• 제목/요약/키워드: user-friendly software

검색결과 180건 처리시간 0.027초

기업 물류망 최적 설계 및 운영을 위한 알고리즘 설계 및 소프트웨어 구현 사례 (A case study on algorithm development and software materialization for logistics optimization)

  • 한재현;김장엽;김지현;정석재
    • 대한안전경영과학회지
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    • 제14권4호
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    • pp.153-168
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    • 2012
  • It has been recognized as an important issue to design optimally a firm's logistics network for minimizing logistics cost and maximizing customer service. It is, however, not easy to get an optimal solution by analyzing trade-off of cost factors, dynamic and interdependent characteristics in the logistics network decision making. Although there has been some developments in a system which helps decision making for logistics analysis, it is true that there is no system for enterprise-wise's on-site support and methodical logistics decision. Specially, E-biz process along with information technology has been made dramatic advance in a various industries, there has been much need for practical education closely resembles on-site work. The software developed by this study materializes efficient algorithm suggested by recent studies in key topics of logistics such as location and allocation problem, traveling salesman problem, and vehicle routing problem and transportation and distribution problem. It also supports executing a variety of experimental design and analysis in a way of the most user friendly based on Java. In the near future, we expect that it can be extended to integrated supply chain solution by adding decision making in production in addition to a decision in logistics.

Augmented Reality to Localize Individual Organ in Surgical Procedure

  • Lee, Dongheon;Yi, Jin Wook;Hong, Jeeyoung;Chai, Young Jun;Kim, Hee Chan;Kong, Hyoun-Joong
    • Healthcare Informatics Research
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    • 제24권4호
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    • pp.394-401
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    • 2018
  • Objectives: Augmented reality (AR) technology has become rapidly available and is suitable for various medical applications since it can provide effective visualization of intricate anatomical structures inside the human body. This paper describes the procedure to develop an AR app with Unity3D and Vuforia software development kit and publish it to a smartphone for the localization of critical tissues or organs that cannot be seen easily by the naked eye during surgery. Methods: In this study, Vuforia version 6.5 integrated with the Unity Editor was installed on a desktop computer and configured to develop the Android AR app for the visualization of internal organs. Three-dimensional segmented human organs were extracted from a computerized tomography file using Seg3D software, and overlaid on a target body surface through the developed app with an artificial marker. Results: To aid beginners in using the AR technology for medical applications, a 3D model of the thyroid and surrounding structures was created from a thyroid cancer patient's DICOM file, and was visualized on the neck of a medical training mannequin through the developed AR app. The individual organs, including the thyroid, trachea, carotid artery, jugular vein, and esophagus were localized by the surgeon's Android smartphone. Conclusions: Vuforia software can help even researchers, students, or surgeons who do not possess computer vision expertise to easily develop an AR app in a user-friendly manner and use it to visualize and localize critical internal organs without incision. It could allow AR technology to be extensively utilized for various medical applications.

Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로 (Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions)

  • 김형진;송세민;이호근
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

유비쿼터스 컴퓨팅을 위한 사용자 친화적 지능형 공간 구현 (Implementation of User-friendly Intelligent Space for Ubiquitous Computing)

  • 최종무;백창우;구자경;최용석;조성제
    • 정보처리학회논문지D
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    • 제11D권2호
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    • pp.443-452
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    • 2004
  • 본 논문에서는 유비쿼터스 컴퓨팅을 위한 지능형 공간 제어 시스템을 제안한다. 이 시스템은 전등, TV, 오디오, 전자 열쇠 등을 제어하는 일종의 홈/사무실 자동 제어 시스템으로 기존의 시스템에 비해 다음의 4가지 특징을 갖는다. 첫째, 사용자는 언제 어디서나 이 시스템을 사용할 수 있다. 구체적으로 제안된 시스템은 웹 서버의 기능을 제공하고 있으며 따라서 사용자는 인터넷에 유무선으로 연결된 어떠한 컴퓨터의 브라우저로도 접근할 수 있으며, 또한 휴대폰으로 접근할 수도 있다. 둘째, 이 시스템은 음성 인식 기능을 지원한다. 따라서 기존의 컴퓨터 인터페이스에 익숙하지 않은 사용자들도 보다 인간 중심적인 음성 인터페이스를 통해 시스템을 제어할 수 있다. 셋째, 시스템은 사용자의 요청에 반응하는 수동적인 서비스뿐만 아니라, 사용자 행동의 규칙성을 기반으로 미래를 예측하고 이에 따라 적극적인 서비스도 제공한다. 넷째, 이 시스템은 최근 내장형 기술을 적용하여 구현되었다. 제안된 시스템의 하드웨어는 206MHz로 동작하는 StrongARM CPU, 32MB SDRAM, 16MB 플래시 메모리, 그리고 가전제품의 전원 공급을 제어하는 릴레이 박스(Relay box) 등으로 구성된다. 이러한 하드웨어 플랫폼 상에 내장형 리눅스가 동작하고 있으며, 음성 인식 도구, 내장형 시스템을 위한 웹 서버, 릴레이 박스를 구동하는 GPIO driver 등의 소프트웨어 컴포넌트들이 유기적으로 협력하여 지능형 공간을 제공한다.

공공데이터를 활용한 영농일지 작성 시스템 (Writing System for Farming Diary using Public Data)

  • 권대철;김상근;김능회
    • 한국인터넷방송통신학회논문지
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    • 제22권6호
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    • pp.179-184
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    • 2022
  • 최근 4차 산업혁명 시대에 발맞춰 개방하는 공공데이터가 증가함에 따라 농업 공공데이터 또한 증가하고 있다. 현재 농업인 대다수가 친환경 인증과 기본형 공익직접지불사업을 이유로 영농일지를 작성하고 있다. 그러나 바쁜 농가에 고령화된 농촌 사회에서 영농일지를 작성하는 것은 힘든 일이다. 이 때문에 영농일지를 대리 작성하는 일이 일어나고 있다. 그러나 이 경우 친환경 인증과 기본형 공익직접지불사업에서 불이익을 받을 수 있다. 따라서 본 논문은 영농일지를 작성할 때 작물과 날짜를 통해 서버에 저장된 영농일지 데이터를 확인하고 사용자에게 적합한 영농일지 공공데이터를 찾아 자동으로 영농일지를 채움으로써 영농일지를 편리하게 작성하는 시스템을 제안한다.

Csound를 이용한 음악 프로그래밍 언어 제작 (Music Programming Language Composition Using Csound)

  • 여영환
    • 한국음향학회지
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    • 제24권7호
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    • pp.365-370
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    • 2005
  • 본 논문은 Csound 프로그래밍 언어에 대한 발전된 학술 연구 혹은 독창적인 학술 아이디어를 탐구하기에 앞서, 현재 한국에서는 학술적 연구나 소개가 전혀 이루어지지 않은 Csound 음악 프로그래밍 언어를 누구도 쉽게 접근할 수 있도록 체계화된 이론을 정립하고 보급하기 위해 제안한 것이다. Csound는 세계적인 컴퓨터 음악음향 제작 프로그래밍 언어이며, 세계적으로 유명한 사운드 디자이너들이 이용하는 전문적인 텍스트 기반 소프트웨어 신디사이저로, 1985년 M.I.T. Media Lab의 Barry Vercoe에 의해 개발되었다. 본 본문은 서양 전통음악의 역사적인 관점에서 음악과 자연의 소리 혹은 특정 매체로부터 발생되는 소리와의 결합시기를 전자음악과 음악음향 제작의 출발점으로 제시하였다. 그리고 기초적인 Csound의 작동원리를 서술하고. 이를 기초로 Csound를 이용한 음악 프로그래밍의 적용예를 제시하였으며, 결론에서는 본 논문의 연구 목표와 앞으로의 연구 과제를 서술하였다.

RETScreen(R) 지중열 히트펌프 모듈 한국 적용에 관한 연구 (RETScreen(R) Ground Source Heat Pump(GSHP) Application for Korea)

  • 아메드 나비드;박상현;이의준;김병선
    • 한국신재생에너지학회:학술대회논문집
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    • 한국신재생에너지학회 2005년도 춘계학술대회
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    • pp.678-683
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    • 2005
  • Korea is utilizing geothermal resources mainly in the bathing and swimming facilities with very few applications for industrial processes or space heating. It is estimated that geothermal capacity and annual utilization are 36.2MWt and 761TJ/year as compared to global capacity and annual utilization of 15,145MWt and 190,699 TJ/year. RETScreen software is a user's friendly tool for analyzing the technical and financial pre-feasibility of potential Renewable Energy (RE) projects that promotes the use of RE applications through the capacity building of planners, decision-makers and industries for successful implementation of RE projects. Strong ties between Canada and Korean organizations such as Korean Solar Energy Society (KSES) and the Korea Institute of Energy Research (KIER) exist for knowledge transfer about RETScreen. In this paper, an overview of RETScreen and its ground source heat pump (GSHP) model with a practical example of an existing project of a community hall in Canada are described to illustrate effectiveness of RETScreenin the implementation of RE technologies. The same community hall project is then evaluated hypothetically considering its location at Kangnyng, Korea. The main objective is to demonstrate how RETScreen GSHP model can also be utilized effectively for GSHP applications in Korea.

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Carpal Bone Segmentation Using Modified Multi-Seed Based Region Growing

  • Choi, Kyung-Min;Kim, Sung-Min;Kim, Young-Soo;Kim, In-Young;Kim, Sun-Il
    • 대한의용생체공학회:의공학회지
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    • 제28권3호
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    • pp.332-337
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    • 2007
  • In the early twenty-first century, minimally invasive surgery is the mainstay of various kinds of surgical fields. Surgeons gave percutaneously surgical treatment of the screw directly using a fluoroscopic view in the past. The latest date, they began to operate the fractured carpal bone surgery using Computerized Tomography (CT). Carpal bones composed of wrist joint consist of eight small bones which have hexahedron and sponge shape. Because of these shape, it is difficult to grasp the shape of carpal bones using only CT image data. Although several image segmentation studies have been conducted with carpal bone CT image data, more studies about carpal bone using CT data are still required. Especially, to apply the software implemented from the studies to clinical fIeld, the outcomes should be user friendly and very accurate. To satisfy those conditions, we propose modified multi-seed region growing segmentation method which uses simple threshold and the canny edge detector for finding edge information more accurately. This method is able to use very easily and gives us high accuracy and high speed for extracting the edge information of carpal bones. Especially, using multi-seed points, multi-bone objects of the carpal bone are extracted simultaneously.

선체중앙부해석 지원시스템 개발에 관한 연구 (A Study on the Support System for Midship Structural Analysis)

  • 신현경;손호철;권명준;송재영;김종현;이정렬;강호승;연규진
    • 한국해양공학회지
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    • 제12권3호통권29호
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    • pp.86-95
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    • 1998
  • CAD/CAM program developers have made substantial progress in enabling engineers to design, analyze, visualize, visualize, and simulate the performance of structures and systems. Many researchers, however, agree that there is still a way to go before the existing commercial computer software can be used in ship structural analysis to their full potential as solvers which can identify opportunities to reduce man-hours and cut costs. CAD systems used for these works in ship yards are general-purposed and not custom-tailored for ship structures, which force end-users to do tiresome and routine works. The new preprocessor "MeshGen" announced in this study can load several ship types and user-friendly generate their FE meshes employing the object-oriented approach based on the parametric and top-down design. Also "MeshGen" reduces dramatically the time required to prepare CAD models under window-based environments on desktop personal computers and makes it much easier and faster for end-users to change topology and material properties.

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휴머노이드 로봇플랫폼 HUBO2+의 기술 개선 추이 (Improvement Trend of a Humanoid Robot Platform HUBO2+)

  • 임정수;허정우;이정호;배효인;오준호
    • 제어로봇시스템학회논문지
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    • 제20권3호
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    • pp.356-363
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    • 2014
  • This paper covers improvement of the humanoid robot platform HUBO2, known as the HUBO2+. As a necessity of the growth of the humanoid platform, a robust, reliable and user friendly platform is needed. From this standpoint, HUBO2+ is the most improved humanoid robot platform in the HUBO series. The mechanical design has been changed to increase the movable range and to stop joint compulsion. Additionally, all of the electrical parts are re-designed to be un-breakable in an unexpected situation. A smart power controller with robot status check panel is attached on the back. Additionally, a diagnosis tool, the HUBO-i, has been developed. Moreover, each joint motor controller of HUBO2+ has a Protection Function and a PODO system is provided for handling the robot easily.