• Title/Summary/Keyword: reality show

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Analysis of Attitude on Clothing Information from Internet Site in College Students -Daegu.Kyungpook Area - (인터넷 의생활 정보에 대한 대학생들의 태도 분석 - 대구.경북 지역을 중심으로 -)

  • 은영자
    • The Research Journal of the Costume Culture
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    • v.10 no.2
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    • pp.186-199
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    • 2002
  • This study is carried out to examine the purpose of utilization and the degree of satisfaction on the information collected from the Internet site for the understanding of the reality of clothing information for college students. The results are as fellows; 1 . Three primary factors have been abstracted for the satisfaction of information. 2. The difference in the purpose of utilizing information, depending on the individual characteristic of students and the features related to computer, was shown in the difference of major and school year, number of the internet connection per day, capability of using computer, period of using computer, and frequency of information searching. The more the number of internet connection per day, the less the capability of using computer, and searching for information when required, internet can be utilized for study and work. 3. The difference in the degree of information satisfaction, depending on the individual characteristic of students and the features related to computer, was shown in the difference of major, school year, opportunity to take computer-related course, frequency of searching information, and etc. More positive and satisfactory response was derived from these not majoring in clothing rather than those majoring, those taking computer course related to clothing, and those searching for clothing information periodically. 4. The primary factors affecting the satisfaction on the overall information of clothing show difference in terms of sex and frequency of searching information. Female students show lower degree of satisfaction than male students and more satisfaction on the information searched as the frequency of searching becomes less.

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A Study on the Effects of Virtural Learning in Structural Design - Constructing Databse of Structural Component based on the virtual Reality Engine - (가상현실을 이용한 구조설계 시스템의 학습효과에 관한 연구 - 구조 요소의 데이터베이스 구축방법에 관하여 -)

  • Kim, Han-Joong
    • Journal of The Korean Society of Agricultural Engineers
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    • v.54 no.3
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    • pp.81-89
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    • 2012
  • This paper presents a set of controlled simulated statical and engineering mechanical experiments accessible via the virtual world environment (VWE) and virtual physics lab S/W. Online courses of the university offering courses and/or programs online are growing and the number of students want education in ways which fit their personal places, e-learning is becoming more important and ubiquitous each year. In this study, first of all, question is rather 'How do we execute the learning effectiveness of e-learning courses?' than 'Why does they need e-learnig or VW-learning?'. In particular, is it possible to effectively teach mechanical engineering courses online? The answer was 'No'. So, there is little research on many of these questions. And another important question is 'Is e-learning cost effective?'. For the answer, This research provided that an instructional design model is used to 'How to think and apply the Newtonian forces' in the virtual physics lab S/W. Collected data from student are administered in the spring semester when students studied 'Introduction to Bio-resources and Systems Engineering'. Results show that a cadre of students can take highly interactively physical properties of mechanical engineering in the virtual laboratory environment. Those show that VWE is greater than that of a similar real world presentation or experimental lab, since most of students are delighted to modify and retry modeling works in the VWE.

Generative Model of Acceleration Data for Deep Learning-based Damage Detection for Bridges Using Generative Adversarial Network (딥러닝 기반 교량 손상추정을 위한 Generative Adversarial Network를 이용한 가속도 데이터 생성 모델)

  • Lee, Kanghyeok;Shin, Do Hyoung
    • Journal of KIBIM
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    • v.9 no.1
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    • pp.42-51
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    • 2019
  • Maintenance of aging structures has attracted societal attention. Maintenance of the aging structure can be efficiently performed with a digital twin. In order to maintain the structure based on the digital twin, it is required to accurately detect the damage of the structure. Meanwhile, deep learning-based damage detection approaches have shown good performance for detecting damage of structures. However, in order to develop such deep learning-based damage detection approaches, it is necessary to use a large number of data before and after damage, but there is a problem that the amount of data before and after the damage is unbalanced in reality. In order to solve this problem, this study proposed a method based on Generative adversarial network, one of Generative Model, for generating acceleration data usually used for damage detection approaches. As results, it is confirmed that the acceleration data generated by the GAN has a very similar pattern to the acceleration generated by the simulation with structural analysis software. These results show that not only the pattern of the macroscopic data but also the frequency domain of the acceleration data can be reproduced. Therefore, these findings show that the GAN model can analyze complex acceleration data on its own, and it is thought that this data can help training of the deep learning-based damage detection approaches.

DEVELOPMENT OF STRATEGIES FOR APPLICATION OF 4D MODELING IN CONSTRUCTION MANAGEMENT

  • Yang-Taek Kim;Chang-Taek Hyun ;Kyo-Jin Koo
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.1181-1186
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    • 2005
  • In many construction projects, progress and efficiency are hampered by poor communication of discipline-specific models. For example, architects use 2D or 3D CAD models and builders use CPM diagrams, Gantt charts, and spreadsheets to show their view of the project. Nowadays, advanced computer visualization tools, 4D CAD or VR, can show these disparate models to understand cross-disciplinary impacts of design and construction decisions. In Korea, several leading companies have tried to apply these tools to their pilot projects from the design phase to the maintenance phase. These companies have expected that more project stakeholders could understand a construction schedule more quickly and completely with 4D visualization than with the traditional construction management tools. However, modeling of the 4D CAD or VR can be quite time-consuming and expensive to generate manually and has therefore limited the spread and use of these models. In order to adopt widely those models in construction industry, the areas that those tools could support to take large benefits in diverse functional areas of construction management need to be analyzed. In this study, researchers analyze the usefulness and limitations of the 4D models and VR in the construction industry, develop the strategy of application priority, and improve the 4D modeling method.

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Spectacle and "Keeping Distance from Spectacle" in Fashion (패션에 나타난 '스펙터클' 및 '스펙터클과 거리두기')

  • Park, Ju-Hee
    • Journal of the Korean Society of Costume
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    • v.59 no.5
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    • pp.83-100
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    • 2009
  • In the 'Society of the Spectacle', Guy Debord argued that modern life was dominated by the commodity form and the false desires it engendered. He predicted in 1967 that culture would become the driving force in the development of the economy by the end of the century, He was sure when culture becomes nothing more than a commodity, it must also become the star commodity of the spectacular society. Fashion, the starriest of star commodities with its seductive fantasy approaches to the viewers occluding the commercial reality. From this point, the spectacular property of the modern fashion can be found. This study starts on the notion that the modern fashion is on the center of capitalist consumer culture and is constructed by spectacle. On this premise, the purpose of this study is analysing the attribute of 'spectacle' and 'keeping distance £Tom spectacle' in modern fashion expressed in fashion show, fashion media and fashion store. The fashion houses in the 1990s that recognised the commercial value of shock and spectacle were eager to employ young spectacularly visible named designers. They generated the publicity necessary for sales of perfume, cosmetics, bags and diffusion range of clothes through the visible fashion show and fashion media. In the fashion show and fashion media, fashion goods as the commodity both flaunts and disguises its commercial nature in spectacle. The spectacle on the fashion store is the process turning the commodity into image to arouse viewer's higher interest. In the fashion store, the appearance of the commodity such as space, display, package is considered more importantly than its 'utility value'. Meanwhile, the study also covered the innovative trial to evade the ubiquitous 'spectacle' in fashion area.

A Study on 3D Virtual Clothing by Utilizing Digital Fashion Show (디지털 패션쇼를 통한 3D 가상 의상 표현 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Young-A;Kim, Anna;Kim, Naeun;Kim, Cheeyong;Ko, Hyeong-Seok
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.529-537
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    • 2013
  • *IT technology has been rapidly introduced to the clothing and fashion industry, and especially fashion shows have been changed very fast to keep up with the current digital era. In this research, the author designed virtual clothes, and investigated whether it is possible to make them similar to actual clothes and then performed a digital fashion show with these virtual clothes. This research discussed, based on case development and studies, whether a digital fashion show can express the designer's idea more creatively than the existing fashion shows and what needs to be improved for the effectiveness of digital fashion shows. As a result, the virtual clothes have been recognized to be very similar to actual clothes and facilitate creative expressions that are hard to be presented in actual fashion shows. The adaptation of 3D virtual clothes to real fashion industry in the future can make new contents through the innovation of distribution and industry.

Performance Analysis of IEEE 802.11n System adapting Frame Aggregation Methods (Frame Aggregation 기법을 적용한 IEEE 802.11n 시스템 성능 분석)

  • Lee, Yun-Ho;Kim, Joo-Seok;Kim, Kyung-Seok
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.515-527
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    • 2009
  • IEEE 802.11n is an ongoing next-generation WLAN(Wireless Local Area Network) standard that supports a very high-speed connection with more than 100Mb/s data throughput measured at the MAC(Medium Access Control) layer. Study trends of IEEE 802.11n show two aspects, enhanced data throughput using aggregation among packets in MAC layer, and better data rates adapting MIMO(Multiple-Input Multiple-Output) in PHY(Physical) layer. But, the former doesn't consider wireless channel and the latter doesn't consider aggregation among packets for reality. Therefore, this paper analyzes data throughput for IEEE 802.11n considering MAC and PHY connection. A-MPDU(Aggregation-MAC Protocol Data Unit) and A-MSDU(Aggregation-MAC Service Unit) is adapted considering multi-service in MAC layer, WLAN MIMO TGn channel using SVD(Singular Value Decomposition) is adapted considering MIMO and wireless channel in PHY layer. Consequently, Simulation results shows throughput between A-MPDU and A-MSDU. Also, We use Ns-2(Network simulator-2) for reality.

'Trivial' Conflicts of Multicultural Families: Focused on the Program (다문화가정의 사소한 갈등: <다문화 고부 열전>을 중심으로)

  • Kang, Hyeonmin
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.179-185
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    • 2015
  • This study aims to analyze how the media represents marriage immigrant women in the reality of Korean multicultural society. In particular, by analyzing an EBS documentary titled, 'Multicultural Fierce Conflicts between Mother-in-law and Daughter-in-law', this study clarifies that this content adopted travel narrative to show conflicts between mother-in-law and daughter-in-law and solution of these conflicts. The documentary apparently shows mutual understanding and cultural diversity but still keeps representing these conflicts as individual's 'trivial' problems. Under this way of representation, social and structural problem or institutional problem in reality can be covered up by the medium of travel. It makes such a conflict look like an individual's 'trivial' problem can be solved by individuals.

Service Prototype Description Language for Virtual Service Laboratory (서비스 가상 실험을 위한 서비스 프로토타입 기술 언어 개발)

  • Lee, Jin-Sung;Oh, Kyu-Hyup;Park, Chi-Hyung;Kim, Sang-Kuk;Jung, Jae-Yoon;Kim, Bo-Hyun
    • Journal of the Korean Operations Research and Management Science Society
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    • v.36 no.4
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    • pp.91-107
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    • 2011
  • The importance of service industries is growing as the portion of the service sector increases fast in the recent decades. This research deals with service prototyping and testing in a service laboratory. While products are generally tested through prototyping in new product development processes, services are difficult to test because of the characteristic of service, intangibility. A service laboratory, named s-Scape, is the experiment environment which has been developed to test services in virtual space for the purpose of analysis and improvement of real-world services such as hospitals and automobile show rooms. In this research, we present a service prototyping tool and language to support service test in the service laboratory. We first analyze key elements of service prototypes, and then design the service prototype diagram (SPD) and the service prototype description language (SPDL). SPD, which is a variant of the service blueprint, is a graphical tool to be used to generate SPDL. SPDL is an executable language of describing a service prototype of a real-world service in extensible markup language (XML) to experiment the service environment in virtual space. SPD reflects the control and interface of virtual reality devices, as well as key elements of service modeling. SPD represents a service process in which service providers and customers interact with each other in a service scape.

A Study of Implementation for Visualizing 3 Dimension Content Generation using Index (인덱스를 활용한 3차원 콘텐츠 생성 시각화 구현에 관한 연구)

  • Lee, Hyun-Chang;Shin, Seong-Yoon;Jang, Hee-Seon;Koh, Jin-Gwang
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.11-17
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    • 2010
  • Mobile device, one of typical devices in ubiquitous environment, is received attention owing to portability. In these days, technical researches on a kind of the device are focusing on applications of smart phone. For example, the techniques using geographical position and applied instances such as augmented reality techniques are gradually increasing. That makes data processing important. Mobile application services for users also require various application techniques based on moving objects. In addition, they require the techniques that processed data are needed to be shown in visualization. However, this is reality that it lacks of showing visualization works to improve the understanding of thing what it is. To reduce or solve the problems, in this paper we show the results to implement the R tree based 3 dimension index architecture in visualization. Further, we implemented and present creating objects, showing in 3D for the objects, catching spatial position on a node map through mini map function and improving the understanding of R tree by visualizing.