• Title/Summary/Keyword: shared experience

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Development of Knowledge Sharing Platform for Molding & Forming Technology (금형·성형 기술을 위한 생산기반 지식공유형 플랫폼 개발)

  • Bae, S.M.;Lee, H.W.;Heo, Y.M.;Shin, G.H.;Lee, J.W.;Yoon, G.S.
    • Transactions of Materials Processing
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    • v.20 no.8
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    • pp.534-539
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    • 2011
  • The production technology is the basic of manufacturing for various materials and components. This technology can influence the quality and productivity of leading export products such as automobile, ship, and electronic device. Besides, the production technology is very useful to apply to other manufacturing fields and has a great ripple effect. However, it is very difficult to make the production technology into standardization and knowledge-based database because the production technology is dependent in hands-on experience. In this study, the knowledge-sharing platform for the molding & forming technology which is a branch of the production technology is introduced. This platform is web-based system and has the knowledge authoring tool technologies storage, semantic database, and web portal service. Therefore, the molding & forming technology can be shared and spread easily by the knowledge-sharing platform.

Embodiment of network printer system for multi OS (서로 다른 운영체제를 위한 Network Printer System의 구현)

  • Cha, Kyung-Hwan;Seo, Byeong-Eun;Yu, Young-Seok;Sin, Hyun-Sil
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.957-958
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    • 2006
  • PC users could experience some inconvenience when they use their PC that was physically connected to network printers shared by other people in the network due to the overload. This paper shows how to resolve this kind of overload problem and established the embedded printer system based on embedded Linux system which performs the printer server in order for any users in the office to do printing work more smoothly via current network. It's own capabilities and functions were verified throughout the various tests in practical environment.

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Educational Effect of Universal Design Navigation Teaching Module (유니버설디자인 체험 강의 모듈의 교육적 효과)

  • 이연숙;장윤정;반자연;변혜령;서해양
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.140-143
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    • 2001
  • Since Universal Design emerged as a new design paradigm for future, the strategies of implementing UD in educational setting has been continuously pursued. Many university programs in North America especially explored the possibility and shared their experiences in the international conferences. In asia, however, no attempt was tried. This presentation will share the navigation teaching modules used in a undergraduate course “Interior Environment and Human Behavior” class, its methodology of experience and data analysis, and finally educational outcome. Since UD is a basic human oriented design, the modules surely provided affluent and realistic opportunity for students to feel emotional sympathy to understand a diverse range of users and to facilitate creative design solution for them.

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Bioinformatics Analysis of Hsp20 Sequences in Proteobacteria

  • Heine, Michelle;Chandra, Sathees B.C.
    • Genomics & Informatics
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    • v.7 no.1
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    • pp.26-31
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    • 2009
  • Heat shock proteins are a class of molecular chaperones that can be found in nearly all organisms from Bacteria, Archaea and Eukarya domains. Heat shock proteins experience increased transcription during periods of heat induced osmotic stress and are involved in protein disaggregation and refolding as part of a cell's danger signaling cascade. Heat shock protein, Hsp20 is a small molecular chaperone that is approximately 20kDa in weight and is hypothesized to prevent aggregation and denaturation. Hsp20 can be found in several strains of Proteobacteria, which comprises the largest phyla of the Bacteria domain and also contains several medically significant bacterial strains. Genomic analyses were performed to determine a common evolutionary pattern among Hsp20 sequences in Proteobacteria. It was found that Hsp20 shared a common ancestor within and among the five subclasses of Proteobacteria. This is readily apparent from the amount of sequence similarities within and between Hsp20 protein sequences as well as phylogenetic analysis of sequences from proteobacterial and non-proteobacterial species.

Transnational Identity and Regional Integration

  • Lamasheva, Yulia
    • Asia-Pacific Journal of Business
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    • v.1 no.1
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    • pp.73-95
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    • 2010
  • European integration is characterized by the development of a transnational European identity, which is considered an integral part of the process. Northeast Asia has no similar projects to address the common identity issue, although cooperation is highly valued there as well. Identity and cooperation both require interdisciplinary approaches combining social psychology, international relations theory and international economics. This article considers the problems of applying existing studies on cooperation and identity as well as the European experience (with the Baltic Sea example) to the case of Northeast Asia. Transnational identities promote cooperation beyond the limits of rationalistic game theory, if countries of the region can define their identities and interests, commit to common goals, create shared discourses and reach a balance between nationalism and internationalism. In view of proposed negotiations on the free trade area between China, Korea and Japan and ongoing discussions about a possibility of introducing a common currency (ACU) it can be crucial to consider the importance of identity building as early as possible, before regional integration meets a stumbling block of egoistic rationality that is a problem in any model of cooperation.

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A Model for Illegal File Access Tracking Using Windows Logs and Elastic Stack

  • Kim, Jisun;Jo, Eulhan;Lee, Sungwon;Cho, Taenam
    • Journal of Information Processing Systems
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    • v.17 no.4
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    • pp.772-786
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    • 2021
  • The process of tracking suspicious behavior manually on a system and gathering evidence are labor-intensive, variable, and experience-dependent. The system logs are the most important sources for evidences in this process. However, in the Microsoft Windows operating system, the action events are irregular and the log structure is difficult to audit. In this paper, we propose a model that overcomes these problems and efficiently analyzes Microsoft Windows logs. The proposed model extracts lists of both common and key events from the Microsoft Windows logs to determine detailed actions. In addition, we show an approach based on the proposed model applied to track illegal file access. The proposed approach employs three-step tracking templates using Elastic Stack as well as key-event, common-event lists and identify event lists, which enables visualization of the data for analysis. Using the three-step model, analysts can adjust the depth of their analysis.

A Study on the Extended User Experience of 3D Object Shared Training Content (사용자 경험을 위한 3D Object 공유형 교육컨텐츠 연구)

  • Seok-Hun Kim;Hyun-Jin Yeo;Hong-Dae Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.733-734
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    • 2023
  • 코로나 펜데믹 이후 다시 대면활동이 활성화되고 있지만 이미 학습한 비대면 활동은 10대들의 대안적인 활동, 소통, 협업의 공간으로 메타버스가 주목을 받으며 초,중 대학에 이르는 교육영역에 대한 논의와 연구가 활발해지고 있다. 특히 고가의 장비나 사용하기 위험한 교육 교보재를 메타버스 공간에 같이 공유하여 오프라인에서 쉽게 접할 수 없는 확장된 사용자 경험을 제공하기 위한 니즈가 있다. 이에 교육 공간으로서의 메타버스 활용을 뛰어넘어 고가 및 위험성이 있는 제한된 교육경험을 제공할 수 있어야 한다.

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Examining Portraits in Digital Fashion Art Non-Fungible Tokens (NFTs) through Baudrillard's Simulation

  • Yoon Kyung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.929-942
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    • 2023
  • Web 3.0 enables people and machines to connect, evolve, share, and use knowledge on an unprecedented scale and in new ways, drastically improving our Internet experience. The metaverse is a collective, virtual shared space supporting all digital activities. Prompted by the rapid growth of digital art and digital fashion, this theoretical analysis explores using Jean Baudrillard's simulation concept to create unique digital art non-fungible tokens (NFTs), allowing them to express and communicate ideas like real-world art. Specifically, this study analyzes 120 digital fashion portraits of humans and animals and classifies them under three types of simulacra covering four stages of Baudrillard's simulation process. The result shows that NFT fashion artworks reflect the core features of a digital reality by connecting and transcending the boundaries of cultures, genders, and nationalities. However, in the final simulation stage (the fourth step), the simulacrum can only coexist in the virtual world as a hyperreal object (the Type III of simulacrum): an object more real than reality.

A Resource Reservation Protocol and Packet Scheduling for Qos Provisioning in Hose-based VPNs (Hose 기반 VPN에서의 서비스품질 제공을 위한 자원예약 프로토콜과 패킷 스케줄링 기법)

  • Byun Hae-Sun;Woo Hyun-Je;Kim Kyoung-Min;Lee Mee-Jeong
    • Journal of KIISE:Information Networking
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    • v.33 no.3
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    • pp.247-256
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    • 2006
  • Among the resource provisioning mechanisms for the hose based Virtual Private Network (VPN) Quality of Service (QoS ), VPN-specific state provisioning allows the service provider to obtain highest resource multiplexing gains. However, dynamic and automatic resource reservation for the VPN-specific state provisioning is difficult due to the lack of appropriate resource reservation protocol. Furthermore, users of a VPN may experience unfair usage of resources among themselves since the reserved resources of a VPN are shared by the VPN users in a similar way that the traditional LAN bandwidth is shared by the attached hosts. In this paper, we propose a resource reservation protocol and a traffic service mechanism, which not only enable dynamic and automatic resource reservation according to the VPN-specific state provisioning algorithm, but also enforce the fair usage of reserved resources among the users of a VPN in case of congestion.

Webized Tangible Space (웹-기반 Tangible Space)

  • Ko, Heedong;Seo, Daeil;Yoo, Byounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.77-85
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    • 2017
  • Tangible Space is a new emerging interaction space with mobile AR/VR computing and ubiquitous computing environment with IoT. Tangible Space spans from a physical environment augmented with virtual entities to immersive virtual environments mirroring the physical environment. Interacting with Tangible Space is logged just like interacting with the Web. By webizing Tangible Space, we can gain persistence as a by-product so that human life experience in the physical environment can be logged and shared just like the information being created and shared in the current Web. The result is a powerful future direction of the web from a World Wide Web of Information to World Wide Web of Life experiences.