Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.14
no.6
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pp.91-101
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2019
Tourism or travel business consists of a set of services for people who visit exotic places. Payment is usually marking the end of the series of activities relating to tourism, and it becomes the linkage for the next activity. With the recent advancement of mobile Fintech technologies, we have learned that more convenient and more secure financial transactions are improving the quality of tourism. It should be noted that tourism counts on information technology heavily in terms of mobile Internet and smart devices use, which yields to a wide business opportunities for Fintech startups. However, payment information has not been highlighted for additional marketing promotion activities. The lack of research into information technology-based business models that extend Fintech services related to payment in venture start-up studies hinders the understanding of the possibility of creating new business through the value creation process after payment. This study attempts to investigate this issue based on the theory of smart tourism and service-dominant logic with developing a new information system. More specifically, marketing promotion activities after payment for Chinese tourists visiting Korea are examined. Specifically, WeChat Pay and instant tax refund service were considered while the system was developed by following desing science research methodology. This study is meaningful in that it finds a new possibility of Fintech business model by applying scientific and academic methods, and it reminds the necessity of service automation system centered on instant tax refund.
The technologies related to the development of cultural contents we known as cultural technology (CT). CT should evolve with the changes in the cultural contents market. Currently there are five major trends in cultural market change. First, consumers are seeking more and more sensible quality from products. Second, consumers are becoming less sensitive to the cognitive quality of products. Third, consumers demand more than what contemporary technology can offer. Fourth, as the cultural products market grows, the goal of content developments has shifted from producing a 'big hit product' to producing a product which will maintain market share. Fifth, cultural products are diversifying. All these trends make the cultural products developer's job more challenging. Sensation & emotional engineering (SE engineering) can be a useful tool for cultural products developers. SE engineering is a study of the somatic sensation and the aesthetic sensation for both fundamentals and applications aspects. By quantifying the physiological and psychological responses of consumers, it studies the physical nature of stimulants, providing basic knowledge for future applications and industrialization. One widely spread myth is that a sparkling idea from a talented individual will make a difference in the cultural products industry. The careful examinations of many successful cultural products prove this is not correct. Many successful cultural products are the result of a substantial amount of investment and employment of well polished marketing technology. A scientific approach is highly required for this matter and the SE engineering is an answer
Since the late 19th century, scientific logic and techniques have been used extensively in the field of clinical pathology, including many laboratory tests utilizing various apparatuses and instruments. Among the techniques to measure hemoglobin, the visual color comparison method was most popular around this time; the specific gravity method and gasometric method were not widely adopted. Instruments that use the visual color comparison method include Gowers' hemoglobinometer, von Fleischl's hemoglobinometer, Dare's hemoglobinometer, Oliver's hemoglobinometer, Haden-Hausser hemoglobinometer, and Spencer Hb meter. Initially, the visual color comparison methods were used to diluate and hemolyze blood with distilled water and then to measure its color. Later, these methods were further developed to measure hemoglobin without dilution, and improved with the formation of acid or alkaline hematin ensuring the stability of color development. Hammerschlag's method as well as the Schmaltz and Peiper's methods were based on specific gravity measurement, but they were not widely used. The gasometric method used the Van Slyke gasometer, indirectly measuring the hemoglobin concentration. This method provides the most accurate results. This survey examined the characteristics and limitations of hemoglobinometers and methods used to measure hemoglobin from the late 19th century to the early-and mid-20th century. Moreover, this study aims to improve the understanding and applicability of the current methods and emerging technologies used in measuring hemoglobin. It is also expected that this investigation is the starting point to promote awareness of the need to organize historical data for a variety of historical relics of the diagnostic laboratory tests.
Kim, Youn-Kyu;Kim, Hae-Dong;Lee, Joo-Hee;Sim, Eun-Sup;Jeon, Sang-Won
Journal of Astronomy and Space Sciences
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v.26
no.4
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pp.677-692
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2009
In recent years, lots of studies on the planetary rover systems have been performed around space advanced agencies such as NASA, ESA, JAXA, etc. Among the various technologies for the planetary rover system, the mobility system, navigation algorithm, and scientific payload have been focused particularly. In this paper, the conceptual design for a ground-based model of planetary rover's mobility system to evaluate mobility and moving stability on ground is presented. The status of overseas research and development of the planetary rover systems is also addressed in terms of technical issues. And then, the requirements of the planetary rover's mobility system are derived by means of considering mobility and stability. The designed rover's mobility system has an active suspension with 6 legs that controls 6 joints on the each leg in order to achieve high stability and mobility. This kind of mobility system has already applied to the ATHELE of NASA for various purposes such as transportation and habitation for human lunar exploration activities in the near future (i.e., Constellation program). However, the proposed system has been designed by focusing on the small-sized unmanned explorations, which may be applied for the future Korea Lunar exploration missions. Therefore, we expect that this study will be an useful reference and experience in order to develop the planetary exploration rover system in Korea.
The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.
Currently, in-port emissions are a serious problem in port cities. However, emissions, especially non-greenhouse gases, from the operation of cargo handling equipment (CHE) have received significant attention from scientific circles. This study estimates the amount of emissions from on-land port diesel-powered CHE in the Port of Incheon. With real-time activity data provided by handling equipment operating companies, this research applies an activity-based approach to capture an up-to-date and reliable diesel-powered CHE emissions inventory during 2017. As a result, 105.6 tons of carbon monoxide (CO), 243.2 tons of nitrogen oxide (NOx), 0.005 tons of sulfur oxide (Sox), 22.8 tons of particulate matter (PM), 26.0 tons of volatile organic compounds (VOCs), and 0.2 tons of ammonia (NH3) were released from the landside CHE operation. CO and NOx emissions are the two primary air pollutants from the CHE operation in the Port of Incheon, contributing 87.71% of the total amount of emissions. Cranes, forklifts, tractors, and loaders are the four major sources of pollution in the Port of Incheon, contributing 84.79% of the total in-port CHE emissions. Backward diesel-powered machines equipped in these CHE are identified as a key cause of pollution. Therefore, this estimation emphasizes the significant contribution of diesel CHE to port air pollution and suggests the following green policies should be applied: (1) replacement of old diesel powered CHE by new liquefied natural gas and electric equipment; (2) the use of NOx reduction after-treatment technologies, such as selective catalytic reduction in local ports. In addition, a systematic official national emission inventory preparation method and consecutive annual in-port CHE emission inventories are recommended to compare and evaluate the effectiveness of green policies conducted in the future.
The NISS (Near-infrared Imaging Spectrometer for Star formation history) onboard NEXTSat-1 have successfully developed by KASI. The capability of both imaging and spectroscopy is a unique function of the NISS. At first, it have realized the low-resolution spectroscopy (R~20) with a wide field of view of $2{\times}2deg$. in a wide near-infrared range from 0.95 to $2.5{\mu}m$. The major scientific mission is to study the cosmic star formation history in local and distant universe. It will also demonstrate the space technologies related to the infrared spectro-photometry in space. Now, the NISS is ready to launch in late 2018. After the launch, the NISS will be operated during 2 years. As an extension of the NISS, the SPEHREx (Spectro-Photometer for the History of the Universe Epoch of Reionization, and Ices Explorer) is the NASA MIDEX (Medium-class Explorer) mission proposed together with KASI (PI Institute: Caltech). It will perform the first all-sky infrared spectro-photometric survey to probe the origin of our Universe, to explore the origin and evolution of galaxies, and to explore whether planets around other stars could harbor life. Compared to the NISS, the SPHEREx is designed to have much more wide FoV of $3.5{\times}11.3deg$. as well as wide spectral range from 0.75 to $5.0{\mu}m$. After passing the first selection process, the SPHEREx is under the Phase-A study. The final selection will be made in the end of 2018. Here, we report the status of the NISS and SPHEREx missions.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.6
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pp.669-676
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2018
As the Moon's scientific, technological, and economic value has increased, major space agencies around the world are leading lunar exploration projects by establishing a road map to develop lunar resources and to construct a lunar base. In addition, as the lunar base construction requires huge amounts of resources from the Earth, lunar in-situ construction technology is being developed to produce construction materials from local lunar resources. On the other hand, the characteristics of lunar topography and resources vary spatially due to the crustal and volcanic activities inside the Moon as well as the solar wind and meteorites from outside the Moon. Therefore, in this paper, the geospatial analysis of lunar resource distribution was conducted to suggest regional consideration factors to apply the lunar in situ construction technologies. In addition, the lunar topographic condition to select construction sites was suggested to ensure the safe landing of a lunar lander and the easy maneuvering of a rover. The lunar topographic and resource information mainly from lunar orbiters were limited to the lunar surface with a low spatial resolution. Rover-based lunar exploration in the near future is expected to provide valuable information to develop lunar in situ construction technology and select candidate sites for lunar base construction.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.8
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pp.208-214
/
2016
With the rising interest in intelligence information technology built on artificial intelligence and big data technologies, all countries in the world including advanced countries such as the United States, the United Kingdom, Japan and so on, have launched national investment programs in preparation for the fourth industrial revolution centered on the software industry. Our country belatedly recognized the importance of software and initiated the 2015 revised educational curriculum for elementary and secondary informatics subjects. This paper thoroughly analyzes the new educational curriculum for information science in high schools and, then, suggests improvements in the areas of information ethics and multimedia. The analysis of the information science curriculum is applied to over twenty science high schools and schools for gifted children, which are expected to play a leading role in scientific research in our country. In the future artificial intelligence era, in which our dependence on information technology will be further increased, information ethics education for talented students who will play the leading role in making and utilizing artificial intelligence systems should be strongly emphasized, and the focus of their education should be different from that of the existing system. Also, it is necessary that multimedia education centered on digital principles and compression techniques for images, sound, videos, etc., which are commonly used in real life, should be included in the 2015 revised educational curriculum. In this way, the goal of the 2015 revised educational curriculum can be achieved, which is to encourage innovation and the efficient resolution of problems in real life and diverse academic fields based on the fundamental concepts, principles and technology of computer science.
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