• Title/Summary/Keyword: 시뮬레이션학습

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A Study on the Validity of the Prediction of Binaural Parameters by 5 Channel Microphone System (5채널 마이크로폰 시스템을 활용한 공간감 지표 예측의 타당성에 관한 연구)

  • Jang Jae-Hee;Oh Yang-Ki;Jeong Dae-Up;Jeong Hyok
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.2
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    • pp.103-110
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    • 2005
  • Providing adequate amount of spatial impression for spaciousness) has been known to be one of the most important design considerations for the good acoustics of rooms for music. and the measurement, of room acoustics using parameters. such as LEF and IACC, forms an essential part of such evaluation. However. it is unavoidable to use different transducers (figure of eight microphones. head and torso) for the measurement of each parameter and it tends to make the measurement procedure complicated. The Present work tried to provide a simpler way to measure these binaural room acoustic parameters including monaural ones with a single measurement system using both spatial information collected through a 5-channel microphone and a trained neural network. A computer simulation program, CATT-Acoustic V7.2. which allowed us to obtain exactly the same spatial information as a 5-channel microphone was used. since it requires quite a large amount of data for practical training of a neural network. Since each reflection has different energy. delay and direction, energy should be integrated properly. the concept of ray tracing method was applied inversely in this work. Also applying weightings according to the delay times was considered in this work. Finally, predicted results were compared with the measured data md their correlations were analyzed and discussed.

The Effect of Self-esteem and Communication Competence on Clinical Practice Stress of the Nursing Students (간호 대학생의 자아 존중감과 의사소통능력이 임상실습 스트레스에 미치는 영향)

  • Yang, Sun-Yi
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.286-296
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    • 2016
  • The purpose of this study aimed to find the effect of self-esteem and communication competence on clinical practice stress of the Korean nursing students. A total of 198 nursing students participated in this study. Data collection was conducted through the use of questionnaires constructed to include the Rosenberg Self-esteem Scale, Global Interpersonal Communication Competence, and the Clinical Competence Scale. As a result, self-esteem, communication competence, and clinical practice stress of the Korean nursing students were found to be(Self-esteem: $3.4{\pm}0.57$; Communication competence: $3.5{\pm}0.42$; Clinical practice stress: $3.6{\pm}0.58$). Also, the nursing students with female(85.4%), experience of simulation on clinical training(72.2%) were found to have significantly higher clinical practice stress. Moreover, there were significant correlations between self-esteem and undesirable role model(r=.156, p=.029), communication competence and clinical practice stress(r=-.329, p<.001). The factors affecting clinical practice stress were communication competence, gender, satisfaction of clinical practice, and experience of simulation on clinical training. They amounted to 27.8% in clinical practice stress. The results indicate a need to develop effective teaching methods and learning strategies to decrease clinical practice stress of the nursing students.

A Case Study on High-Performance-Computing-based Digital Manufacturing Course with Industry-University-Research Institute Collaboration (고성능 컴퓨팅 기반 디지털매뉴팩처링 교과목의 산·학·연 협력 운영에 관한 사례연구)

  • Suh, Yeong Sung;Park, Moon Shik;Lee, Sang Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.610-619
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    • 2016
  • Digital manufacturing (DM) technology helps engineers design products promptly and reliably at low production cost by simulating a manufacturing process and the material behavior of a product in use, based on three-dimensional digital modeling. The computing infrastructure for digital manufacturing, however, is usually expensive and, at present, the number of professional design engineers who can take advantage of this technology to a product design accurately is insufficient, particularly in small and medium manufacturing companies. Considering this, the Korea Institute of Science and Technology Information (KISTI) and H University is operating a DM track in the form of Industry-University-Research Institute collaboration to train high-performance-computing-based DM professionals. In this paper, a series of courses to train students to work directly into DM practice in industry after graduation is reported. The operating cases of the DM track for two years since 2013 are presented by focusing on the progress in establishment, lecture and practice contents, evaluation of students, and course quality improvement. Overall, the track management, curriculum management, learning achievement of students have been successful. By expediting more active participation of the students in the track and providing more internship and job offers in the participating companies in addition to collaborative capstone design projects, the track can be expanded by fostering a nationwide training network.

Implementation of Multiple Nonlinearities Control for Stable Walking of a Humanoid Robot (휴머노이드 로봇의 안정적 보행을 위한 다중 비선형 제어기 구현)

  • Kong, Jung-Shik;Kim, Jin-Geol;Lee, Bo-Hee
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.2
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    • pp.215-221
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    • 2006
  • This paper is concerned with the control of multiple nonlinearities included in a humanoid robot system. A humanoid robot has some problems such as the structural instability, which leads to consider the control of multiple nonlinearities caused by driver parts as well as gear reducer. Saturation and backlash are typical examples of nonlinearities in the system. The conventional algorithms of backlash control were fuzzy algorithm, disturbance observer and neural network, etc. However, it is not easy to control the system by employing only single algorithm since the system usually includes multiple nonlinearities. In this paper, a switching Pill is considered for a control of saturation and a dual feedback algorithm is proposed for a backlash control. To implement the above algorithms, the system identification is firstly performed for the minimization of the difference between the results of simulation and experiment, and then the switching Pill gains are determined using genetic algorithm with some heuristic approach. The performance of the switching Pill controller for saturation and the dual feedback for backlash control is investigated through the simulation. Finally, it is shown that the implemented control system has good results and can be applied to the real humanoid robot system ISHURO.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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A Bio-Edutainment System to Virus-Vaccine Discovery based on Collaborative Molecular in Real-Time with VR

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.109-117
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    • 2020
  • An edutainment system aims to help learners to recognize problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Edutainment contents can be usefully applied to education and training in the both scientific and industrial areas. Our present work proposes an edutainment system that can be applied to a drug discovery process including virtual screening by using intuitive multi-modal interfaces. In this system, a stereoscopic monitor is used to make three-dimensional (3D) macro-molecular images, with supporting multi-modal interfaces to manipulate 3D models of molecular structures effectively. In this paper, our system can easily solve a docking simulation function, which is one of important virtual drug screening methods, by applying gaming factors. The level-up concept is implemented to realize a bio-game approach, in which the gaming factor depends on number of objects and users. The quality of the proposed system is evaluated with performance comparison in terms of a finishing time of a drug docking process to screen new inhibitors against target proteins of human immunodeficiency virus (HIV) in an e-drug discovery process.

Deep Learning Applied Method for Acquisition of Digital Position Signal of PET Detector (PET 검출기의 디지털 위치 신호 측정을 위한 딥러닝 적용 방법)

  • Byungdu, Jo;Seung-Jae, Lee
    • Journal of the Korean Society of Radiology
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    • v.16 no.6
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    • pp.697-702
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    • 2022
  • For imaging in positron emission tomography(PET), it is necessary to measure the position of the scintillation pixel interacting with the gamma rays incident on the detector. To this end, in the conventional system, a flood image of the scintillation pixel is obtained, the imaged area of each scintillation pixel is separated, and the position of the scintillation pixel is specified and acquired as a digital signal. In this study, a deep learning method was applied based on the signal formed by the photosensor of the detector, and a method was developed to directly acquire a digital signal without going through various procedures. DETECT2000 simulation was performed to verify this and evaluate the accuracy of position measurement. A detector was constructed using a 6 × 6 scintillation pixel array and a 4 × 4 photosensor, and a gamma ray event was generated at the center of the scintillation pixel and summed into four channels of signals through the Anger equation. After training the deep learning model using the acquired signal, the positions of gamma-ray events that occurred in different depth directions of the scintillation pixel were measured. The results showed accurate results at every scintillation pixel and position. When the method developed in this study is applied to the PET detector, it will be possible to measure the position of the scintillation pixel with a digital signal more conveniently.

An Approach Using LSTM Model to Forecasting Customer Congestion Based on Indoor Human Tracking (실내 사람 위치 추적 기반 LSTM 모델을 이용한 고객 혼잡 예측 연구)

  • Hee-ju Chae;Kyeong-heon Kwak;Da-yeon Lee;Eunkyung Kim
    • Journal of the Korea Society for Simulation
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    • v.32 no.3
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    • pp.43-53
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    • 2023
  • In this detailed and comprehensive study, our primary focus has been placed on accurately gauging the number of visitors and their real-time locations in commercial spaces. Particularly, in a real cafe, using security cameras, we have developed a system that can offer live updates on available seating and predict future congestion levels. By employing YOLO, a real-time object detection and tracking algorithm, the number of visitors and their respective locations in real-time are also monitored. This information is then used to update a cafe's indoor map, thereby enabling users to easily identify available seating. Moreover, we developed a model that predicts the congestion of a cafe in real time. The sophisticated model, designed to learn visitor count and movement patterns over diverse time intervals, is based on Long Short Term Memory (LSTM) to address the vanishing gradient problem and Sequence-to-Sequence (Seq2Seq) for processing data with temporal relationships. This innovative system has the potential to significantly improve cafe management efficiency and customer satisfaction by delivering reliable predictions of cafe congestion to all users. Our groundbreaking research not only demonstrates the effectiveness and utility of indoor location tracking technology implemented through security cameras but also proposes potential applications in other commercial spaces.

A Case Study on Venture and Small-Business Executives' Use of Strategic Intuition in the Decision Making Process (벤처.중소기업가의 전략적 직관에 의한 의사결정 모형에 대한 사례연구)

  • Park, Jong An;Kim, Young Su;Do, Man Seung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.1
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    • pp.15-23
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    • 2014
  • A Case Study on Venture and Small-Business Executives' Use of Strategic Intuition in the Decision Making Process This paper is a case study on how Venture and Small-Business Executives managers can take advantage of their intuitions in situations where the business environment is increasingly uncertain, a novel situation occurs without any data to reflect on, when rational decision-making is not possible, and when the business environment changes. The case study is based on a literature review, in-depth interviews with 16 business managers, and an analysis of Klein, G's (1998) "Generic Mental Simulation Model." The "intuition" discussed in this analysis is classified into two types of intuition: the Expert Intuition which is based on one's own experiences, and Strategic Intuition which is based on the experience of others. Case study strategic management intuition and intuition, the experts were utilized differently. Features of professional intuition to work quickly without any effort by, while the strategic intuition, is time-consuming. Another feature that has already occurred, one expert intuition in decision-making about the widely used strategic intuition was used a lot in future decision-making. The case study results revealed that managers were using expert intuition and strategic intuition differentially. More specifically, Expert Intuition was activated effortlessly, while strategic intuition required more time. Also, expert intuition was used mainly for making judgments about events that have already happened, while strategic intuition was used more often for judgments regarding events in the future. The process of strategic intuition involved (1) Strategic concerns, (2) the discovery of medium, (3) Primary mental simulation, (4) The offsetting of key parameters, (5) secondary mental simulation, and (6) the decision making process. These steps were used to develop the "Strategic Intuition Decision-making Model" for Venture and Small-Business Executives. The case study results further showed that firstly, the success of decision-making was determined in the "secondary mental simulation' stage, and secondly, that more difficulty in management was encountered when expert intuition was used more than strategic intuition and lastly strategic intuition is possible to be educated.

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A Development of The Practice Subject in Electronic Circuit Textbook of Industrial High School (실업계 고등학교 전자회로 실습 과제 개발)

  • Jang, Ki-Hoon;Lim, Dong-Kyun;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.6
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    • pp.293-299
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    • 2010
  • This paper is about a development of effective practice subject in electronic circuit textbook of industrial high school. This paper introduces generally about the practice subject in electronic circuit textbook of industrial high school of the 7th National curriculum and presents problem of current practice and makes an alternative idea that improve current practice. The contents of current electronic circuit textbook of industrial high school have variety topics and these topics are independence and separated. So students have some problems to apply of learned knowledge. Therefore, researcher improved the various electronic circuit practice in current electronic circuit text book and added new practice and manufactured a electronic circuit module based on these circuits. And researcher suggested new practice subject what useful electronic equipment that assembled module of result of electronic circuit practice of each section. When the last subjects are accomplished the students may have feel of achievement and high study effect from these practice. The practice subjects of this paper were manufactured after verification and tested it's performance by computer simulation program.