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A Study On Audial and Visual Information Transfer System for the disable and general Audience (시청각 장애관객 및 일반 관객을 위한 오디얼, 비주얼 정보 전달 시스템 연구)

  • Lee, Dong-Hun;Jang, Tae-Soo;Shin, Ho
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.756-762
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    • 2009
  • The interest of show industry as leisure and culture bring about quantitative increase of public facility. It indicate the effort of bring culture benefits to the disable and the general who want detail information. Especially, there is less technology and service to help them. So it is very necessary method which is using the audial and visual transfer technology to solve the limitation. This study aimed at indicating the method that applied the audial and visual transfer technology which are useful for both The disable and General Audience.

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A Study on the Methodology of Stereo-Scope Visualization Using Virtual Reality Technique (가상현실 기술을 이용한 입체영상 시각화 기법에 관한 연구)

  • Shin, Mi-Hae;Seo, Su-Seok;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.6
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    • pp.1482-1487
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    • 2010
  • Recently, Product and contents using virtual reality technique is spreading quickly. Visualization using virtual reality technique is provide a differentiated experience with existing visualization methodology by giving enhanced immersiveness to users. This paper is make a suggestion to a new methodology of stereo-scope visualization and talk about this utilization possibility. We proposed the design method of stereo-scope realization system that is composed at least two screen. through which users will feel more immersiveness and experience to virtual reality. The suggestion system of this paper will widely used in various industry such as virtual reality exhibitions, shows, games, training programs, etc.

A Study on the Revitalization of Railway Station Water Tower (철도역사 급수탑 주변 활성화에 관한 연구)

  • Lee, Hyun-Jeong
    • Journal of the Korean Society for Railway
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    • v.13 no.4
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    • pp.357-362
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    • 2010
  • The railroad that represents modern industry began appearing in 1899. However, after the steam locomotive that provided water stopped the service, the water towers within the railroad station were useless. Suggestions presented in this study for activating the environment around the water towers that are designated as the cultural properties results are as followed: 1) The place where people can experience the vestiges of Korean War and the region that different novels accommodated. 2) A plaza 3) A facility for exhibition of industry inheritance and local products 4) A local landmark 5) Reproduction of the historical steam locomotive and water tower Local residents should participate in the activation process. And the designer should consider the environmental context. In addition, the activation of water towers should be designed under an urban plan.

The Trends of Computer Aided Design in the Clothing and Textiles Programs in U.S.A. Colleges & Universities (의류학관련 학과에서의 CAD의 경향 - 미국내 대학을 중심으로 -)

  • Choi, Hyun Joo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.17 no.4
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    • pp.638-647
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    • 1993
  • 현재 미국에서 컴퓨터 디자인(Computer aided design)은 의류산업과 의류학 교육에 중요한 역할을 하고 있다. 그러나 한국내 의류학관련 학과에서의 CAD의 도입은 아직 초기 단계에 불과하다. 이에 본 연구는 미국내 대학을 중심으로 의류학관련 학과에서의 전반적인 CAD 교육 경향을 조사 분석하여 실질적인 자료와 국내 의류학관련 학과의 CAD 교육의 나아갈 방향을 제시하는데 그 목적이 있다. 1993년 5월, 총 19문항의 질문지가 124개 대학 의류학관련 학과에 우편으로 배포되었으며 71부가 회수되어 57%의 회수율을 나타내었다. 그 결과는 다음과 같다. 조사 대상(71개 학교)중 56%가 CAD를 커리큘럼에 포함시켰다. 특히 의상디자인 전공을 가진 학과의 79%가 CAD를 도입하여, 의상디자인 전공이 없는 학과(28%가 CAD를 도입)보다 그 비율이 훨씬 높았다. 의류학 교육에서 CAD의 도입은 1988년 이후 급격한 증가 추세를 보였으며, 대부분의 강의는 의류학분야 교수진에 의해, 의류학과 시설물내에서 이루어졌다. CAD를 독립된 과목으로 강의하는 경우 대부분 필수과목으로서 한 학기 코오스가 많았으며 3학년부터 시작되었다. CAD를 다른 의류학 과목에 포함시켜 일부분으로 강의할 경우 영역 별로는 복식 의장학 분야의 과목에, 시간 별로는 한 학기 중 "몇 주" 정도로 가르치는 경우가 가장 많았다. 전체 CAD 강의에서 다루는 주제로는 패턴 메이킹이 가장 많이 차지하였으며 그 다음에는 패턴 그레이딩, 마커 메이킹, 직물/패턴 디자인, 패션 일러스트레이션, 의상디자인 순이며 스토어 레이아웃 상품전시 및 디스플레이 계획이 가장 적었다. 본 연구 결과는 현재 CAD를 강의하고 있거나 앞으로 CAD를 커리큘럼에 도입하려는 한국 의류학 분야 교육자에게 유용한 정보를 제공할 수 있을 것으로 기대된다.

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A Comparison Analysis of Life Cycle Cost (LCC) of Pumps - In the Focus on Comparison of Excellent and General Products in Water Industry - (Pump의 생애주기 비용(LCC) 비교 분석 - 물산업 우수제품과 일반제품의 비교를 중심으로 -)

  • Park, Woopyung;Choi, Yong;Jeon, Si Young;Kim, Jinho;Kang, Seongmi
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.3
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    • pp.66-73
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    • 2022
  • In order to induce users to purchase excellent products in the water industry that satisfy the technical standards of excellent products, in this study, it is to present the advantages of the cost aspect of the pumps as the objective basis. It will be to promote technology development of domestic water companies and to create a virtuous cycle structure in the water industry. In order to present an objective basis for the merits in terms of cost, an economic evaluation was conducted through life cycle cost analysis. For the LCC analysis, initial cost (pump cost and installation cost), operation cost (energy cost and maintenance cost) and demolition cost (disposal cost and residual value) are searched and calculated. As the results of comparison on two capacity of pumps, the energy cost of the excellent pump is 212 million KRW lower than the that of general pump in the large pump. The cost of excellent pump was 17 million KRW lower than that of general pump in small capacity pump. As the results of sensibility test, if the product is developed in the direction of improving pump efficiency and increasing the replacement cycle of consumables, it is predicted that the effect on LCC will be large.

An Implementation of Service Framework for Public Culture Contents in the Convergence Environment of Spatial Information and Culture Contents (공간정보 및 문화콘텐츠 융합 환경에서 공공 문화콘텐츠 서비스 프레임워크 구현)

  • Hong, Dae-Ki;Song, Byeong-Sun;Lee, Nam-Young
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.195-201
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    • 2010
  • Globalization, conversions, and OSMU (One Source Multi Use) in modern cultural industry is expanding fast, and global competition is soaring with a changing environment today. In fact, the development of one nation depends on its cultural creativity. Yet, there is an increasing need for a connection between space and culture since globalization homogenizes a nation's unique cultural identity and provides low level of utilization in digital cultural contents in terms of saving, conserving and maintaining data. In order to invigorate the cultural industry, there must be some information that provides public culture contents, which they can be freely searched, displayed, and re-produced. Ultimately, these public culture contents should be able to provide Culture Space. This text discusses how individuals produce the Culture Space, which provides digital information of time and space, from a relationship between culture and space. It also introduces the public Culture Contents service framework in order to provide culture information and combined Culture Contents.

Effect of the Tourist Behavior on the Sports Spectating Factors and Team Association Components (스포츠 관람요인과 팀 연상이 관광행동에 미치는 영향)

  • Lim, Yeon-Woo;Chun, Joo-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.456-464
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    • 2017
  • These days, the sports industry and related industries are growing very fast due to active sports participation. Recently, tourism products that integrate tourism with sport have already appeared. The products include tourism behavior, such as sports activities, sports spectating, and visiting sports memorial halls and museums, etc. This study examined the relationship among the tourist behavior, sports spectating factors, and team association components. Based on the theoretical study, a field survey was performed by questionnaires. The sports spectating factors and team association components have a slight influence on the tourist behavior after analysis using the SPSS program. The implications are as follows. First, sports teams should make efforts not only on the team's win at the sports game, but also to develop marketing strategies about the sports complex, and star players of their team. Second, sports teams have to develop tourist products that collaborate with the local tourism industry linked to tourist attractions, accommodations, souvenir shop, and entertainment facilities for sports spectators.

A Study on the Agency Theory and Accounting (에이전시이론과 회계감사에 관한 연구)

  • 공해영
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.12 no.20
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    • pp.123-138
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    • 1989
  • The primary objective of the agency research in the game theory lives in the maintenance of Pareto is optimal condition for the optimal incentive contract. The basic concepts which are related to this objective are reviewed in connection with the general assumptions to model it, the moral hazard and adverse selection which arised from the information asymmetry, and finally the problem of risk distribution. The demand for auditing and the role of auditor have been addressed by ASOBAC. Issues which an auditor is explicitly introduced in a principal-agent framework have been addressed in this paper. These issues must be confronted to appropriately with the auditor, and to achieve an adequate understanding of optimal confronting arrangement with the auditor. The first step in introducing an auditor into this analysis is to examine the game-theoretic foundation of such a expended agency model. The Mathematical program formulated may not yield solution that are resonable. This arises because the program may call for the auditor and manager to play dominated Nash equilibra in some subgame. The nontrivial natures of the subgame implies that randomized strategies by the auditor and manager nay be of crucial importance. The possibilities for overcoming the randomized strategy problem were suggested; change the rule of the game and or impose covexity condition. The former seems unjustifiable in on auditing context, and the latter promising but difficult to achieve. The discussion ended with an extension of the revelation principle to the owner manager-auditor game, assuming strategies. An examination of the restriction and improvement direction of the basic concept of agency theory was addressed in the later part of this paper. Many important aspects of auditor incentives are inherently multiple-agent, multiple-period, multiple-objectine, phenomena and require further analyses and researches.

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A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.15-20
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    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.

A 3d Viewing System for Real-time 3d Display General Monitors (범용 모니터에서 실시간 3d 디스플레이가 가능한 입체 뷰잉 시스템 개발)

  • Lee, Sang-Yong;Chin, Seong-Ah
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.2
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    • pp.13-19
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    • 2012
  • The techniques of 3d image processing have broadly used in the areas including movies, games, performances, exhibitions. In addition, increasing demands for practical uses have gradually extended to the areas of architecture, medicine, nuclear power plant. However, dominant techniques for 3d image processing seem to depend on multi-camera in which two stereo images are merged into one image. Also the pipeline has limitations to provide real-time 3d viewer in ubiquitous computing. It is not able to be applicable onto most general screens as well. In addition, the techniques can be utilized for the real-time 3d game play without a particular monitor or convertor. Hence, the research presented here is to aim at developing an efficient real-time 3d viewer using only mono camera which do not need post processing for editing as well.