• Title/Summary/Keyword: 프레임워크 설계

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Adaptive Mass-Spring Method for the Synchronization of Dual Deformable Model (듀얼 가변형 모델 동기화를 위한 적응성 질량-스프링 기법)

  • Cho, Jae-Hwan;Park, Jin-Ah
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.1-9
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    • 2009
  • Traditional computer simulation uses only traditional input and output devices. With the recent emergence of haptic techniques, which can give users kinetic and tactile feedback, the field of computer simulation is diversifying. In particular, as the virtual-reality-based surgical simulation has been recognized as an effective training tool in medical education, the practical virtual simulation of surgery becomes a stimulating new research area. The surgical simulation framework should represent the realistic properties of human organ for the high immersion of a user interaction with a virtual object. The framework should make proper both haptic and visual feedback for high immersed virtual environment. However, one model may not be suitable to simulate both haptic and visual feedback because the perceptive channels of two feedbacks are different from each other and the system requirements are also different. Therefore, we separated two models to simulate haptic and visual feedback independently but at the same time. We propose an adaptive mass-spring method as a multi-modal simulation technique to synchronize those two separated models and present a framework for a dual model of simulation that can realistically simulate the behavior of the soft, pliable human body, along with haptic feedback from the user's interaction.

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Design & Implementation of a Motion Capture Database Based on Motion Ontologies (온톨로지 기반의 모션 캡처 데이터베이스 설계 및 구현)

  • Chung Hyun-Sook
    • Journal of Korea Multimedia Society
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    • v.8 no.5
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    • pp.618-632
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    • 2005
  • A framework for semantic annotation oi human motion sequences is proposed in this paper. Motion capture technology is widely used for manuiacturing animation since it produces high qualify character motion similar to the actual motion of the human body. However, motion capture has a significant weakness due to the lack of an industry wide standard for archiving and retrieving motion capture data. It is difficult for animators to retrieve the desired motion sequences from motion capture files as there is no semantic annotation on already captured motion data. Our goal is to improve the reusability of motion capture data. To archive our goal first, we propose a standard format for integrating different motion capture file formals. Our standard format is called MCML (Motion Capture Markup Language). It is a markup language based on XML (extensible Markup Language). The purpose of MCML is not only to facilitate the conversion or integration of different formats, but also to allow for greater reusability of motion capture data, through the construction of a motion database storing the MCML documents Second, we define motion ontologies that are used to annotate and semantically organize human motion sequences. This ontology-based approach provides the means for discovering and exploiting the information and knowledge surrounding motion capture data.

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Evaluation of Usability on OntoFrame$OntoFrame^{(R)}$ System (연구개발 전주기 지원 시스템 $OntoFrame^{(R)}$에 대한 사용성 평가)

  • Jung, Han-Min;Kim, Pyung;Kang, In-Su;Lee, Seung-Woo;Lee, Mi-Kyung;Sung, Won-Kyung;Kim, Do-Wan
    • Journal of Information Management
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    • v.38 no.2
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    • pp.153-173
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    • 2007
  • [ $OntoFrame^{(R)}$ ] system provides information dissemination service and inference service, based on Semantic Web framework to fully support R&D activities. Although it is one of state-of-the-art systems in the viewpoint of functionality, we are not able to declare whether it has satisfiable usability because of the omission of usability test in development process. Thus, this research tries to reveal the usability level of the $OntoFrame^{(R)}$, and further to find ways to achieve a user-center system. Both 'theory-based assessment' by a software ergonomics expert and 'user test' by four users are used for evaluating the usability of the $OntoFrame^{(R)}$. We look forward this research to being a basic reference for practical systems aiming at satisfiable usability.

Development of Analysis Model for R&D Environment Change in Search of the Weak Signal (Weak Signal 탐색을 위한 연구개발 환경변화 분석모델 개발)

  • Hong, Sung-Wha;Kim, You-Eil;Bae, Kuk-Jin;Park, Young-Wook;Park, Jong-Kyu
    • Journal of Korea Technology Innovation Society
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    • v.12 no.1
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    • pp.189-211
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    • 2009
  • The importance of searching the weak signal has been increasingly recognized to cope with rapidly changing circumstances as an environmental analysis technique. This study proposed the NEST process for the searching for the weak signal. The NEST (New & Emerging Signals of Trends) is a micro environmental analysis process based on both quantitative and qualitative method. For this, the weak signal Searching Board is developed and traditional methods as global monitoring, trend analysis, brainstorming and delphi method are implemented to NEST. The NEST process is consists of three stage modules; the global monitoring stage in search of seeds information related to the environmental change, the weak signal analysis stage using the weak signal Tracking Board, and the delphi valuation stage for objectifying the final result. The NEST provides the weak signal of the promising technology which can bring new paradigm and the Up-Coming Trends which can lead new trend in the future. These outputs can be used to select promising technology from firm level to national level. The NEST system can be effectively operated as well as in small group so that small and medium innovative firms can develop and execute their own NEST process individually.

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Implementation of a Photo-Input Game Interface Using Image Search (이미지 검색을 이용한 사진입력 게임 인터페이스 구현)

  • Lee, Taeho;Han, Jaesun;Park, Heemin
    • KIISE Transactions on Computing Practices
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    • v.21 no.10
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    • pp.658-669
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    • 2015
  • The paradigm of game development changes with technological trends. If the system can analyze and determine undefined inputs, users' input choices are not restricted. Therefore, game scenarios can have multifarious flows depending upon the user's input data. In this paper, we propose a method of including an output plan in the game system that is based on the user's input but is not restricted to predefined choices. We have implemented an experimental game on the Android platform by combining network communication and APIs. The game interface works as follows: first, the user's input data is transmitted to the server using HTTP protocol; then, the server carries out an analysis on the input data; and finally, the server returns the decision result to the game device. The game can provide users a scenario that corresponds to the decision results. In this paper, we used an image file for the user's input data format. The server calculates similarities between the user's image file and reference images obtained from the Naver Image Search API and then returns determination results. We have confirmed the value of integrating the game development framework with other computing technologies demonstrating the potential of the proposed methods for application to various future game interfaces.

A Case Study using a Strategic Grid for Effective Cluster Development : Chungbuk Software industry Case (효과적인 클러스터 구축을 위한 전략격자모형 설계 및 사례연구 : 충북SW산업을 중심으로)

  • Hwang, Yoon-Jeong;Kim, Jong-Tae;Kwon, Seong-Taek;Yeon, Seung-Jun
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2006.06a
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    • pp.185-207
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    • 2006
  • 산업단지는 지난 30년간 한국 산업의 성장을 이끌어 온 발전모형으로서 존재하여 왔으나, 최근 지식에 기초한 혁신창출형 경제체제가 국가 및 지역사회의 경쟁력을 위한 핵심요소로 부각되면서 '효율성' 측면에서 그 의미가 크게 퇴색되었다. 이를 위한 대안으로서 '클러스터'가 대두되어 다양한 분석연구가 수행되고 있으며, 정부와 지방자치단체들은 이를 바탕으로 각자의 특색에 맞는 클러스터 조성 정책을 펼치고 있다. 그러나, 기존의 연구들은 클러스터의 종류 및 발전단계에 관한 프레임워크 제시 등의 이론적 수준에 국한되어 있거나, 지역사례 연구를 통한 성공요인분석(CFS) 및 단순한 정책방향 제시 수준에 머물러 있는 한계를 보이고 있다. 본 연구는 '클러스터'에 관한 선행연구를 분석해 보고, 클러스터의 중요한 판단기준이 되는 군집도와 네트워크 연계 정도를 기준으로 한 '$2{\times}2$ 클러스터 전략격자모형'을 효과적인 클러스터 구축전략 수립을 위한 이론적 틀로서 제시하였다. 또한, 분석틀에 실질적인 사례로서 '충북지역의 SW산업'을 전략격자모형에 대응시켜 분석함으로써 전략격자의 유용성을 제시하였다. 이를 위해, 충북지역의 SW 공급업체와 수요업체를 대상으로 설문조사를 실시, 분석한 후 그 결과를 전략격자모형에 대응시켰다. 그 결과, 충북지역의 SW산업은 아직 산업단지 수준에 있는 것으로 분석되었고 충북의 SW산업의 충북 내의 수요만으로는 더 큰 성장이 어려운 것으로 분석, 지역 내에서의 수요창출을 목표로 하는 '단일 클러스터' 구축보다는 지역적 제약을 벗어난 '매가 클러스터'의 구축으로 지역 내외에서의 수요창출이 가능한 클러스터의 구축을 그 대안으로 제시하였다.${\alpha}$에 E. coli Jm109의 plasmid pBX19, pBR322를 전이시켰다. 6. L. lactis ssp. lactis 균주에 lysozyme 처리시 30${\sim}$80%의 생존율을 보였으며, 대부분의 L. acidophilus 균주의 경우 약 70%의 생존율을 보였다. L. casei 102S의 경우는 45분간 처리 시에도 100%의 생존율을 보였다. 8. L. lactis ssp. lactis 균주에 pLZ12를 6.0kV에서 전이시킨 결과 12.5kV에서보다 형질전환 효율이 훨씬 높았으며 lysozyme 처리에 의해 형질전환 효율이 증가되었다. 9. L. acidophilus 균주에 pLZ12를 전이시 6.0kV에서는 전이가 모두 이루어졌으나, 12.5kV에서는 L. acidophilus WIESBY와 NCFM에서 전이가 이루어지지 않았으며, lysozyme 처리 후 pLZ12를 전이시켰을 때 12kV보다 6.0kV에서 형질전환 효율이 증가되었다. 10. Gene Pulser와 Progenitor II를 사용하여 pLZ12를 L. lactis ssp. lactis 균주에 전이하였을 때 Gene Pulser에 비해 Progenitor II의 형질전환 효율이 현저히 떨어졌다. L. acidophilus HY7008과 HY7001은 두 기기 모두 형질전환이 이루어졌으나, L. acidophilus WEISBY와 NCFM은 Progeni-tor II에서 전이가 일어나지 않았으며, Gene Pulser에서 전이균주를 얻어 두 electroporator간에 형질전환 효율의 차이를 보였다. 11. L. casei 102S에 pLZ12

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Apache NiFi-based ETL Process for Building Data Lakes (데이터 레이크 구축을 위한 Apache NiFi기반 ETL 프로세스)

  • Lee, Kyoung Min;Lee, Kyung-Hee;Cho, Wan-Sup
    • The Journal of Bigdata
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    • v.6 no.1
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    • pp.145-151
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    • 2021
  • In recent years, digital data has been generated in all areas of human activity, and there are many attempts to safely store and process the data to develop useful services. A data lake refers to a data repository that is independent of the source of the data and the analytical framework that leverages the data. In this paper, we designed a tool to safely store various big data generated by smart cities in a data lake and ETL it so that it can be used in services, and a web-based tool necessary to use it effectively. Implement. A series of processes (ETLs) that quality-check and refine source data, store it safely in a data lake, and manage it according to data life cycle policies are often significant for costly infrastructure and development and maintenance. It is a labor-intensive technology. The mounting technology makes it possible to set and execute ETL work monitoring and data life cycle management visually and efficiently without specialized knowledge in the IT field. Separately, a data quality checklist guide is needed to store and use reliable data in the data lake. In addition, it is necessary to set and reserve data migration and deletion cycles using the data life cycle management tool to reduce data management costs.

A Study on the Development of H2 Fuel Cell Education Platform: Meta-Fuelcell (연료전지 교육 플랫폼 Meta-Fuelcell 개발에 관한 연구)

  • Duong, Thuy Trang;Gwak, Kyung-Min;Shin, Hyun-Jun;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.29-35
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    • 2022
  • This paper proposes a fuel cell education framework installed on a Metaverse environment, which is to reduce the burden of education costs and improve the effect of education or learning. This Meta-Fuel cell platform utilizes the Unity 3D Web and enables not only theoretical education but also hands-on training. The platform was designed and developed to accommodate a variety of unit education contents, such as ppt documents, videos, etc. The platform, therdore, integrates ppt and video demonstrations for theoretical education, as well as software content "STACK-Up" for hands-on training. Theoretical education section provides specialized liberal arts knowledge on hydrogen, including renewable energy, hydrogen economy, and fuel cells. The software "STACK-Up" provides a hands-on practice on assembling the stack parts. Stack is the very core component of fuel cells. The Meta-Fuelcell platform improves the limitations of face-to-face education. It provides educators with the opportunities of non-face-to-face education without restrictions such as educational place, time, and occupancy. On the other hand, learners can choose educational themes, order, etc. It provides educators and learners with interesting experiences to be active in the metaverse space. This platform is being applied experimentally to a education project which is to develop advanced manpower in the fuel cell industry. Its improvement is in progress.

A study on the cyber common operation picture for situational awareness in cyberspace (사이버공간 내 상황인식을 위한 사이버 공통 작전 상황도 연구)

  • Kim, Kook-jin;Youn, Jae-pil;Yoon, Suk-joon;Kang, Ji-won;Kim, Kyung-shin;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.87-101
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    • 2022
  • Cyber-attacks occur in the blink of an eye in cyberspace, and the damage is increasing all over the world. Therefore, it is necessary to develop a cyber common operational picture that can grasp the various assets belonging to the 3rd layer of cyberspace from various perspectives. By applying the method for grasping battlefield information used by the military, it is possible to achieve optimal cyberspace situational awareness. Therefore, in this study, the visualization screens necessary for the cyber common operational picture are identified and the criteria (response speed, user interface, object symbol, object size) are investigated. After that, the framework is designed by applying the identified and investigated items, and the visualization screens are implemented accordingly. Finally, among the criteria investigated by the visualization screen, an experiment is conducted on the response speed that cannot be recognized by a photograph. As a result, all the implemented visualization screens met the standard for response speed. Such research helps commanders and security officers to build a cyber common operational picture to prepare for cyber-attacks.

Web-based Disaster Operating Picture to Support Decision-making (의사결정 지원을 위한 웹 기반 재난정보 표출 방안)

  • Kwon, Youngmok;Choi, Yoonjo;Jung, Hyuk;Song, Juil;Sohn, Hong-Gyoo
    • Korean Journal of Remote Sensing
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    • v.38 no.5_2
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    • pp.725-735
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    • 2022
  • Currently, disasters occurring in Korea are characterized by unpredictability and complexity. Due to these features, property damage and human casualties are increasing. Since the initial response process of these disasters is directly related to the scale and the spread of damage, optimal decision-making is essential, and information of the site must be obtained through timely applicable sensors. However, it is difficult to make appropriate decisions because indiscriminate information is collected rather than necessary information in the currently operated Disaster and Safety Situation Office. In order to improve the current situation, this study proposed a framework that quickly collects various disaster image information, extracts information required to support decision-making, and utilizes it. To this end, a web-based display system and a smartphone application were proposed. Data were collected close to real time, and various analysis results were shared. Moreover, the capability of supporting decision-making was reviewed based on images of actual disaster sites acquired through CCTV, smartphones, and UAVs. In addition to the reviewed capability, it is expected that effective disaster management can be contributed if institutional mitigation of the acquisition and sharing of disaster-related data can be achieved together.