• Title/Summary/Keyword: 가상의

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Development of Crack Monitoring System for Self-healing Repair Mortar Surface Using Image Processing Technique (이미지 처리 기법을 이용한 자기치유 보수 모르타르 시공표면의 균열 모니터링 시스템 개발)

  • Oh, Sang-Hyuk;Moon, Dae-Jung;Lee, Kwang-Myong
    • Journal of the Korean Recycled Construction Resources Institute
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    • v.9 no.3
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    • pp.359-366
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    • 2021
  • In this study, It was developed an monitoring cracks system based on image processing techniques in order to measure cracks, which are major damages in concrete, and to convert them into a database. The crack monitoring system consists of crack image captured equipment and a crack detection and analysis software. This system provides objective and quantitative data by replacing the conventional visual inspection. The crack detection algorithm w as verified through an indoor test using virtual cracks, and the amount of crack detection and crack width change was monitored by applying it to the self-healing repair mortar construction site. In the case of the crack width detected through image analysis, the maximum difference from the actual crack width was 0.0334mm. It was possible to detect microcracks of 0.1mm or less, and the effect of crack healing over time of the self-healing repair mortar was confirmed trough the field test.

3D Modeling of Islands using Structured Procedural Method (구조화된 절차적 방법을 이용한 섬 3차원 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.5
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    • pp.879-888
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    • 2021
  • With the development of information and communication technology, the demand for indirect experience contents using realistic media is increasing. It is important to keep the overall concept of the models consistently in order to immerse in the contents while watching realistic media. In the case of realistic media that provides an indirect experience of tourist attractions, modeling should be done by reflecting the actual information of the sites in order to provide an accurate experience. In this paper, we propose a three-dimensional modeling method of islands, representative tourism resources of the southern coast, by reflecting actual data. Since the proposed method is performed according to a structured procedure, it makes it easy to maintain the visual consistency of the entire model when several people work together. Implementation results show that the proposed method produces more realistic results than the modeling method using height information simply.

Realtime Tidal Flat Modeling using Procedural Generation Method (절차적 생성 방법을 이용한 실시간 갯벌 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.5
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    • pp.947-956
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    • 2021
  • As an interest in metaverse increases, there are many studies to apply virtual reality to indirect experiences. Virtual reality is increasingly being used not only for entertainment such as games but also for educational content. A key technology of indirect experience is modeling an object to provide a realistic experience to the user. Natural environments such as tidal flats change with time, and many living things also live there. In this paper, we propose a method for creating experiential content that accurately models the ecological environment of tidal flats. The proposed method explains how to naturally model the temporal change of tidal flats. We also explain how to model a crab, a creature that inhabits the tidal flat, in the forms of an NPC using the behavior tree. Implementation results show that the proposed method uses simple algorithms but expresses the shapes of tidal flats well.

Comparison of Learning Performance by Reinforcement Learning Agent Visibility Information Difference (강화학습 에이전트 시야 정보 차이에 의한 학습 성능 비교)

  • Kim, Chan Sub;Jang, Si-Hwan;Yang, Seong-Il;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.17-28
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    • 2021
  • Reinforcement learning, in which artificial intelligence develops itself to find the best solution to problems, is a technology that is highly valuable in many fields. In particular, the game field has the advantage of providing a virtual environment for problem-solving to reinforcement learning artificial intelligence, and reinforcement learning agents solve problems about their environment by identifying information about their situation and environment using observations. In this experiment, the instant dungeon environment of the RPG game was simplified and produced and various observation variables related to the field of view were set to the agent. As a result of the experiment, it was possible to figure out how much each set variable affects the learning speed, and these results can be referred to in the study of game RPG reinforcement learning.

Verification of mediating effects of self-esteem in the relationship between level of participation in volunteering activity and mental health of adolescents (청소년의 봉사활동 참여정도와 정신건강과의 관계에서 자아존중감의 매개효과 검증)

  • Kim, Sang woo;Jang, Hye young
    • Journal of Korean Physical Therapy Science
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    • v.28 no.2
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    • pp.46-56
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    • 2021
  • Purpose: The purpose of this study is to examine whether the level of participation in physical activity affects the mental health of adolescents, that is, their subjective well-being. In addition, we would like to see if adolescents can improve their satisfaction with life away from the negative emotions they are currently feeling through physical activities such as hand-help and consolation activities and check if self-esteem has mediating effects in this process. Design: Survey. Methods: The survey was conducted by the surveyor, with a total of 9,041. Results: First, it shows that the higher frequency of adolescents' physical activity leads to higher self-esteem and subjective well-being. Second, it shows that the higher the self-esteem leads to higher subjective well-being felt by adolescents. Third, the level of youth physical activity itself contributes to subjective well-being while also affecting self-esteem, and the self-esteem also affects the subjective well-being that adolescents perceive. Conclusion: It will be necessary to provide programs to enhance subjective well-being for students with poor school life adaptation and satisfaction with life, as well as continuous attention such as organization and counseling of programs in schools to enhance self-esteem. In addition, it is considered that by encouraging and guiding teenagers with low satisfaction with life and low self-esteem to physical activities such as volunteer activities and leisure activities that suit their aptitude, and the adolescents will get away from the negative emotions they are currently feeling and increase their satisfaction with adaptation to school life and life.

Study of Implementation as Digital Twin Framework for Vertical Smart Farm (식물공장 적용 디지털 트윈 프레임워크 설계 연구)

  • Ko, Tae Hwan;Noe, Seok Bong;Noh, Dong Hee;Choi, Ju Hwan;Lim, Tae Beom
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.377-389
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    • 2021
  • This paper presents a framework design of a digital twin system for a vertical smart farm. In this paper, a framework of digital twin systems establishes three factors: 1) Client 2) IoT gateway, and 3) Server. Especially, IoT gateway was developed using the Eclipse Ditto, which has been commonly used as the standard open hardware platform for digital twin. In particular, each factor is communicating with the client, IoT gateway, and server by defining the message sequence such as initialization and data transmission. In this paper, we describe the digital twin technology trend and major platform. The proposed design has been tested in a testbed of the lab-scale vertical smart-farm. The sensor data is received from 1 Jan to 31 Dec 2020. In this paper, a prototype digital twin system that collects environment and control data through a raspberry pi in a plant factory and visualizes it in a virtual environment was developed.

A Study on the Typology and Advancement of Cultural Leisure-Based Metaverse (문화 여가 중심의 메타버스 유형 및 발전 방향 연구)

  • Ko, Sun Young;Chung, Han Kun;Kim, Jong-In;Shin, Youngtae
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.8
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    • pp.331-338
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    • 2021
  • Metaverse is a compound word of 'meta' and 'universe', which means transcendence and the world. It is a digital world where daily life and economic activities are possible. While the Metaverse is being actively used as an alternative space to enjoy leisure life since COVID-19, not much academic research on Metaverse in Korea has been done yet. Based on the previous research on Metaverse in Korea and overseas we conducted a typology analysis on cultural leisure-based Metaverse and a study on its key features. Considering the current situation in which the Metaverse era is blooming we also investigated the development trends of the Metaverse and related technologies at home and abroad. We also presented the direction of advancement of the cultural leisure-based Metaverse. This study differentiates itself from previous domestic and foreign studies by discovering and analyzing theoretical models, frameworks and features in terms of society, collaboration, and leisure use through case studies. It is meaningful that this research presents directions on further Metaverse research that reflect the current information technology (IT) and changes in life.

A Study on the Reduction in VR Cybersickness using an Interactive Wind System (Interactive Wind System을 이용한 VR 사이버 멀미 개선 연구)

  • Lim, Dojeon;Lee, Yewon;Cho, Yesol;Ryoo, Taedong;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.3
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    • pp.43-53
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    • 2021
  • This paper presents an interactive wind system that generates artificial winds in a virtual reality (VR) environment according to online user inputs from a steering wheel and an acceleration pedal. Our system is composed of a head-mounted display (HMD) and three electric fans to make the user sense touch from the winds blowing from three different directions in a racing car VR application. To evaluate the effectiveness of the winds for reducing VR cybersickness, we employ the simulator sickness questionnaire (SSQ), which is one of the most common measures for cybersickness. We conducted experiments on 13 subjects for the racing car contents first with the winds and then without them or vice versa. Our results showed that the VR contents with the artificial winds clearly reduce cybersickness while providing a positive user experience.

Container-Friendly File System Event Detection System for PaaS Cloud Computing (PaaS 클라우드 컴퓨팅을 위한 컨테이너 친화적인 파일 시스템 이벤트 탐지 시스템)

  • Jeon, Woo-Jin;Park, Ki-Woong
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.1
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    • pp.86-98
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    • 2019
  • Recently, the trend of building container-based PaaS (Platform-as-a-Service) is expanding. Container-based platform technology has been a core technology for realizing a PaaS. Containers have lower operating overhead than virtual machines, so hundreds or thousands of containers can be run on a single physical machine. However, recording and monitoring the storage logs for a large number of containers running in cloud computing environment occurs significant overhead. This work has identified two problems that occur when detecting a file system change event of a container running in a cloud computing environment. This work also proposes a system for container file system event detection in the environment by solving the problem. In the performance evaluation, this work performed three experiments on the performance of the proposed system. It has been experimentally proved that the proposed monitoring system has only a very small effect on the CPU, memory read and write, and disk read and write speeds of the container.

Study on Development of Remote Mental Health Care Program with VR for Seafarers

  • Lim, Sangseop;Tae, Hyo-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.195-200
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    • 2021
  • Seafarers play an important role in shipping and logistics. However, seafarers are relatively vulnerable to mental illness because they have to board ships for a considerable period of time and work in isolation. In particular, in the pandemic situation caused by COVID-19, the crew change is delayed due to the closure of many ports around the world, increasing the mental burden on seafarers. The mental health management of the crew is important because these mental problems can lead to major accidents of lives and ships. This paper identified the necessity of mental health management of seafarers through a survey and identified problems with the currently operated mental health management program and curriculum. Especially, this study proposed VR-based programs to help crews receive mentally counseling treatment in a timely manner and to reduce the mental burden on them by preventing sensitive personal information exposure. Through this, it is expected to contribute to the stable development of the logistics industry by establishing a safe seafarers working environment.