• Title/Summary/Keyword: 컴퓨터 디자인

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Checkpoint/Resimulation Overhead Minimization with Sporadic Synchronization in Prediction-Based Parallel Logic Simulation (간헐적 동기화를 통한 예측기반 병렬 로직 시뮬레이션에서의 체크포인트/재실행 오버헤드 최소화)

  • Kwak, Doohwan;Yang, Seiyang
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.5
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    • pp.147-152
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    • 2015
  • In general, there are two synchronization methods in parallel event-driven simulation, pessimistic approach and optimistic approach. In this paper, we propose a new approach, sporadic synchronization combining both for prediction-based parallel event-driven logic simulation. We claim this hybrid solution is pretty effective to minimize both checkpoint overhead and restart overhead, which are related problems with frequent false predictions for improving the performance of the prediction-based parallel event-driven logic simulation. The experiment has clearly shown the advantage of the proposed approach.

Development of a Computer Graphics-Based Prototype CAD Tool for Planning Tendon Paths in Hand Rehabilitative Surgery (손 재활수술을 위한 힘줄경로 설계용 컴퓨터그래픽스 기반의 프로토타입 CAD 툴 개발)

  • Yoon, In-Mo
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.12
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    • pp.3435-3446
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    • 1999
  • The application of Computer Aided Design (CAD) tool to rehabilitative surgery of the hand is a new field of endeavor. It is considered that there are currently no existing systems designed to assist the orthopedic surgeon in planning complex procedures such as tendon transfer operations. Most tendon transfer operations are performed by surgeons on the basis of knowledge and experience gained through years of practice. However, with the help of this computer graphics-based CAD tool for planning tendon paths, the planning and the evaluation for the best operation on patients' hands also may be possible. The purpose of this study was to model kinematically the structure of the hand and design a prototype tendon path planning tool with a standard computer graphics library, in order for surgeons to perform tendon transfer surgery more objectively and quantitatively.

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Design of Service Provision Framework using Medical Big Data (의료 빅 데이터를 활용한 서비스 제공 프레임워크 설계)

  • Shin, Bong-Hi;Jeon, Hye-Kyoung
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.1-6
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    • 2019
  • In this article, we have presented a framework, designed to create new services for businesses, which use large sets of medical data. It is not a simple data analysis step, but it clarifies the purpose of data utilization, analyses it, extracts value from it, and designs a process from actual business or service to an operation. The designed frame work covers the basic architecture and social system model. It was designed, using basic data, which was focused on large sets of medical data, and to be applied to a social system with reference to the designed framework. We are looking forward to create various medical business alliances and services applying the designed framework to the available sets of basic medical data.

A Study on Efficient VR Room Escape Game Production (효율적인 VR방탈출 게임 제작에 관한 연구)

  • Lee, Yun-ho;Sheo, Dong-hee;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.579-580
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    • 2022
  • As virtual reality drew attention, VR room escape games were based on the most popular and successful VR content. This study was based on the survey results of citizens who experienced actual VR room escape and field-type room escape. It clarifies the parts that can be implemented and the parts that have technical limitations. And the factors that can increase the immersion of VR room escape games are analyzed. It is hoped that the significance of the research can contribute to the production of more advanced VR escape games and further VR contents.

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Method for reducing computational amount in video object detection (비디오 Object Detection에서의 연산량 감소를 위한 방법)

  • KIM, Do-Young;Kang, In-Yeong;Kim, Yeonsu;Choi, Jin-Won;Park, Goo-man
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.723-726
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    • 2021
  • 현재 단일 이미지에서 Object Detection 성능은 매우 좋은 편이다. 하지만 동영상에서는 처리 속도가 너무 느리고 임베디드 시스템에서는 real-time이 힘든 상황이다. 연구 논문에서는 하이엔드 GPU에서 다른 기능 없이 YOLO만 구동했을 때 real-time이 가능하다고 하지만 실제 사용자들은 상대적으로 낮은 사양의 GPU를 사용하거나 CPU를 사용하기 때문에 일반적으로는 자연스러운 real-time을 하기가 힘들다. 본 논문에서는 이러한 제한점을 해결하고자 계산량이 많은 Object Detection model 사용을 줄이는 방안은 제시하였다. 현재 Video영상에서 Object Detection을 수행할 때 매 frame마다 YOLO모델을 구동하는 것에서 YOLO 사용을 줄임으로써 계산 효율을 높였다. 본 논문의 알고리즘은 카메라가 움직이거나 배경이 바뀌는 상황에서도 사용이 가능하다. 속도는 최소2배에서 ~10배이상까지 개선되었다.

Effect of bone-implant contact pattern on bone strain distribution: finite element method study (골-임플란트 접촉 양상에 따른 골 변형 연구: 유한요소법적 연구)

  • Yoo, Dong-Ki;Kim, Seong-Kyun;Koak, Jai-Young;Kim, Jin-Heum;Heo, Seong-Joo
    • The Journal of Korean Academy of Prosthodontics
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    • v.49 no.3
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    • pp.214-221
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    • 2011
  • Purpose: To date most of finite element analysis assumed the presence of 100% contact between bone and implant, which is inconsistent with clinical reality. In human retrieval study bone-implant contact (BIC) ratio ranged from 20 to 80%. The objective of this study was to explore the influence of bone-implant contact pattern on bone of the interface using nonlinear 3-dimensional finite element analysis. Materials and methods: A computer tomography-based finite element models with two types of implant (Mark III Br${\aa}$nemark$^{(R)}$, Inplant$^{(R)}$) which placed in the maxillary 2nd premolar area were constructed. Two different degrees of bone-implant contact ratio (40, 70%) each implant design were simulated. 5 finite element models were constructed each bone-implant contact ratio and implant design, and sum of models was 40. The position of bone-implant contact was determined according to random shuffle method. Elements of bone-implant contact in group W (wholly randomized osseointegration) was randomly selected in terms of total implant length including cortical and cancellous bone, while ones in group S (segmentally randomized osseointegration) was randomly selected each 0.75 mm vertically and horizontally. Results: Maximum von Mises strain between group W and group S was not significantly different regardless of bone-implant contact ratio and implant design (P=.939). Peak von Mises strain of 40% BIC was significantly lower than one of 70% BIC (P=.007). There was no significant difference between Mark III Br${\aa}$nemark$^{(R)}$ and Inplant$^{(R)}$ in 40% BIC, while average of peak von Mises strain for Inplant$^{(R)}$ was significantly lower ($4886{\pm}1034\;{\mu}m/m$) compared with MK III Br${\aa}$nemark$^{(R)}$ ($7134{\pm}1232\;{\mu}m/m$) in BIC 70% (P<.0001). Conclusion: Assuming bone-implant contact in finite element method, whether the contact elements in bone were wholly randomly or segmentally randomly selected using random shuffle method, both methods could be effective to be no significant difference regardless of sample size.

Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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Design and Implementation of an Industrial-Design Collaborative System to Support Scalability (확장성을 고려한 산업디자인 협력시스템 설계 및 구현)

  • Yang, Jin-Mo;Lee, Seung-Ryong;Jeon, Tae-Woong
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.513-527
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    • 2000
  • This paper describes our experience to design and implementation of a collaborative system framework that allows to develop certain collaborative applications such as 3D animation, computer game, and industrial design. The collaborative system enables users, who located in geographically long distance, to do collaborative work in a single virtual space. The proposed system basically consists of client and server system. The goal of proposed system is to support scalability, portability, and platform independent. In order to achieve these, the server is implemented in Java platform and is adopted to the hybrid architecture which takes the advantages both in centralized and decentralized collaborative system. We construct the server base on its functional characteristics so called User Manager Server (UMS), Session Manager Server (SMS), and Information Server (IS), The UMS manages the users who are taking part in the collaborative operations. The SMS supports the conferencing in the proposed system. The IS provides the connection methods among the UMSs. For user's convenience, we implement the client using Visual C++ in Windows. We also expend the functions of 3D Studio Max to distributed environment by means of the plug-in module, and facilitate the chatting and white board functions as well.

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