Recently many researches have been focused on the use of the markerless augmented reality system using face, foot, and hand of user's body to alleviate many disadvantages of the marker based augmented reality system. In addition, most existing augmented reality systems have been utilized rigid objects since they just desire to insert and to basic interaction with virtual object in the augmented reality system. In this paper, unlike restricted marker based augmented reality system with rigid objects that is based in display, we designed and implemented the markerless augmented reality system using deformable objects to apply various fields for interactive situations with a user. Generally, deformable objects can be implemented with mass-spring modeling and the finite element modeling. Mass-spring model can provide a real time simulation and finite element model can achieve more accurate simulation result in physical and mathematical view. In this paper, the proposed markerless augmented reality system utilize the mass-spring model using tetraheadron structure to provide real-time simulation result. To provide plausible simulated interaction result with deformable objects, the proposed method detects and tracks users hand with Kinect SDK and calculates the external force which is applied to the object on hand based on the position change of hand. Based on these force, 4th order Runge-Kutta Integration is applied to compute the next position of the deformable object. In addition, to prevent the generation of excessive external force by hand movement that can provide the natural behavior of deformable object, we set up the threshold value and applied this value when the hand movement is over this threshold. Each experimental test has been repeated 5 times and we analyzed the experimental result based on the computational cost of simulation. We believe that the proposed markerless augmented reality system with deformable objects can overcome the weakness of traditional marker based augmented reality system with rigid object that are not suitable to apply to other various fields including healthcare and education area.
As the interest in the business-to-business(B2B) electronic commerce is increasing, many companies are participating in the B2B e-Marketplaces. The e-Marketplace is defined as the virtual market that many players take part in to transact. The e-Marketplace has an influenced on the manner in which organizational buyers and sellers interact. As a result, it is important to develop an understanding of the behaviors of firms that use these electronic marketplaces. The purpose of this study is to develop a comprehensive model for trust and commitment of B2B e-Marketplace and empirically to examine their structural relationships. Drawing from trust and commitment theory in the interorganizational relationship and B2B electronic commerce context, this study identifies network externality, interactivity, justice, quality of information sharing, institutional assurance as the determinants of trust and commitment of e-Marketplace. The proposed model hypothesized that (1) trust is a function of network externality, interactivity, justice, quality of information sharing, institutional assurance, (2) attitudinal and behavioral commitment is a function of trust, (3) behavioral commitment is a function of attitudinal commitment. The proposed model is tested using organizational-level survey data from 187 buying organizations that conduct business in MRO e-Marketplaces. The data were tested by reliability test, correlation analysis, exploratory factor analysis, confirmatory factor analysis and covariance structure analysis. The results indicate that (1) trust is influenced by network externality, interactivity, justice, institutional assurance, (2) attitudinal commitment and behavioral commitment is influenced by trust (3) behavioral commitment is influenced by attitudinal commitment. Also, the empirical results confirmed that trust play a strong, central role in determinging e-Marketplace commitment. The key theoretical contribution of this research is that it begins to extend interorganizational information system literature in areas such as B2B Internet e-Marketplace. Managerially, this study contributes tn the understanding of the role of B2B e-Markeplace providers in Internet situation. And Limitations of this study and guidelines for future researches are also discussed.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.15
no.2
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pp.153-169
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2020
A new way of shopping based on virtual assistant, so called voice shopping, is drawing attention. The voice shopping market is growing around the world, and Korea is on the verge of full-scale commercialization of this new shopping. For the development of voice shopping-related industries, it is necessary to research on specific issues related to this new shopping methods, such as the quality of services, efficient processes tailored to new ways, and ways to build customer relationships. As part of such an attempt, the study seeks to determine the factors that affect consumers' perception and attitudes toward voice shopping. The study conducted the analysis based on survey response data of 171 online shopping users. In addition to the typical factors of the technology acceptability model(TAM) such as perceived usefulness and ease of use, the impact of perceived playfulness was included for analyzing the intention on the acceptance of voice shopping. In particular, this study focuses on the impact of user attributes. For the spread of voice shopping, it is necessary to set up a valid target customer and understand users for establishing an effective customer relationship. Therefore, this study tries to analyze how the perceptions on the voice shopping(perceived usefulness, ease of use, and perceived playfulness) are affected by users' attributes, such as user innovativeness and user knowledge level. The result of analysis shows that user innovativeness have a positive relationship with all of perceived usefulness, ease of use, and perceived playfulness. The user knowledge base, however, was not significant to all these three variables. The user knowledge base is shown to have a positive effect on user innovativeness which is the source of positively significant factor for the variable of the perceptions on the voice shopping. Meanwhile, among the variables of extended technology acceptance model, perceived usefulness and perceived playfulness have positive effects on the acceptance of voice shopping, while ease of use has no significant impact on the voice shopping acceptance. Ease of use has a positive relationship with perceived usefulness and playfulness. This study is meaningful in providing implications on the development of voice shopping platforms and related services, and establishment of customer relationship.
It is difficult to evaluate the performance of process innovation of e-procurement which has large scale and complex processes. The existing evaluation methods for measuring the effects of process innovation have been mainly done with statistically quantitative methods by analyzing operational data or with qualitative methods by conducting surveys and interviews. However, these methods have some limitations to evaluate the effects because the performance evaluation of e-procurement process innovation should consider the interactions among participants who are active either directly or indirectly through the processes. This study considers the e-procurement process as a complex system and develops a simulation model based on MAS(Multi-Agent System) to evaluate the effects of e-procurement process innovation. Multi-agent based simulation allows observing interaction patterns of objects in virtual world through relationship among objects and their behavioral mechanism. Agent-based simulation is suitable especially for complex business problems. In this study, we used Netlogo Version 4.1.3 as a MAS simulation tool which was developed in Northwestern University. To do this, we developed a interaction model of agents in MAS environment. We defined process agents and task agents, and assigned their behavioral characteristics. The developed simulation model was applied to G2B system (KONEPS: Korea ON-line E-Procurement System) of Public Procurement Service (PPS) in Korea and used to evaluate the innovation effects of the G2B system. KONEPS is a successfully established e-procurement system started in the year 2002. KONEPS is a representative e-Procurement system which integrates characteristics of e-commerce into government for business procurement activities. KONEPS deserves the international recognition considering the annual transaction volume of 56 billion dollars, daily exchanges of electronic documents, users consisted of 121,000 suppliers and 37,000 public organizations, and the 4.5 billion dollars of cost saving. For the simulation, we analyzed the e-procurement of process of KONEPS into eight sub processes such as 'process 1: search products and acquisition of proposal', 'process 2 : review the methods of contracts and item features', 'process 3 : a notice of bid', 'process 4 : registration and confirmation of qualification', 'process 5 : bidding', 'process 6 : a screening test', 'process 7 : contracts', and 'process 8 : invoice and payment'. For the parameter settings of the agents behavior, we collected some data from the transactional database of PPS and some information by conducting a survey. The used data for the simulation are 'participants (government organizations, local government organizations and public institutions)', 'the number of bidding per year', 'the number of total contracts', 'the number of shopping mall transactions', 'the rate of contracts between bidding and shopping mall', 'the successful bidding ratio', and the estimated time for each process. The comparison was done for the difference of time consumption between 'before the innovation (As-was)' and 'after the innovation (As-is).' The results showed that there were productivity improvements in every eight sub processes. The decrease ratio of 'average number of task processing' was 92.7% and the decrease ratio of 'average time of task processing' was 95.4% in entire processes when we use G2B system comparing to the conventional method. Also, this study found that the process innovation effect will be enhanced if the task process related to the 'contract' can be improved. This study shows the usability and possibility of using MAS in process innovation evaluation and its modeling.
Mi-El Kim;Jaehoon Sim;Aein Mon;Myung-Joo Kim;Young-Seok Park;Ho-Beom Kwon;Jaeheung Park
The Journal of Korean Academy of Prosthodontics
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v.61
no.4
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pp.257-267
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2023
Purpose. The purpose of the study was to fabricate a prototype robotic simulator for dental education, to test whether it could simulate mandibular movements, and to assess the possibility of the stimulator responding to stimuli during dental practice. Materials and methods. A virtual simulator model was developed based on segmentation of the hard tissues using cone-beam computed tomography (CBCT) data. The simulator frame was 3D printed using polylactic acid (PLA) material, and dentiforms and silicone face skin were also inserted. Servo actuators were used to control the movements of the simulator, and the simulator's response to dental stimuli was created by pressure and water level sensors. A water level test was performed to determine the specific threshold of the water level sensor. The mandibular movements and mandibular range of motion of the simulator were tested through computer simulation and the actual model. Results. The prototype robotic simulator consisted of an operational unit, an upper body with an electric device, a head with a temporomandibular joint (TMJ) and dentiforms. The TMJ of the simulator was capable of driving two degrees of freedom, implementing rotational and translational movements. In the water level test, the specific threshold of the water level sensor was 10.35 ml. The mandibular range of motion of the simulator was 50 mm in both computer simulation and the actual model. Conclusion. Although further advancements are still required to improve its efficiency and stability, the upper-body prototype simulator has the potential to be useful in dental practice education.
This paper proposes an interference avoidance approach for Constraint-Based Routing (CBR) algorithm in the Multi-Protocol Label Switching (MPLS) network. The MPLS network itself has a capability of integrating among any layer-3 protocols and any layer-2 protocols of the OSI model. It is based on the label switching technology, which is fast and flexible switching technique using pre-defined Label Switching Paths (LSPs). The MPLS network is a solution for the Traffic Engineering(TE), Quality of Service (QoS), Virtual Private Network (VPN), and Constraint-Based Routing (CBR) issues. According to the MPLS CBR, routing performance requirements are capability for on-line routing, high network throughput, high network utilization, high network scalability, fast rerouting performance, low percentage of call-setup request blocking, and low calculation complexity. There are many previously proposed algorithms such as minimum hop (MH) algorithm, widest shortest path (WSP) algorithm, and minimum interference routing algorithm (MIRA). The MIRA algorithm is currently seemed to be the best solution for the MPLS routing problem in case of selecting a path with minimum interference level. It achieves lower call-setup request blocking, lower interference level, higher network utilization and higher network throughput. However, it suffers from routing calculation complexity which makes it difficult to real task implementation. In this paper, there are three objectives for routing algorithm design, which are minimizing interference levels with other source-destination node pairs, minimizing resource usage by selecting a minimum hop path first, and reducing calculation complexity. The proposed CBR algorithm is based on power factor calculation of total amount of possible path per link and the residual bandwidth in the network. A path with high power factor should be considered as minimum interference path and should be selected for path setup. With the proposed algorithm, all of the three objectives are attained and the approach of selection of a high power factor path could minimize interference level among all source-destination node pairs. The approach of selection of a shortest path from many equal power factor paths approach could minimize the usage of network resource. Then the network has higher resource reservation for future call-setup request. Moreover, the calculation of possible path per link (or interference level indicator) is run only whenever the network topology has been changed. Hence, this approach could reduce routing calculation complexity. The simulation results show that the proposed algorithm has good performance over high network utilization, low call-setup blocking percentage and low routing computation complexity.
KIM, Seung-Yub;LEE, Ho-Hyun;CHOI, Eun-Soo;GO, Je-Ung
Journal of the Korean Association of Geographic Information Studies
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v.23
no.3
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pp.146-160
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2020
In the 4th industrial revolution, research on solving urban problems using ICT technology is emerging. Representatively, research is being conducted mainly focusing on smart cities. 3D geo-spatial. Various case studies on smart cities are being conducted to solve urban problems, and in order to effectively implement smart cities, it is implemented on the basis of a digital twin interconnecting physical and virtual environments. To implement a digital twin, the concept of space is essential, and spatial information that composes the real world is also essential. Therefore, in order to implement the digital twin, this study conducted a study on the construction and modeling of 3D geo-spatial information based on the national spatial information establishment regulations and the international standard CityGML for buildings, water facilities, and transportation facilities in Jeonju. In Jeonju, the research area, the LOD was defined, and the possibility of digital twin based on geo-spatial information was determined through data collection, analysis, and construction for each detail. In this study, it is meaningful that a plan to construct geo-spatial information for the implementation of a digital twin is presented, and the result of the construction is modeled as an urban standard model. The results of study are expected to be used as reference for detailed construction plans and standard establishment by governments and local governments promoting smart city and digital twin construction in the future.
The Journal of The Korea Institute of Intelligent Transport Systems
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v.12
no.6
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pp.54-67
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2013
The main purpose of this study is to analyze the diversion rate by the levels of delay and the types of display. For this study, we developed the logit model by analyzing the result of SP survey of drivers who have driver's licence after manipulating a virtual driving simulator. The result of analysis was that the types of display was not statistically significant to the diversion rate. On the other hand, the levels of delay was very meaningful factor with the diversion rate. When the main road was flowing smoothly, drivers started to detour at the levels of delay 125% under the traffic free flow state. Similarly, when the levels of delay got worse, the diversion rate kept the same percentage as it was at the levels of delay 125% state which represented a smooth road condition. Likewise, when the main road's traffic flow was slow, drivers appeared to make detours at the same state of the levels of delay 125%. It was found that as the levels of delay got worse, the diversion rose higher than the diversion rate at the condition of slow traffic flow situation with the levels of delay 125%. The result of this study suggests the criterion of drivers detour point. For the conclusion, the result of study would be a reasonable reference for establishing transportation strategies by reflecting drivers' detouring property and would improve the efficiency of traffic flow.
Many researchers have recommended that DBR scheduling would be an efficient method to maintain the balance of their workload among many processes in the general flow shop. However, as product variety has increased in recent years, the process has become more complex and requires the re-entrance of raw materials and work in process. The re-entrant line has known for the complex manufacturing process that raw materials are repeatedly processed on the same machine. This study reviews the applicability of DBR against the re-entrant manufacturing line due to the distinguishing characteristics and the higher complexity caused by multiple visits of a job into the identical process. In order to apply the DBR method to the re-entrant process, the main idea is to reconstruct re-entrant process into a virtual flow process(loop) that has a single bottleneck. This study discusses the following two questions. First, DBR is also superior to traditional scheduling methods against re-entrant manufacturing line. And how we structure and detect the system bottleneck (or sub-bottleneck) through drum-buffer-rope concepts. To answer the above questions, we experimented and analyzed the effects of the applicability of DBR under the general re-entrant process model(TRC, Technology Research Center). As a result, we have identified a balance between loops for cycle time and work in process.
The purpose of this study was to develop, through the integration of instructional theory, a Courseware and to investigate the effectiveness of a web-based computer assisted instruction(WBI) program for preventing drug abuse, a serious problem for youth problem. During the first stage of this study done "Drug Abuse Prevention" Courseware was developed based on, Gagn & Brigg's instructional design theory, Keller's ARCS theory and the CAI model of Hannafin & Peck. For the second stage, the courseware was used to provide education for students adolescents in drug abuse prevention. This study used an quasi-experimental, one-group pretest-posttest design with a convenience sample of 36 male high school students who were at one high school located in Seoul. Data were collected using self-reported questionnaires which included a learning achievement tool, the Keller's IMMS (Instructional Material Motivation Survey), on attitudes to drug use, and on responses to the WBI instruction. Prior to the experiment, the "drug abuse prevention" learning method and the procedures of the study were explained to the students, and then the learning achievement of the subjects was measured as a pretest. The students were then given 2 weeks WBI utilizing the courseware. A post-test which included the pre-test learning achievement questionnaire and a survey of learning motivation and attitudes toward drug were given two weeks after the education was completed. The data analysis was done using SPSS/PC. Paired t-test was used to analyze the differences between the pre-test and post-test scores for learning achievement. The results of the analysis are as follows: There were significant differences in learning achievement between the pre-test and post-test(t=-18.62, p=0.000). The hypothesis, that learning achievement will be higher, after the class has used the courseware, than before was supported. The scores for learning motivation and attitudes toward drugs were also higher than the results of existing studies. In conclusion, this study suggests that WBI is an effective learning method in the prevention of drug abuse for adolescents as it can be used for self-learning and repeated learning as assisted instruction. Recommendation would be given that further research needs to be develped in the courseware by cognitive learning style and by multimedia courseware and virtual reality system.
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