• Title/Summary/Keyword: 가상의

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Research on Adoption and Preference of 5G using Learning Service (5G 교육 서비스의 채택과 선호에 관한 연구: 대학생을 중심으로)

  • Lee, Junghwan;Kim, Sungbum
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.192-201
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    • 2020
  • This study commercialization of 5G will enable transformation of university education. This study identifies five attributes (device type, learning place, learning content, learning field and expense payment) and corresponding levels to study the impact of 5G in the future of university education. The attributes and the levels are then combined into few 5G education service alternatives for respondents to rank. 102 students ranked the alternatives based on their preferences and intent to use. Results indicate that the intent to use 5G-based education service was high with 86% and the most important factor was expense payment (37%), followed by learning field (26%), learning content (24%), device type (8%) and learning place (5%). Specifically, students preferred smart device, practical and experiential content, ubiquitous (no limitation of space and time) learning, practical education and free rate when adopting 5G-based education service. These will provide implications to accelerate adoption of and exploitation of 5G for innovating university education.

The Effect of Virtual Reality Based Rehabilitation Program on Balance of Patient with Stroke: A Meta-analysis of Studies in Korea (가상현실기반 재활프로그램이 뇌졸중환자의 균형에 미치는 영향 : 국내연구에 대한 메타분석)

  • Roh, Jung-suk
    • Journal of Korean Physical Therapy Science
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    • v.24 no.1
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    • pp.59-68
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    • 2017
  • Purpose : The aims of this study was to conduct a systematic literature review with meta-analysis to investigate the effect of virtual reality based rehabilitation program on balance of patient with stroke in Korean studies. Method : The studies for analysis were searched in electronic databases(Research Information Sharing Service; RISS, Korean Studies Information Service; KISS, DBpia, e-articles, National Assembly Library). The key words for search were 'virtual reality', 'stroke', and 'balance' and only randomized controlled trials and clinical controlled trials were included. Of 40 studies identified in the search, 20 studies met the criteria of this study and included in this meta-analysis. Result : The results were as follows: 1) The overall effect size of virtual reality based rehabilitation program was 0.557(95% critical interval; 0.340~0.774). 2) In the analysis of sub-categorical variables, effect size was as follows; the commercial game type(0.621) > virtual environment type(0.335); the dynamic balance measurement(0.750) > static balance measurement(0.226); randomized controlled trial(0.653) > clinical controlled trial(0.275); and thesis type(0.706) > article of journal type(0.339). 3) In the analysis of sub-continuous variables, as time of program(per session) increased, the balance increased(p<0.05). Conclusion : The results of this study showed that virtual reality based rehabilitation program moderately improves the balance of stroke patient. Further studies are recommended to investigate the effect of sub-variables related to virtual reality programs on motor functions of patient with stroke.

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The Control Method of Rehabilitation Assistance Mobile Robot Using Force-Reflection Joystick (힘 반향 조이스틱을 이용한 재활보조용 이동 로보트의 제어 기법)

  • 이응혁;권오상;김병수;민홍기;장원석;홍승홍
    • Journal of Biomedical Engineering Research
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    • v.18 no.4
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    • pp.447-456
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    • 1997
  • When the disabled is operating a rehabilitation assisting system with a joystick by himself, unlike in the case of a normal person, tremor with joystick control or instant miscontrol can often occur. If these misoperations should be directly relayed to the system, shaking or malfunction of the mobile rehabilitation assisting system might be the result. The safety of the disabled is of prime concern. To solve this problem, that is, to prevent the miscontrol of the disabled operator and avoid crashes into his or her surroundings, we propose the force-reflection locomotion algorithm with the joystick. This method uses ultrasonic sensors to measure the distance between the object and mobile robot. Based on the reception of sensory data, the necessary torque is applied via the joystick to the attatched motor. To confirm the effectiveness of the proposed method, the subjects on the reflected force by the dynamic characteristics of the joystick and the reflected force by the distance information are tested Even though there are some differences in human dexterity, we confirmed the fact that the information from the obstacles was relayed to the operator via the joystick and resulted in an improved operational performance and safety level with regard to those obstacles.

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Internal Network Partition Security Model Based Authentication using BlockChain Management Server in Cloud Environment (클라우드 환경에서 블록체인관리서버를 이용한 인증기반 내부망 분리 보안 모델)

  • Kim, Young Soo;Lee, Byoung Yup
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.434-442
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    • 2018
  • Recently, the threat to the security and damage of important data leaked by devices of intranet infected by malicious code through the Internet have been increasing. Therefore, the partitioned intranet model that blocks access to the server for business use by implementing authentication of devices connected to the intranet is required. For this, logical net partition with the VDI(Virtual Desktop Infrastructure) method is no information exchange between physical devices connected to the intranet and the virtual device so that it could prevent data leakage and improve security but it is vulnerable to the attack to expose internal data, which has access to the server for business connecting a nonregistered device into the intranet. In order to protect the server for business, we suggest a blockchain based network partition model applying blockchain technology to VDI. It contributes to decrease in threat to expose internal data by improving not only capability to verify forgery of devices, which is the vulnerability of the VDI based logical net partition, but also the integrity of the devices.

The Future of BlockChain Technology Leading Innovation in the Industrial Ecosystem (산업 생태계의 혁신을 선도할 블록체인 기술의 미래전망)

  • Kim, Jung-Sook
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.324-332
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    • 2018
  • Blockchain technology has the potential to revolutionize trust models and business processes in a variety of industries. However, it is considered to be the initial stage of the system that pursues autonomy rather than efficiency, and it is necessary to monitor and inspect the distributed ledger technology from the price and introduction time as compared with the existing relational DB transaction technology. However, domestic and foreign private sectors have already been activated by applying block-chain technology in the national domain, and the block chain is devoid of doubt that it is an exaggerated technology, characterized by the invariance of the record, transparency, and autonomous execution of business rules. It has begun to be utilized in history, identity, certification and auditing in the financial industry as well as various industries. In this paper, we analyze the problems such as security weakness, insufficient regulatory environment, technical consensus and lack of common standard. In addition, the business sense and possibility of the block chain technology is expected to be the innovation of the industrial ecosystem by entering into the reality system from the concept through monitoring the actual introduction performance in the field of copyright, logistics, health care and environment.

The R&D paradigm for the Materials Technologies involving Environmental (한국의 생명공학 기술과 산업)

  • 현병환;조성복
    • Journal of Korea Technology Innovation Society
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    • v.2 no.1
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    • pp.135-151
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    • 1999
  • 생명공학기술(biotechnology)은 보건·의료, 농업, 환경, 자원분야에서의 급격한 산업적 응용에 따라 21세기에는 세계경제에 막대한 파급효과를 보일 것으로 예상된다. 경제구조가 점점 고도화되어 한 국가의 기술능력이 산업경쟁력의 확보를 위해 그 중요성이 강조되는 상황에서, 미래첨단기술이라고 할 수 있는 생명공학기술에서의 성공여부는 앞으로 다가올 21세기의 국가 경쟁력 결정에 중요한 열쇠가 될 것이다. 본 연구는 이러한 상황인식하에 생명공학 기술에 대한 일반적인 현황과 전망을 살펴본 뒤 선진국의 생명공학기술 산업화 동향을 진단하고, 우리나라 생명공학산업 현황과 정부의 지원 정책을 조망한 뒤 생명공학산업의 활성화 방안에 대하여 의견을 제시하고 있다. 우리나라의 생명공학기술은 정부의 주도하에 산업계의 연구투자비 및 연구인력의 꾸준한 증대와 아울러 생명공학 제품도 수적으로나 판매규모면에서 큰 증가가 이루어져 왔다. 그러나 본질적으로 우리나라 생명공학기술에 대한 연구는 선진국에 뒤져있기 때문에 기초연구의 역량이 부족하고, 산업계의 과감한 기술개발 투자가 이루어지지 못하였으며, 또한 기술개발과 상업화를 위한 기술하부구조의 구축이 매우 미흡한 실정이다. 또한 WTO체제의 출범에 따른 지적재산권 보호의 압력이 높아지는 상황에서 설상가상으로 IMF체제까지 당하여 기업의 연구개발 능력은 매우 심각한 위기에 봉착하고 있는 것이다. 이러한 상황에서 생명공학산업의 활성화를 위해서는 정부의 역할이 더욱 필요하게 되었다. 본 연구에서는 이러한 상황인식하에 정부의 생명공학산업 활성화를 지원정책으로 연구자금, 시설 등 직접적인 지원정책 중심의 한계적 시각에서 벗어나 기업을 비롯한 기술혁신 주체간 상호작용과 기술혁신 환경조성을 위한 간접적 지원중심의 정책전환 필요성을 제시하고 있다. 또한 우리나라 생명공학 기술혁신시스템을 재정비하기 위한 중점 개선방안으로 연구개발 투자의 확대, 기초연구 역량의 강화, 벤쳐기업형 생명공학기업의 육성, 기술하부구조의 구축, 산업계·학계·연구소간 연계·교류 시스템의 강화를 제시하고 있다.

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Analysis of Runoff Reduction Effect of Infiltration Facility Installation Position and Kinds of Infiltration in Urban Basin (도시유역의 침투시설 설치위치와 종류에 따른 유출저감효과 분석)

  • Lee, Jae-Joon;Kwak, Chang-Jae;Seol, Ji-Su
    • 한국방재학회:학술대회논문집
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    • 2010.02a
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    • pp.54.2-54.2
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    • 2010
  • 본 연구는 침투시설의 설치위치와 종류에 따른 유출저감효과를 WinSLAMM 모형을 이용하여 분석한 것이다. 본 연구의 대상유역은 Driveway 38%, Residential Area 8%, Parking Storage 8%, Sidewalk 8%, Playground 8%, 투수유역(Landscaped Area) 30%와 같이 토지이용별로 구획된 총면적 $0.25km^2$의 전형적으로 도시화된 가상유역으로 설정하였다. 침투시설 설치에서 중요한 요소 중 하나인 시설의 포화를 고려하기 위하여 10mm/hr~30mm/hr범위의 강우를 적용하였으며, 설치위치와 종류별 침투시설의 정량적인 유출저감효과를 비교하기 위하여 Residential Area, Parking Storage, Playground와 같은 유역내 불투수유역과 유출구에 해당하는 Outfall에 일정한 규모의 침투트렌치와 침투통을 설치하였다. 침투시설은 강우의 크기에 따라 시설의 포화가 진행되며 일정 규모 이상의 강우 발생시 침투기능을 상실하므로 강우의 크기에 맞는 포화시점을 찾아 적절한 규모로 설치해야하고, 경호우에서 유역내의 침투시설의 가용면적을 증가시키면 유출저감효과도 증가하였으나, 강우가 커질수록 상대적으로 가용면적이 큰 유출구와 차이가 없거나 오히려 더 낮은 유출저감효과가 나타나기도 하였다. 또한 설치위치에 침투시설을 비교한 결과, 경호우의 경우 동일한 유출저감효과가 나타났으나, 침투트렌치가 포화에 이루어지기 전까지는 유출저감효과가 더 높았으며, 유출구에서는 침투트렌치가 침투통보다 더 높은 유출저감효과가 나타났다. 침투시설의 병행설치시 경호우에서는 병행설치의 효과가 없었으나 강우강도가 증가할수록 효과가 뚜렷하게 나타났고, 유역내 침투시설의 병행설치시 가용면적을 증가시킬수록 유출저감효과도 증가하여 경호우 이상의 강우에서 병행설치를 고려되어야한다는 결론을 얻었다.

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A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

IT-based Technology An Efficient Global Buffer Management ,algorithm for SAN Environments (SAN 환경을 위한 효율적인 전역버퍼 관리 알고리즘)

  • 이석재;박새미;송석일;유재수;이장선
    • The Journal of the Korea Contents Association
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    • v.4 no.3
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    • pp.71-80
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    • 2004
  • In distributed file-systems, cooperative caching algorithm which owns the data cached at each node jointly is used to reduce an expense of disk access. Cooperative caching algorithm is the method that increases a cache hit-ratio and decrease a disk access as it holds the cache information of distributed systems in common and makes cache larger virtually. Recently, several cooperative caching algorithms decrease the message costs by using approximate information of the cache and increase the cache hit-ratio by using local and global cache fields dynamically. And they have an advantage that increases the whole field hit-ratio by sending a replaced buffer to the idle node on buffers replacement in order to maintain the replaced cache in the cache field. However the wrong approximate information deteriorates the performance, the consistency maintenance goes to great expense to exchange messages and the cost that manages Age-information of each node to choose the idle node increases. In this thesis, we propose a cooperative cache algorithm that maintains correct cache information, minimizes the maintenance cost for consistency and the management cost for buffer Age-information. Also, we show the superiority of our algorithm through the performance evaluation.

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Stereok Matching based on Intensity and Features for Images with Background Removed (배경을 제외한 영상에서 명암과 특징을 기반으로하는 스테레오 정합)

  • Choe, Tae-Eun;Gwon, Hyeok-Min;Park, Jong-Seung;Han, Jun-Hui
    • Journal of KIISE:Software and Applications
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    • v.26 no.12
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    • pp.1482-1496
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    • 1999
  • 기존의 스테레오 정합 알고리즘은 크게 명암기반기법과 특징기반기법의 두 가지로 나눌 수 있다. 그리고, 각 기법은 그들 나름대로의 장단점을 갖는다. 본 논문은 이 두 기법을 결합하는 새로운 알고리즘을 제안한다. 본 논문에서는 물체모델링을 목적으로 하기 때문에 배경을 제거하여 정합하는 방법을 사용한다. 이를 위해, 정합요소들과 정합유사함수가 정의되고, 정합유사함수는 두 기법사이의 장단점을 하나의 인수에 의해 조절한다. 그 외에도 거리차 지도의 오류를 제거하는 coarse-to-fine기법, 폐색문제를 해결하는 다중윈도우 기법을 사용하였고, 물체의 표면형태를 알아내기 위해 morphological closing 연산자를 이용하여 물체와 배경을 분리하는 방법을 제안하였다. 이러한 기법들을 기반으로 하여 여러가지 영상에 대해 실험을 수행하였으며, 그 결과들은 본 논문이 제안하는 기법의 효율성을 보여준다. 정합의 결과로 만들어지는 거리차 지도는 3차원 모델링을 통해 가상공간상에서 보여지도록 하였다.Abstract Classical stereo matching algorithms can be classified into two major areas; intensity-based and feature-based stereo matching. Each technique has advantages and disadvantages. This paper proposes a new algorithm which merges two main matching techniques. Since the goal of our stereo algorithm is in object modeling, we use images for which background is removed. Primitives and a similarity function are defined. The matching similarity function selectively controls the advantages and disadvantages of intensity-based and feature-based matching by a parameter.As an additional matching strategy, a coarse-to-fine method is used to remove a errorneous data on the disparity map. To handle occlusions, multiple windowing method is used. For finding the surface shape of an object, we propose a method that separates an object and the background by a morphological closing operator. All processes have been implemented and tested with various image pairs. The matching results showed the effectiveness of our method. From the disparity map computed by the matching process, 3D modeling is possible. 3D modeling is manipulated by VRML(Virtual Reality Manipulation Language). The results are summarized in a virtual reality space.