성능 검증을 위한 시뮬레이션 환경 개발)

  • Kwak, Jisub;Yi, Kyongsu
    • Journal of Auto-vehicle Safety Association
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    • v.14 no.1
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    • pp.20-25
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    • 2022
  • This paper presents a development of simulation environment for validation of autonomous driving (AD) algorithm based on Robot Operating System (ROS). ROS is one of the commonly-used frameworks utilized to control autonomous vehicles. For the evaluation of AD algorithm, a 3D autonomous driving simulator has been developed based on LGSVL. Two additional sensors are implemented in the simulation vehicle. First, Lidar sensor is mounted on the ego vehicle for real-time driving environment perception. Second, GPS sensor is equipped to estimate ego vehicle's position. With the vehicle sensor configuration in the simulation, the AD algorithm can predict the local environment and determine control commands with motion planning. The simulation environment has been evaluated with lane changing and keeping scenarios. The simulation results show that the proposed 3D simulator can successfully imitate the operation of a real-world vehicle.

A Study on the Male Images shown in the Music Videos Costumes -Focused on the Music Videos produced between 2000 and 2002- (뮤직비디오 의상에 나타난 남성 이미지 연구 -2000년부터 2002년 현재까지-)

  • Do, Heuy;Yang, Sook-Hi
    • Journal of the Korean Society of Costume
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    • v.54 no.3
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    • pp.27-42
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    • 2004
  • Music videos provide for many others images, alluring the audience to fall in another emotional world, while the sexual images shown in them suggest new images of man and woman. Today, men's images are being interpreted from various viewpoints. As interests in men's fashion are visualized through music video clothing, not only juveniles who want to be identified with the music video images but also adults try to imitate them, and proceed to wear the clothing, obliterating the boundary between 'reality' and 'illusion' and creating new images of men. This study is aimed at reviewing the male images shown in the music videos, particular their clothing, produced between 2000 and 2002. The results of this study could be summarized as follows : 1. Since beginning of the human history, men's image has been characterized by patriarchal system, capitalism, bourgeois class which emerged after industrial revolution and other man-dominant socio-cultural phenomena, such male image are shown in the music video as conservative and dominant image. 2. However, due to the post-modern culture, the power began to be decentralized. while feminism and men's liberation movement gain strength. As a result, women or heterosexuals began to regard men as sexual objects, and such a phenomenon is featured as sexual, bisexual or decadent images in the music videos. 3. On the threshold of the 21st century, music videos have begun to creatively describe men's life, their social conflicts, dreams and hopes and death and thereby. feature men's such images as being destroyed in view of existentialism. The numerous creative men's images interpreted in this way are featured in many music video works only to create playful, cyborg or demonic images using the senses. After all, men's images are featured in the music video costumes in diverse ways ranging from the conventional images to acquiescent images. In addition, various male images are combined with the characteristics of the music videos to be re-created anew. The young men in the our modern age tend to imitate or apply such images to create their own images or individualistic styles. All in all, men's image can be fixed no longer but diversified and fragmented in the new age.

Exploring the Success Factors of K-POP Globalization: Utilizing the VRIO Model (K-POP의 세계시장 진출 성공요인 분석: VRIO 모형을 중심으로)

  • Shin, Dong-Seok;Nam, Sung-Jip;Nam, Myung-Hyun
    • Journal of Distribution Science
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    • v.13 no.2
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    • pp.55-62
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    • 2015
  • Purpose - This study aims to investigate the success factors pertaining to K-POPs from an analysis of the internal business environment. Much research has investigated Korean Moves or how to popularize them. The research mainly focused on aspects of Korean Moves. However, few studies have attempted to examine Korean Moves or K-POPs from a managerial viewpoint. The current research tries to investigate the success factors of K-POP from strategic perspectives, specifically utilizing internal resource based view perspectives. It differentiates itself by looking at the competitiveness of K-POP from the internal resources. Research design, data, and methodology - In the entertainment industry, where creativity is heavily stressed, competitiveness is often regarded within the organization as a form of intangible asset, knowledge, or technology that is often related with the organization's personnel. Some research has tried to reveal the competitiveness of K-POP using Porter's competitiveness of nations framework. Others utilize the adapted model of Porter's structure. However, these models only look at the outside environment, and not inside a firm's resource, knowledge, or capabilities. This research utilizes the VRIO model to examine the internal resources and capabilities of K-POP producers. The model measures whether a firm's internal resources and capabilities are valuable, rare, difficult to imitate by competitors, or organizable. The research covered businesses whose yearly revenue exceeds $10 Million in music planning and recording in South Korea. There were only thirteen such companies (one percent of the total population). Of these, companies for whom 20 percent or more of the sales revenue comes from the abroad are targeted. Only seven are selected and these participated in the research. In order to find a firm's internal resources, we conducted qualitative research methodology. Their business names and persons who participated in this research are not revealed due to case sensitive issues. Instead, we use unrelated initials for their names and their statements. Results - From the in-depth interview with top-tier K-POP producers and managers, the current research tried to identify resources and capabilities that helped to strengthen their competitiveness. These resources and capabilities are sought from the scope of the VRIO model, which looks at the internal resources and capabilities from the scope of value, rarity, imitability, and organization. Interviews with the top tier producers and managers reveal the internal success factors of K-POPs. We conclude that these resources and capabilities are from internally accumulated producing know-how, unique managing (training) system, and outstanding all-round entertainment capabilities of the performers. Conclusions - These results indicate that the core resources and capabilities of K-POP are robust. It will take a significant amount of time and money to imitate for followers, because these resources and capabilities are the result of time investment and are embedded into producers' and performers' know-how. Taking Luo (2000)'s argument, K-POP is in the second stage of the globalization process, which is configuring and allocation resource capabilities to a global scope.

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

Effects of Foodservice Franchise's Online Advertising and E-WOM on Trust, Commitment and Loyalty

  • AHN, Sung-Man;YANG, Jae-Jang
    • The Korean Journal of Franchise Management
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    • v.12 no.2
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    • pp.7-21
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    • 2021
  • Purpose: One of the characteristics of service companies such as foodservice franchise is that it is easy to imitate, so many brands can imitate the menu that is popular with consumers. Therefore, foodservice franchise company should develop a brand that customers can identify from other brands in order differentiate it from its competitors. In order make the foodservice franchise company identifiable from other brands, it is possible through communication with customers. Therefore, this study proposes a new research model to analyze customer loyalty through online advertising and online word of mouth trust and immersion. Online was provided to customers through a mixture of advertisements and word of mouth, but previous studies have only considered online advertisements or online word of mouth. In addition, we want to verify the difference according to gender, which is an important variable in researching the online information processing behavior of customers. Research design, data, and methodology: The questionnaire of this study was surveyed on 20 years of age or older who have visited the restaurant franchise store within the last 3 months among the foodservice franchise companies operating SNS. During the survey period, 400 surveys were surveyed for a total of 20 days from April 1 to April 20, 2020. Result: The research results are as follows. First, in this study, the effect of online advertisement and online word of mouth on trust and immersion was studied. Second, this study verified the social influence theory in online advertising and online word of mouth. Third, the effect of online advertising and online word of mouth on loyalty according to gender was verified. Fourth, compared to existing advertisements, online advertisements are suitable for marketing by foodservice franchise companies because they can interact with consumers, modify advertisements immediately, execute extensive advertisements at low cost, segment the market, and measure advertisement effectiveness. The recent online expansion has been expanded to mobile-based, allowing foodservice franchisees to provide new communication services such as SMS (Short Message Service), multimedia messaging services, and location-based services. Fifth, a foodservice franchise company can increase brand awareness through online marketing or induce the use of offline stores. Sixth, franchisor can grow into a sustainable company only when they use resources efficiently. Conclusions: Trust is important in foodservice franchise information. This trust has a significant impact on customer commitment and loyalty.

Behaviors Related to Pornography in Primary, Middle and High School Students (초.중.고등학생의 음란물 접촉 일부 행태)

  • Kim, Hyeon-Ok;Park, Gwang-Sug
    • Child Health Nursing Research
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    • v.14 no.1
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    • pp.90-98
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    • 2008
  • Purpose: This study was done to investigate behavior related to viewing pornography sites by primary, middle, and high school students in one province. Methods: The participants were 2,939 primary (5, 6 grade), middle and high school students (1, 2 and 3 grade), chosen at random in big cities, small towns and rural areas of North Cholla Province. Results: The first experience of finding pornography sites by oneself was 21.1% for the total sample and for primary school students 6.8%, for middle school students, 31.0%, and for high school students, 62.2%. The first time on a pornography site was highest for middle school students (62.0%) and for grade, middle school 1 grade (25.7%). The pornography use resulted in difficulties with study (11.3%), desire to imitate what was seen in pornography (10.9%), imitation of what was seen the pornography (3.9%), and desire to visit pornography sites everyday (2.3%). Pornography contact behavior was related to gender and school type (p<.05). Independent access to pornography and experiencing difficulties with study were related to area of residence (p<.05). Conclusion: These findings suggest that systematic education policy and further research on needs for pornography contact should be examined to develop programs to decrease pornography contact behavior.

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An Acoustic Study on the Voice Imitation(3) - Based on a professional voice imitator′s speech - (모방 발화의 음향음성학적 연구(3) -전문 성대 모사자의 자료를 중심으로-)

  • Ahn Byoung-seob;Park Mi-young
    • MALSORI
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    • no.52
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    • pp.1-14
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    • 2004
  • In this study, we investigated acoustic characteristics of imitated utterances by a professional voice imitator, focusing on prosodic properties such as vowel formants and f0 distribution. To see the patterns of a voice imitation by a professional voice imitator, we compared the imitator's voice data with target speakers' voice data. The professional imitator, Mr. Bae produced utterances imitating the former President Kim's, the comedian Choi's, and the singer Bae's voices. Auditorily, the imitator was judged to imitate all the target speakers' voices successfully. However, acoustic examination showed that the imitator was better at imitating the singer Bae's voice in that the imitator's and the singer Bae's voices are more alike with respect to vowel formants and f0 distribution. We infer this is because the imitator's normal voice is very similar to the singer Bae's voice. On the other hand, the imitator's voice data showed that the patterns of vowel formants and f0 distribution found in the imitator's imitation voices of the other two target speakers were different from those of target speakers' voices.

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