• Title/Summary/Keyword: virtual digital

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Making Method of Deterioration Map and Evaluation Techniques of Surface and Three-dimensional Deterioration Rate for Stone Cultural Heritage (석조문화유산의 손상지도 제작방법과 표면 및 3차원 손상율 평가기법)

  • Jo, Young-Hoon;Lee, Chan-Hee
    • Journal of Conservation Science
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    • v.27 no.3
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    • pp.251-260
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    • 2011
  • This study focus on the suggestion of standard legend, the process system on making method of deterioration map, the development of crack index (CI), and the evaluation techniques of surface and 3D deterioration rate for stone cultural heritage. The standard legends of deterioration forms were made using a common graphic program after crack, blistering, scaling, break-out, granular disintegration, and perforation were subdivided. The deterioration map improved accuracy and reliability on deterioration range using 3D digital restoration and high resolution photograph mapping technique. Also, quantitative deterioration evaluation of stone cultural heritage was carried out developing the crack index, and the 3D deterioration rate of a break-out part was calculated by virtual restoration modeling. As a quantitative deterioration evaluation of Magoksa Temple stone pagoda based on the results described above, the north face showed high deterioration rate of bursting crack (1.70), hair crack (1.34), scaling (20.2%) and break out (13.0%), and the 3D deterioration rate of first roof stone was 6.7%.

A Study on 3 Dimensional Modeling of Keum-man Connection Canal using GIS and considering Hydraulic Analysis (GIS와 수리학적 해석을 고려한 금만연결수로의 3차원 모델링에 관한 연구)

  • Kim, Dae-Sik;Nam, Sang-Woon;Kim, Tai-Cheol
    • Journal of The Korean Society of Agricultural Engineers
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    • v.50 no.5
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    • pp.3-15
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    • 2008
  • This study aims to simulate the 3 dimensional (3D) model of Keum-man connection canal using geographic information system (GIS) as well as considering design in viewpoint of engineering. The canal connects from Keumkang to Mangyungkang in order to supply fresh water into Saemankeum lake. This study used 3 dimensional spatial planning model (3DSPLAM) process to generate the 3D model, which has not only several planning layers in actual process, but also their corresponding layers in modeling process to simulate 3D space of rural villages. The discharge of the canal is $20m^3/s$ on slope of 1/28,400 in the canal length of 14.2km, which consists of pipe line and open channel. This study surveyed the route of the canal and its surrounding environment for facilities to make images in the 3D graphic model. Besides, the present study developed data set in GIS for geogrphical surface modeling as well as parameters in hydraulic analysis for water surface profile on the canal using HEC-RAS model. From the data set constructed, this study performed analysis of water surface profile with HEC-RAS, generation of digital elevation model (DEM) and 3D objects, design of the canal section and route on DEM in AutoCAD, and 3D canal model and its surrounding 3D space in 3DMAX with virtual reality. The study result showed that the process making 3D canal model tried in this study is very useful to generate computer graphic model with the designed canal on the surface of DEM. The generated 3D canal can be used to assist decision support for the canal policy.

The Strategies of Logistics Management for SMEs through CALS/EC under the Circumstance supervised by IMF (IMF 환경하에서 CALS/EC를 통한 중소기업 물류경영 전략)

  • Ku, Keun-Wan;Kim, Chang-Gyun
    • Journal of Distribution Science
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    • v.1 no.1
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    • pp.1-24
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    • 1999
  • CALS/EC is about doing business electronically. It is based on the electronic processing and transmission of data, including text, sound and video. It encompasses many diverse activities including electronic trading of goods and services, online delivery of digital content, electronic fund transfers, electronic share trading, electronic bills of lading, commercial auctions, collaborative design and engineering, online sourcing, public procuremet, direct consumer marketing, and after-sales service. It involves both products(e.g. consumer goods, specialised medical equipment) and services(e.g. information services, financial and legal services); traditional activities(e.g. healthcare, education) and new activities (e.g. virtual malls). CALS/EC will be emerging to replace and substitute the role of the conventional market. By changing and eliminating some processes of the transactions, the electronic market and the electronic commerce will redistribute the power and hence the benefits of the market activities. Traditional way of doing business may enter into the new electronic market because the role and function of trust and established reputation will be reinforced in the electronic market. The CALS/EC through the Internet has been in the spotlight in the shopping behavior of the consumers. Accordingly Corporates are trying to adapt themselves to those rapidly changing environments being affected by the Internet. Among others, particularly to be noted is the CALS/EC between corporations and consumers whose potential growth can be considered very substantial. This report, focusing on the introduction of CALS/EC for the logistics of SMEs, will allow us to prepare more efficiently for the coming 21st Century. It is obvious that CALS/EC is fast becoming the useful way of exchanging not only information but products in business between firm-to-firm and firm-to-customer.

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A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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The Strategies of Logistics Management for SMEs through CALS/EC (중소기업 물류경영 정보화를 위한 CALS/EC 전략)

  • Kim, Chang-Gyun
    • International Commerce and Information Review
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    • v.1 no.1
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    • pp.179-201
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    • 1999
  • CALS/EC is about doing business electronically. It is based on the electronic processing and transmission of data, including text, sound and video. It encompasses many diverse activities including electronic trading of goods and services, online delivery of digital content, electronic fund transfers, electronic share trading, electronic bills of lading, commercial auctions, collaborative design and engineering, online sourcing, public procuremet, direct consumer marketing, and after-sales service. It involves both products(e.g. consumer goods, specialised medical equipment) and services(e.g. information services, financial and legal services); traditional activities(e.g. healthcare, education) and new activities (e.g. virtual malls). CALS/EC will be emerging to replace and substitute the role of the conventional market. By changing and eliminating some processes of the transactions, the electronic market and the electronic commerce will redistribute the power and hence the benefits of the market activities. Traditional way of doing business may enter into the new electronic market because the role and function of trust and established reputation will be reinforced in the electronic market. The CALS/EC through the Internet has been in the spotlight in the shopping behavior of the consumers. Accordingly Corporates are trying to adapt themselves to those rapidly changing environments being affected by the Internet. Among others, particularly to be noted is the CALS/EC between corporations and consumers whose potential growth can be considered very substantial. This report, focusing on the introduction of CALS/EC for the logistics of SMEs, will allow us to prepare more efficiently for the coming 21st Century. It is obvious that CALS/EC is fast becoming the useful way of exchanging not only information but products in business between firm-to-firm and firm-to-customer.

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Research on User Data Leakage Prevention through Memory Initialization (메모리 초기화를 이용한 사용자 데이터 유출 방지에 관한 연구)

  • Yang, Dae-Yeop;Chung, Man-Hyun;Cho, Jae-Ik;Shon, Tae-Shik;Moon, Jong-Sub
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.49 no.7
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    • pp.71-79
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    • 2012
  • As advances in computer technology, dissemination of smartphones and tablet PCs has increased and digital media has become easily accessible. The performance of computer hardware is improved and the form of hardware is changed, but basically the change in mechanism was not occurred. Typically, the data used in the program is resident in memory during the operation because of the operating system efficiency. So, these data in memory is accessible through the memory dumps or real-time memory analysis. The user's personal information or confidential data may be leaked by exploiting data; thus, the countermeasures should be provided. In this paper, we proposed the method that minimizes user's data leakage through finding the physical memory address of the process using virtual memory address, and initializing memory data of the process.

Mutual Authentication and Secure Session Termination Scheme in iATA Protocol

  • Ong, Ivy;Lee, Shirly;Lee, Hoon-Jae;Lim, Hyo-Taek
    • Journal of information and communication convergence engineering
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    • v.8 no.4
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    • pp.437-442
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    • 2010
  • Ubiquitous mobile computing is becoming easier and more attractive in this ambient technological Internet world. However, some portable devices such as Personal Digital Assistant (PDAs) and smart phones are still encountering inherent constraints of limited storages and computing resources. To alleviate this problem, we develop a cost-effective protocol, iATA to transfer ATA commands and data over TCP/IP network between mobile appliances and stationary servers. It provides mobile users a virtual storage platform which is physically resided at remote home or office. As communications are made through insecure Internet connections, security risks of adopting this service become a concern. There are many reported cases in the history where attackers masquerade as legitimate users, illegally access to network-based applications or systems by breaking through the poor authentication gates. In this paper, we propose a mutual authentication and secure session termination scheme as the first and last defense steps to combat identity thief and fraud threat in particular for iATA services. Random validation factors, large prime numbers, current timestamps, one-way hash functions and one-time session key are deployed accordingly in the scheme. Moreover, we employ the concept of hard factorization problem (HFP) in the termination phase to against fraud termination requests. Theoretical security analysis discussed in later section indicates the scheme supports mutual authentication and is robust against several attacks such as verifiers' impersonation, replay attack, denial-of-services (DoS) attack and so on.

VR Theme Park Activation Issues (VR 테마파크 활성화 이슈)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.122-123
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    • 2018
  • The purpose of this study is to investigate the problem of installing VR theme park in Korea and to find a solution for it. VR is expected to play a leading role in the fourth industrial revolution as a new industry, but it is a reality that it is hard to feel its value in actual field. This is a reality that can not move one step further because it is trapped in the existing legal network rather than the essence of VR because it sees VR from the existing law frame. Because VR is regarded as an amusement device in the amusement facility and is regarded as a game, the former is applied to the Tourism Promotion Law and the latter is applied to the game industry law. When one content and hardware are applied to both laws at the same time and other regulations are applied to it, it is practically impossible to operate VR properly. In order to solve this problem, it is necessary to revise each law little by little in each law and amend the law that can apply VR itself. This study is expected to contribute to the revitalization of VR industry by presenting the ultimate problems and solutions in creating VR theme parks in Korea.

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An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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A Study on the Application Technique and 3D Geospatial Information Generation for Optimum Route Decision (최적노선결정을 위한 3차원 지형공간정보생성 및 적용기법연구)

  • Yeon Sangho
    • Proceedings of the KSR Conference
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    • 2003.05a
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    • pp.321-325
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    • 2003
  • The technology for the multi-dimensional terrain perspective view can be used as an important factors in planning and designing for the various construction projects. In this study, the stereo image perspective view has been generated for the multi-dimension analysis by combining useful digital map and remotely sensed satellite images. In the course of experimenting with the multi-dimensional topography generated by the combination of the front-projected image by the precise GCP and DEM from the contour line, the technology has been developed to offer the multi-dimensional access to the potential construction sites from the nearby main roads. This stereo image bird's eye view has made it possible to make multi-dimensional analysis on the terrain, which provides real time virtual access to the designated construction sites and will be a versatile application for development planning and construction projects.

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