• Title/Summary/Keyword: 가상의

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A Study on Smart Aging System for the Elderly based on Metaverse (고령자를 위한 메타버스 기반의 Smart Aging 시스템의 연구)

  • Cho, Myeon-Gyun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.261-268
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    • 2022
  • Recently, the number of elderly living alone suffering from loneliness and depression is also increasing significantly due to the rapid aging of the population and nuclear families. In this paper, we propose a smart aging system that increases life satisfaction by providing the elderly with the optimal service tailored to the elderly with the help of IT according to their residential environment and health status. It is possible to provide an advanced customized support system for the elderly by fully utilizing IoT, AI, and Metaverse techniques not only for the elderly who want to live an active life in society but also for the elderly who need care in a nursing hospital. The proposed system provides human satisfaction by providing social connection in real space and virtual space in accordance with the residential environment and health status to the elderly suffering from loneliness in hospital (hospital care) facilities and at home. This paper proposes a new path for future-oriented welfare policy for the elderly by providing a user-customized smart aging system by combining AI and Metaverse technology with a rapidly changing social environment.

Effectiveness Analysis and Utilization of Game System for Military Education and Training (국방 교육훈련을 위한 게임 효과분석 및 활용방안)

  • Park, Heungsoon;Lee, Yunho
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.95-103
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    • 2022
  • The goal of education and training in military is to foster strong combatants who can fight and defeat enemies. The Korean military is deeply aware of the importance of education & training, and has been introducing various advanced training systems so far. Despite these efforts, however, the military environment to maintain and strengthen the level of training is becoming increasingly difficult. In this study, it was conducted on the effectiveness analysis and utilization of the game system for military education & training through literature review. As a result of literature analysis, the introduction of the game system could be expected to have various effects throughout the cognitive and behavioral areas. Based on this effect analysis, the concept and shape of game system operation for each purpose were derived, and an improved plan using the game system was proposed.

A Study on the Recognition and Development of Skin Care Subjects Using VR (VR 활용 피부미용 교과목 인식과 개발에 관한 연구)

  • Lee, Jung-Hee
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1485-1492
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    • 2021
  • In this study, in order to secure an educational environment for the development of skin beauty subjects using VR based on the learners' awareness of VR, a total of 105 learners' perception of VR, VR experience elements, and the development of VR-using skin beauty subjects, questions about general characteristics were conducted using an online questionnaire. As a result of the survey through frequency analysis, factor analysis, and correlation analysis, the higher the awareness of VR, the higher the educational performance and immersion (p<.01). It was found that awareness and interest were high (p<.001). As for the correlation, the higher the VR-using skin care experience factor, the higher the perception of VR-using skin beauty course development. Therefore, it was confirmed that it is necessary to develop and educate skin beauty subjects using VR in line with learners' expectations and the 4th industrial revolution era. Therefore, in follow-up studies, it is considered that it is necessary to develop and operate VR-based skin beauty subjects.

Machine Learning-based Optimal VNF Deployment Prediction (기계학습 기반 VNF 최적 배치 예측 기술연구)

  • Park, Suhyun;Kim, Hee-Gon;Hong, Jibum;Yoo, Jae-Hyung;Hong, James Won-Ki
    • KNOM Review
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    • v.23 no.1
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    • pp.34-42
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    • 2020
  • Network Function Virtualization (NFV) environment can deal with dynamic changes in traffic status with appropriate deployment and scaling of Virtualized Network Function (VNF). However, determining and applying the optimal VNF deployment is a complicated and difficult task. In particular, it is necessary to predict the situation at a future point because it takes for the process to be applied and the deployment decision to the actual NFV environment. In this paper, we randomly generate service requests in Multiaccess Edge Computing (MEC) topology, then obtain training data for machine learning model from an Integer Linear Programming (ILP) solution. We use the simulation data to train the machine learning model which predicts the optimal VNF deployment in a predefined future point. The prediction model shows the accuracy over 90% compared to the ILP solution in a 5-minute future time point.

A design of GPU container co-execution framework measuring interference among applications (GPU 컨테이너 동시 실행에 따른 응용의 간섭 측정 프레임워크 설계)

  • Kim, Sejin;Kim, Yoonhee
    • KNOM Review
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    • v.23 no.1
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    • pp.43-50
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    • 2020
  • As General Purpose Graphics Processing Unit (GPGPU) recently plays an essential role in high-performance computing, several cloud service providers offer GPU service. Most cluster orchestration platforms in a cloud environment using containers allocate the integer number of GPU to jobs and do not allow a node shared with other jobs. In this case, resource utilization of a GPU node might be low if a job does not intensively require either many cores or large size of memory in GPU. GPU virtualization brings opportunities to realize kernel concurrency and share resources. However, performance may vary depending on characteristics of applications running concurrently and interference among them due to resource contention on a node. This paper proposes GPU container co-execution framework with multiple server creation and execution based on Kubernetes, container orchestration platform for measuring interference which may be occurred by sharing GPU resources. Performance changes according to scheduling policies were investigated by executing several jobs on GPU. The result shows that optimal scheduling is not possible only considering GPU memory and computing resource usage. Interference caused by co-execution among applications is measured using the framework.

Proactive Virtual Network Function Live Migration using Machine Learning (머신러닝을 이용한 선제적 VNF Live Migration)

  • Jeong, Seyeon;Yoo, Jae-Hyoung;Hong, James Won-Ki
    • KNOM Review
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    • v.24 no.1
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    • pp.1-12
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    • 2021
  • VM (Virtual Machine) live migration is a server virtualization technique for deploying a running VM to another server node while minimizing downtime of a service the VM provides. Currently, in cloud data centers, VM live migration is widely used to apply load balancing on CPU workload and network traffic, to reduce electricity consumption by consolidating active VMs into specific location groups of servers, and to provide uninterrupted service during the maintenance of hardware and software update on servers. It is critical to use VMlive migration as a prevention or mitigation measure for possible failure when its indications are detected or predicted. In this paper, we propose two VNF live migration methods; one for predictive load balancing and the other for a proactive measure in failure. Both need machine learning models that learn periodic monitoring data of resource usage and logs from servers and VMs/VNFs. We apply the second method to a vEPC (Virtual Evolved Pakcet Core) failure scenario to provide a detailed case study.

CAD-CAM technique based digital diagnosis and fixed partial denture treatment on maxillary congenital missing teeth with skeletal class III tendency patient: A case report (상악 선천성 결손과 하악 골격성 제3급 부정교합 경향성을 보이는 환자에게서 CAD-CAM 기법을 이용한 진단과 고정성 보철 수복 증례 보고)

  • Oh, SaeEun;Park, YoungBum;Park, JaeHan
    • The Journal of Korean Academy of Prosthodontics
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    • v.60 no.4
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    • pp.354-361
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    • 2022
  • The development of digital technology is causing great changes in dentistry. This digital workflow combines various 3D data in the prosthetic treatment area for diagnosis and prosthetic manufacturing. The planned diagnosis and the fabrication of prosthesis in a virtual patient formed by synthesizing digital data can simulate the results of prosthetic treatment more intuitively than conventional methods, thereby increasing the predictability of aesthetic prosthetic treatment. In this case report, functionally and aesthetically satisfied clinical results were obtained by fabricating a fixed partial dentures through a digital workflow on congenital missing teeth in the maxillary anterior region.

A Study on the Consumer Perception of Metaverse Before and After COVID-19 through Big Data Analysis (빅데이터 분석을 통한 코로나 이전과 이후 메타버스에 대한 소비자의 인식에 관한 연구)

  • Park, Sung-Woo;Park, Jun-Ho;Ryu, Ki-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.287-294
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    • 2022
  • The purpose of this study is to find out consumers' perceptions of "metaverse," a newly spotlighted technology, through big data analysis as a non-face-to-face society continues after the outbreak of COVID-19. This study conducted a big data analysis using text mining to analyze consumers' perceptions of metaverse before and after COVID-19. The top 30 keywords were extracted through word purification, and visualization was performed through network analysis and concor analysis between each keyword based on this. As a result of the analysis, it was confirmed that the non-face-to-face society continued and metaverse emerged as a trend. Previously, metaverse was focused on textual data such as SNS as a part of life logging, but after that, it began to pay attention to virtual reality space, creating many platforms and expanding industries. The limitation of this study is that since data was collected through the search frequency of portal sites, anonymity was guaranteed, so demographic characteristics were not reflected when data was collected.

A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era (비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.

Impact of Peer Attachment on Children's Subjective Well-being : Mediating Effects of Self-esteem (또래애착이 아동의 주관적 행복감에 미치는 영향 : 자아존중감의 매개효과)

  • Kim, Sang woo;Jo, Min a
    • Journal of Korean Physical Therapy Science
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    • v.29 no.3
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    • pp.63-74
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    • 2022
  • Purpose: The purpose of this study is to examine the mediating effect of children's perceived peer attachment on children's subjective well-being and the effects of self-esteem, one of the variables of individual personality characteristics, on peer attachment and subjective well-being. Design: Data from the 2018 Panel Study on Korean Children were used. Methods: The survey method was conducted by the investigator, and the total number of cases was 1,434 people. Results: First, the higher the child's peer attachment leads to higher subjective well-being and self-esteem, and the higher the self-esteem leads to higher subjective well-being. Second, in the relationship between peer attachment and subjective well-being, self-esteem acts as a mediator variable. Third, children's peer attachment affects subjective well-being and self-esteem, and self-esteem affects subjective well-being. The results explain that the degree of children's peer attachment itself affects subjective well-being and self-esteem, and self-esteem also affects children's subjective well-being. Conclusion: Self-esteem is an important factor influencing subjective well-being and has a mediating effect on the relationship between peer attachment and subjective well-being. In other words, it can be understood that children feel subjective well-being through positive interactions with peers, not only in parent relationships. Based on these results, it is necessary to suggest practical interventions to enhance children's subjective sense of well-being and to develop various programs that can strengthen the sub-factors of peer attachment.