There has been the rapid change of paradigm with the overflow of terms related to computers such as information, digital, cyber, virtual world and the change of time concept on the ground that it is common to change the world into virtual time. This study is about cybercharacters working in air-broadcasting with rapidly-developing internet, The cybercharacters including 3D animation developed from 2D animation are know to be manufactured with use of electronic mediun and computers and to exist in electronics. Though the emergence of the cybercharacters has a lot of gflnetic roots according to their objectives, they have in common that they are made by 3D graphics and they work in the virtual space, The great traits of the cybercharaters lie in the extension of interfacial function and ecological growth. In the cyberspace the interface, the meeting point between a computer and its users is the most important, The cybercharacters as medium providing new ruman interface become effective with growing interest in virtual reality, The cybercharacters also keep the ecological traits, They can also bring about added value with infusion of image and development of the network, These cybercharacters can also play the important parts in the continually developing cyberspace, The successful birth of the cybercharacter are based on, the technological power. assistance of fund and the ctrltural background, The information-entertainment of the cybercharacters functions well with the accompinimene of these three things, The cybercharacters can make a subject which keeps single issue as a central point of the virtual realty, The cybercharacters can also be connected with equity of "Korean knowledge information society" in the cultural rule of the internet and sociocul tural identity, identity.
Sign is one of the important factors in city and national image formation, thus requires high level of quality. However, domestic sign emphasize only the sense of attention that leads to big sized signs, thus often results in a poor coordination with the surrounding space. This situation requires employees in sign business want to learn specialized knowledge about design field. Based on these circumstances, we propose sign design software to employees in sign business field as an aid tool that can help to develop good signs in terms of functionality as well as harmony of design. Thus, in this investigation, sign simulation software application case that can design sign and apply this sign to the actual application site is presented. In order to develop this software, literature survey and preliminary studies were performed to analyze the preparation process and environment, and designed sign design element and software elements, user interrace, and finally Java software were utilized. This developed software can be used as a textbook in sign design related departments in schools, and hopefully to enhance the social recognition of sign as well as academic interest.
KIPS Transactions on Software and Data Engineering
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v.1
no.1
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pp.19-30
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2012
The context aware service is the service to provide useful information to the users by recognizing surroundings around people who receive the service via computer based on computing and communication, and by conducting self-decision. But CAS(Context Awareness System) shows the weak point of small-scale context awareness processing capacity due to restricted mobile function under the current mobile environment, memory space, and inference cost increment. In this paper, we propose a mobile cloud context system with using Google App Engine based on PaaS(Platform as a Service) in order to get context service in various mobile devices without any subordination to any specific platform. Inference design method of the proposed system makes use of knowledge-based framework with semantic inference that is presented by SWRL rule and OWL ontology and Jess with rule-based inference engine. As well as, it is intended to shorten the context service reasoning time with mapping the regular reasoning of SWRL to Jess reasoning engine by connecting the values such as Class, Property and Individual which are regular information in the form of SWRL to Jess reasoning engine via JessTab plug-in in order to overcome the demerit of queries reasoning method of SparQL in semantic search which is a previous reasoning method.
Journal of the Korea Academia-Industrial cooperation Society
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v.16
no.6
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pp.3807-3818
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2015
The objective of this study is to develop an on-line system for improving undergraduate students' competency development. After drawing elements necessary for the competency development such as assessment and planning, competency development, analysis of competency assessment, portfolio, analysis of job ability and community, based on the literature research related to competency and the analysis of the existing system, the direction of the system design was set up. The system was developed by using Microsoft Windows operating system in Windows server, ORACLE ver.10 as its database management system, and JSP and JAVA as its programing language. Reviewing errors and improvements of the system, it was modified and complemented. In order to examine the content functional utilization of the final competency development system, the utilization was verified. The competency development system for undergraduate students can be used as on-line space filled with the internalization of knowledge, self-directed competency development, convenience of record management and interactions between students-professors-alumna, owing to its functions such as boosting competency activities, cultivating career-pioneering ability and introspecting. When it is rare to find researches on the competency development system for undergraduate students, it is expected to be helpful to the development of competency education and the career education for undergraduate students as a new alternative for the competency development.
Park, Eun Ji;Seo, Kyeong Eun;Park, Tae Gon;Sun, Duk Han;Cho, Hyeonjoong
KIPS Transactions on Software and Data Engineering
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v.5
no.2
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pp.107-116
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2016
Industrial robots have been usually controlled using text-based programming languages provided by each manufacturer with its button-based TP(Teaching Pendent) terminal. Unfortunately, when we consider that people who manipulate TPs in manufacturing sites are mostly unskilled with no background knowledge about computer programming, these text-based programming languages using button-based interaction on manufacturing sites are too difficult for them to learn and use. In order to overcome the weaknesses of the text-based programming language, we propose a visual programming language that can be easily used on gesture-enabled devices. Especially, in our visual programming environment, each command is represented as a block and robots are controlled by stacking those blocks using drag-and-drop gestures, which is easily learnable even by beginners. In this paper, we utilize a widely-spread device, Tablet PC as the gesture-enabled TP. Considering that Tablet PC has limited display space in contrast to PC environments, we designed different kinds of sets of command blocks and conducted user tests. Based on the experiment results, we propose an effective set of command blocks for Tablet PC environment.
The purpose of this study was to predict the failure or success of the Snatch-lifting trial as a consequence of the stand-up phase simulated in Kane's equation of motion that was effective for the dynamic analysis of multi-segment. This experiment was a case study in which one male athlete (age: 23yrs, height: 154.4cm, weight: 64.5kg) from K University was selected The system of a simulation included a multi-segment system that had one degree of freedom and one generalized coordinate for the shank segment angle. The reference frame was fixed by the Nonlinear Trans formation (NLT) method in order to set up a fixed Cartesian coordinate system in space. A weightlifter lifted a 90kg-barbell that was 75% of subject's maximum lifting capability (120kg). For this study, six cameras (Qualisys Proreflex MCU240s) and two force-plates (Kistler 9286AAs) were used for collecting data. The motion tracks of 11 land markers were attached on the major joints of the body and barbell. The sampling rates of cameras and force-plates were set up 100Hz and 1000Hz, respectively. Data were processed via the Qualisys Track manager (QTM) software. Landmark positions and force-plate amplitudes were simultaneously integrated by Qualisys system The coordinate data were filtered using a fourth-order Butterworth low pass filtering with an estimated optimum cut-off frequency of 9Hz calculated with Andrew & Yu's formula. The input data of the model were derived from experimental data processed in Matlab6.5 and the solution of a model made in Kane's method was solved in Matematica5.0. The conclusions were as follows; 1. The torque motor of the shank with 246Nm from this experiment could lift a maximum barbell weight (158.98kg) which was about 246 times as much as subject's body weight (64.5kg). 2. The torque motor with 166.5 Nm, simulated by angular displacement of the shank matched to the experimental result, could lift a maximum barbell weight (90kg) which was about 1.4 times as much as subject's body weight (64.5kg). 3. Comparing subject's maximum barbell weight (120kg) with a modeling maximum barbell weight (155.51kg) and with an experimental maximum barbell weight (90kg), the differences between these were about +35.7kg and -30kg. These results strongly suggest that if the maximum barbell weight is decided, coaches will be able to provide further knowledge and information to weightlifters for the performance improvement and then prevent injuries from training of weightlifters. It hopes to apply Kane's method to other sports skill as well as weightlifting to simulate its motion in the future study.
Changes in rock properties due to freezing and thawing cycles ranging from $-20^{\circ}C$ to $10^{\circ}C$ were checked for the typical Korean rocks: granite (weathered), limestone, sandstone, tuff, shale and basalt. The porosity, seismic velocity, shore hardness and specific gravity were measured every 10 cycles for each type of rock up to 40 cycles. The specific gravity was rarely changed. Granite (w), shale and basalt decreased gradually in their shore hardness and seismic velocity values, these values for limestone, sandstone and tuff changed only a very little. The porosity increased in the granite (w), shale and basalt, whereas in the others it did not change. Due to the low tensile strength with high porosity, granite (w), shale and basalt were susceptible to the F-T cycles. A linear regression equation was calculated based on the experiment results according to properties and types of rock. The relationship between the freeze-thaw sensitivity (=initial porosity/initial tensile strength) and the coefficients of the regression equation was examined. With additional experimental data, the coefficients of the regression equation can be estimated using the F-T sensitivity. This makes it possible to predict the properties of rock as affected by freeze-thaw weathering by only measuring the initial properties without knowledge of the regression equation coefficients for each type of rock.
The multi-level storage architecture has been widely adopted in servers and data centers. However, while prefetching has been shown as a crucial technique to exploit sequentiality in accesses common for such systems and hide the increasing relative cost of disk I/O, existing multi-level storage studies have focused mostly on cache replacement strategies. In this paper, we show that prefetching algorithms designed for single-level systems may have their limitations magnified when applied to multi-level systems. Overly conservative prefetching will not be able to effectively use the lower-level cache space, while overly aggressive prefetching will be compounded across levels and generate large amounts of wasted prefetch. We design and implement a hierarchy-aware lower-level prefetching strategy called PMS(Prefetching strategy for Multi-level Storage system) that applicable to any upper level prefetching algorithms. PMS does not require any application hints, a priori knowledge from the application or modification to the va interface. Instead, it monitors the upper-level access patterns as well as the lower-level cache status, and dynamically adjusts the aggressiveness of the lower-level prefetching activities. We evaluated the PMS through extensive simulation studies using a verified multi-level storage simulator, an accurate disk simulator, and access traces with different access patterns. Our results indicate that PMS dynamically controls aggressiveness of lower-level prefetching in reaction to multiple system and workload parameters, improving the overall system performance in all 32 test cases. Working with four well-known existing prefetching algorithms adopted in real systems, PMS obtains an improvement of up to 35% for the average request response time, with an average improvement of 16.56% over all cases.
In the early 20th century, Japan built theaters to take possession of colonial culture while establishing the Imperial University, libraries, and museums to accumulate and spread the knowledge of "imperial" Japan. Many different genres made a hit in theaters including theatrical troupes, theatrical companies, and motion pictures. One of the various features of expositions was "spectacles" or unusual events. They were integrated with a national festival in celebration of "5th anniversary of political commencement." In 1915, the longest hit series in Keijo (Seoul) was the dance performance by professional Japanese beauties and entertainers, whose songs delivered the legitimacy of governance. This study focused on the performance in the space of "cultural" spread called theaters, thus examining the "imperial" cultural waves they were in charge of. The study also focused on the tensional relations of Hierarchie along those cultural borders. The performance at the theater Engeikan(演芸館) in 1915 was especially an epoch-making event in the Japanese theatrical community of Keijo (Seoul): first, it marked the emergence of large-scale performance hall called Engeikan(演芸館); secondly, the performance kept its ongoing, stable streak for about 50 days; and it led to the appearance of leading troupes including Geijutuza(芸術座), which put on a show in Keijo (Seoul) in November, 1915. The study examined the issues of theater Engeikan(演芸館) performance in 1915 involving the art company, performance genre, and audience composition, showed that there was the coexistence of entertainment and governance through cultural ruling while securing amusement and entertainment, and found it was accompanied by the organized operation of "Keijo Sponsorship Council(京城協贊會)" which brought together the cultural capabilities of Japanese people living in Joseon. The performance at theater Engeikan(演芸館) in Keijo (Seoul) in 1915 fully reflected the issues involving the tensional relations between different artistic genres, the competing relations between the subjects of performance, and the cultural power.
As a result, the interaction between personal motivation and class type is not significant. On the other hand, the interaction between social motivation and class type is significant and overall online class increases engagement with educational issues. In particular, the group with low social motivation showed greater change than the group with high social motivation, so online education seems to be more effective in the group with low social motivation. It means that by stimulating students' social motivation rather than personal motivation, the effectiveness of online education can be enhanced, and it can lead to education outcomes - behavioral changes and attitudes of learners. In order to revitalize social motivation in the intensely personal space of online, it is necessary to activate social communication methods such as SNS, and development of interpersonal issues and learning materials would be more efficient. In order to derive more specific results, it is necessary to measure the level of prior knowledge and involvement of the participants in class, and to comprehensively investigate and analyze the state of learners before and after class through more variables. Finally, in order to increase the reliability of the research results, it is necessary to clearly prove it through the establishment of a structural model.
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