• 제목/요약/키워드: 디지털 자료 개발

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Development of Digital Image Acquisition System for the Road Safety Survey and Analysis Vehicle (도로안전성 조사분석차량을 위한 영상취득시스템 개발)

  • Jeong, Dong-Hoon;Yoon, Chun-Joo;Sung, Jung-Gon
    • International Journal of Highway Engineering
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    • v.7 no.4 s.26
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    • pp.163-171
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    • 2005
  • Current roads were designed and constructed based on the design criteria and thus those were overly simplified drivers' needs. The road criteria do not suggest the desirable range of the design values but suggest the minimum requirements for the road design. Therefore, a completed road design based on the design criteria does not always guarantee the best design in terms of safety and it sometimes violates drivers' expectation. Therefore, the ROSSAV(ROad Safety Survey and Analysis Vehicle) is being developed by the KICT to evaluate road safety and increase driving safety. In this paper, the image capture system was described in detail. The image capture system is consisted of two front view cameras, two side down-looking cameras and a synchronization device. Two front view cameras were used to take a picture of road and road facilities at the driver's viewpoint. Also, two side down-looking cameras were used to capture road surface image to extract lane markings. A synchronization device were used to generate image capturing signal at the fixed distance spacing huck as every 10m. The front view images could be used to calculate and measure highway geometry such as shoulder width because every image is saved with it's locational information. And also the side down looking images could be used to extract median lane mark which representing road alignement efficiently.

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A Study on ICT Literacy Capability Measurement for University Freshmen of Education (교육대학교 신입생 대상 ICT 리터러시 능력 측정 분석)

  • Noh, HyunA;Jeong, InKee;Lee, WonGyu
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.277-290
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    • 2013
  • As the deployment of digital learning environment has been accelerating in rapid changes in information and communications technology, a tool is required to practically measure and evaluate the level of information education (IE) for freshmen in the University in order to propose an appropriate direction of IE in a teachers college. According to such current trends, ICT literacy is a tool to assess a specific level of capabilities such as a variety of real-world problem-solving skills, creativity, critical thinking, analytic reasoning, and communication skills. This study has developed a test tool to measure ICT literacy competence on the basis of the concept of test questions defined from the previous research. It was used to measure ICT literacy competence of 360 university freshmen of education and analyze if there is a difference among them depending on overall ICT literacy levels and genders, content areas, competence factors, and completion of IE course in high school. The result of this study would be expected to determine the current location of IE for freshmen in the University of Education and to be able to take advantage of basic data of the direction for IE course that university students need to essentially acquire in preparation for the coming future.

A Study on the Performance Model and Measurement Method of the SMEs Information Security Support Policy (중소기업 정보보호 지원 사업 성과모델 및 측정 방법에 관한 연구)

  • Bae, Young-Sik;Jang, Sang-Soo
    • The Journal of Society for e-Business Studies
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    • v.26 no.4
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    • pp.37-52
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    • 2021
  • Due to the spread of COVID-19, it is rapidly changing from face-to-face to non-face-to-face work environments and is changing to a digital work environment that can be accessed anytime, anywhere, providing convenience to all lives. However, the number of breaches, personal information leakage, and technology leakage targeting SMEs that are vulnerable to security continues to increase. Accordingly, the government has been continuously promoting the information security consulting support project for SMEs every year since 2014. Therefore, this study intends to develop a performance model and measurement methodology for continuous and more systematic support and efficient management of information protection support projects in consideration of the importance of information security for SMEs. It is intended to be used as basic data when setting future operational directions and goals. The main method of this study is to derive performance models and indicators for SME information security support projects based on domestic literature, case studies, and survey results, utilize expert advice to verify the developed performance measurement indicators, and use pilot-test questionnaires. Conduct evaluation through surveys. Based on the verified indicators, we would like to present a performance model and measurement index for the information security support project for SMEs.

A Study on the Lifestyle Assessment Tools of Children and Adolescents: A Systematic Review (아동 및 청소년의 라이프스타일 평가도구에 관한 조사: 체계적 고찰)

  • Kim, Ah-Ram;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.11 no.2
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    • pp.7-24
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    • 2022
  • Objective : To develop standardized assessment tools that evaluate the multi-aspect lifestyles of children and adolescents, we aimed to systematically analyze lifestyle assessment tools and lifestyle component-specific assessment tools. Methods : The study period was 2001-2020, with search engines using CINANL, NDSL, PubMed, and RISS. Search key words used 'lifestyle assessment' OR 'lifestyle profile' OR 'lifestyle test', 'physical activity assessment' OR 'physical activity participation profile', 'nutrition assessment' OR 'nutrition profile', 'activity participation assessment' OR 'activity participation profile'. Results : A total of 24 evaluation tools were selected after 5,883 studies reviewed the title, abstract, and full text after deduplication. The detailed results resulted in five lifestyle assessment tools, seven physical activity assessment tools, nine nutrition assessment tools, and three activity participation assessment tools. Conclusion : For the lifestyle assessment tools for children and adolescents, the component items, measurement methods, and age of assessment of each item were analyzed. It is hoped that this will be used as a basis for the development of standardized assessment tools to assess the multi-aspect lifestyles of children and adolescents in the future.

Development of evaluation index for value creation of blockchain adoption in real estate electronic transaction system - Based on AHP analysis - (부동산 전자거래시스템 내 블록체인 도입의 가치창출 평가지표 개발 - AHP 분석 기법을 기반으로 -)

  • Lee, Sungmin;Kim, Heejoon;Lee, Myeonghun;Kim, Jaejun
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.3
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    • pp.74-82
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    • 2022
  • With the introduction of proptech, this study aims to find out the changes and necessity of introducing blockchain technology, one of the most popular technologies, in real estate electronic transactions. In addition, it is intended to develop evaluation indicators that classify newly created values within real estate electronic transactions and calculate the relative importance of each value area through technology application. To this end, the value that can be created when applying blockchain technology to real estate electronic transactions was classified according to the hierarchy, and considering that the evaluation criteria are complex and the importance can be measured differently depending on various factors, an analysis was conducted according to the AHP method for experts in practical and academic fields. As a result of the analysis, general value showed the highest importance in the first dimension, and digitalization of real estate information showed the highest importance in the second dimension.

Students' Perception of Scratch Program using High School Science Class (스크래치를 활용한 고등학교 과학 수업에 대한 학생 인식)

  • Noh, Hee Jin;Paik, Seoung Hye
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.53-64
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    • 2015
  • This research was performed of high school science classes. These science classes progressed by using Scratch, and surveyed students' perception after finishing each class. This research was conducted of male students who want to choose department of natural science in the next grade. Those classes are consisted of four classes. This study produced a journal, and contained expressions of their thinking and feeling based on experiences during attending classes and projects. Consequently, that journal was analyzed in view of understanding and perception of Scratch using science classes, and it was also included of utilizing Scratch program. Research shows following three conclusions. First, students preferred Scratch using class to general one. They attend more active with high interest, and they felt senses of accomplishment while they make output by themselves. Second, their studies passed through three stages. These are problem perception, problem solving, and producing. Problem solving stage is especially complicated and difficult stage to students. This stage is consisted of Scratch side and Science side. Scratch side has Design and applying process, and Science side has data gathering and analyzing. Students' comprehension of scientific knowledge is increased and is preserved long time through this stage. Last, students had a hard time using Scratch. Because, it is the first time to them to use that program. Therefore, we deemed that they needed to start this kind of experience at lower grade than they are now, such as middle school stage. It is expected that this type of classes are getting more expanded and more populated as a part of students' core ability.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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The Purchasing Status of the Avatars and Digital Fashion Items in Metaverse and Consumers' Purchase Satisfaction and the Future Purchase Intentions According to Usage Motivation (메타버스 디지털 아이템 이용 실태 및 이용동기에 따른 만족도 및 추후 구매의사)

  • Kim, Nam Eun;Lee, Jeong Ran
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.133-148
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    • 2022
  • This study aims to explore the status and motives for using avatars and digital fashion items in the metaverse and to examine consumers' purchase satisfaction and future purchase intentions. We intend to provide implications for the development of avatars and fashion items, and the direction of the fashion industry and clothing education. For this purpose, the purchasing status, consumer motives for using avatars and digital fashion items, purchase satisfaction, and future purchase intentions were investigated, through a survey with 149 consumers aged 19 years or older, with the experience of using avatars. The results are as follows. First, the percentage of avatar ownership was high among women aged between 19 and 29, and those with low or high incomes. The younger group was more likely to make mobile phone purchases than the older group, and the older group was more likely to use credit cards. Even those respondents who owned avatars did not purchase frequently or spent a lot on items. On the other hand, in the case of fashion item purchases, the group spending more than 8,000 won was aged between 19 and 29, and the frequency and amount of purchases increased as income increase. Second, among the motives for using avatars and fashion items, the pursuit of pleasure had the greatest influence, and men paid more attention to self-expression through avatars than women. Third, the motive for vicarious satisfaction influenced purchase satisfaction, and the factors that influenced future purchase intention were vicarious satisfaction and stress relief. The results of this study suggests that avatars and fashion items should be developed considering factors that can relieve stress for all age groups, create a sense of unity among metaverse users, and provide satisfaction in a virtual world that is different from reality. In addition, education on how to use fashion items and consumption attitudes in education related to clothing life will be required.

A Study on the Performance Verification Method of Small-Sized LTE-Maritime Transceiver (소형 초고속해상무선통신망 송수신기 성능 검증 방안에 관한 연구)

  • Seok Woo;Bu-young Kim;Woo-Seong Shim
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.29 no.7
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    • pp.902-909
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    • 2023
  • This study evaluated the performance test of a small-sized LTE-Maritime(LTE-M) transceiver that was developed and promoted to expand the use of intelligent maritime traf ic information services led by the Ministry of Oceans and Fisheries with the aim of supporting the prevention of maritime accidents. Accoriding to statistics, approximately 30% of all marine accidents in Korean water occur with ships weighing less than 3 tons. Therefore, the blind spots of maritime safety must be supplemented through the development of small-sized transceivers. The small transceiver may be used in fishing boats that are active near coastal waters and in water leisure equipment near the coastline. Therefore, verifying whether sufficient performance and stable communication quality are provided is necessary, considering the environment of their real usage. In this study, we reviewed the communication quality goals of the LTE-M network and the performance requirements of small-sized transceivers suggested by the Ministry of Oceans and Fisheries, and proposed a test plan to appropriately evaluate the performance of small-sized transceivers. The validity of the proposed test method was verified for six real-sea areas with a high frequency of marine accidents. Consequently, the downlink and uplink transmission speeds of the small-sized LTE-M transceiver showed performances of 9 Mbps or more and 3 Mbps or more, respectively. In addition, using the coverage analysis system, coverage of more than 95% and 100% were confirmed in the intensive management zone (0-30 km) and interesting zone (30-50 km), respectively. The performance evaluation method and test results proposed in this paper are expected to be used as reference materials for verifying the performance of transceivers, contributing to the spread of government-promoted e-navigation services and small-sized transceivers.

Documentation of Intangible Cultural Heritage Using Motion Capture Technology Focusing on the documentation of Seungmu, Salpuri and Taepyeongmu (부록 3. 모션캡쳐를 이용한 무형문화재의 기록작성 - 국가지정 중요무형문화재 승무·살풀이·태평무를 중심으로 -)

  • Park, Weonmo;Go, Jungil;Kim, Yongsuk
    • Korean Journal of Heritage: History & Science
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    • v.39
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    • pp.351-378
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    • 2006
  • With the development of media, the methods for the documentation of intangible cultural heritage have been also developed and diversified. As well as the previous analogue ways of documentation, the have been recently applying new multi-media technologies focusing on digital pictures, sound sources, movies, etc. Among the new technologies, the documentation of intangible cultural heritage using the method of 'Motion Capture' has proved itself prominent especially in the fields that require three-dimensional documentation such as dances and performances. Motion Capture refers to the documentation technology which records the signals of the time varing positions derived from the sensors equipped on the surface of an object. It converts the signals from the sensors into digital data which can be plotted as points on the virtual coordinates of the computer and records the movement of the points during a certain period of time, as the object moves. It produces scientific data for the preservation of intangible cultural heritage, by displaying digital data which represents the virtual motion of a holder of an intangible cultural heritage. National Research Institute of Cultural Properties (NRICP) has been working on for the development of new documentation method for the Important Intangible Cultural Heritage designated by Korean government. This is to be done using 'motion capture' equipments which are also widely used for the computer graphics in movie or game industries. This project is designed to apply the motion capture technology for 3 years- from 2005 to 2007 - for 11 performances from 7 traditional dances of which body gestures have considerable values among the Important Intangible Cultural Heritage performances. This is to be supported by lottery funds. In 2005, the first year of the project, accumulated were data of single dances, such as Seungmu (monk's dance), Salpuri(a solo dance for spiritual cleansing dance), Taepyeongmu (dance of peace), which are relatively easy in terms of performing skills. In 2006, group dances, such as Jinju Geommu (Jinju sword dance), Seungjeonmu (dance for victory), Cheoyongmu (dance of Lord Cheoyong), etc., will be documented. In the last year of the project, 2007, education programme for comparative studies, analysis and transmission of intangible cultural heritage and three-dimensional contents for public service will be devised, based on the accumulated data, as well as the documentation of Hakyeonhwadae Habseolmu (crane dance combined with the lotus blossom dance). By describing the processes and results of motion capture documentation of Salpuri dance (Lee Mae-bang), Taepyeongmu (Kang seon-young) and Seungmu (Lee Mae-bang, Lee Ae-ju and Jung Jae-man) conducted in 2005, this report introduces a new approach for the documentation of intangible cultural heritage. During the first year of the project, two questions have been raised. First, how can we capture motions of a holder (dancer) without cutoffs during quite a long performance? After many times of tests, the motion capture system proved itself stable with continuous results. Second, how can we reproduce the accurate motion without the re-targeting process? The project re-created the most accurate motion of the dancer's gestures, applying the new technology to drew out the shape of the dancers's body digital data before the motion capture process for the first time in Korea. The accurate three-dimensional body models for four holders obtained by the body scanning enhanced the accuracy of the motion capture of the dance.