• 제목/요약/키워드: 3D Model Information

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A Study of the Establishment of Small and Medium Sized Architectural Design Firm BIM Environment based on Virtual Desktop Infrastructure (가상 데스크톱 인프라(VDI) 기술을 활용한 중소규모 설계사의 BIM 사용자 별 데스크탑 자원 할당 전략에 관한 연구)

  • Lee, Kyuhyup;Shin, Joonghwan;Kwon, Soonwook;Park, Jaewoo
    • Korean Journal of Construction Engineering and Management
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    • v.17 no.5
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    • pp.78-88
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    • 2016
  • Recently BIM technology has been expanded for using in construction project. However its spread has been delayed than the initial expectations, due to the high-cost of BIM infrastructure development, the lack of regulations, the lack of process and so forth. In design phase, especially, collaboration based on BIM system has being a key factor for successful next generation building project. Through the analysis of current research trend about IT technologies, virtualization and BIM service, data exchange such as drawing, 3D model, object data, properties using cloud computing and virtual server system is defined as a most successful solution. In various industrial fields, cloud computing technology is utilized as a promising solution which can reduce time and cost of hardware infrastructure. Among the cloud computing technology, VDI is receiving a great deal of attention from it market as an essential part cloud computing. VDI enables to host multiple individual virtual machines by using hypervisor. It has an advantage to easy main device management. Therefore, this study implements a step-by-step user's DaaS by analyzing the desktop resource data of the workers from Pre-design phase to Schematic design, Design develop and Construction design phase. It also develops BIM environment based on test of BIM modeler and designers in architectural design firm. The goal of the study is to enable the cloud computing BIM server. It provides cost saving, high-performance quality of working environment and cooperation's convenience and high security when doing BIM work in small and medium sized architectural design firm.

The Road Map of Animation Festival in Korea through the Comparative Analysis of 4 International Animation Festivals (4대 국제애니메이션영화제 비교분석을 통한 한국애니메이션영화제 발전방향)

  • Choi, Young-Chul;Choi, Seung-Rak
    • Cartoon and Animation Studies
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    • s.25
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    • pp.177-201
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    • 2011
  • This article intends to draw the Road map of Korean International Animation Festival through the research of background and its identity of 4 International Animation Film Festivals Such as Annecy, Zagreb, Ottawa and Hiroshima. I was given opportunity to visit Annecy since 2009, it brought me to the real attraction of animation for watching of pleasure and passion of the people those who love animations. For the combining more advanced system and structure for Animation Festival in Korea, I had to do research all the information from the documents from the Annecy Collections. though I have not get the chance to go others except Annecy, However, I could get their background and history whenever I met the other Festival Committee Members. These Festivals showed us successful Road Map for the Animation Festivals in Korea as a role model. For the getting advanced system of Animation Festivals in Korea. It requires the animation theater for animation, effort for the Audiences's Convenience and international network composition system. However, the last task of us is to make people to entertain and enjoy the animation Films, its world of attraction.

Quantity Estimation Method for High-Performance Insulated Wall Panels with Complex Details Using BIM Family Libraries (BIM의 패밀리 라이브러리를 이용한 복잡한 상세를 갖는 고단열 벽체 판넬의 물량 산출 방법)

  • Mun, Ju-Hyun
    • Journal of the Korea Institute of Building Construction
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    • v.24 no.4
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    • pp.447-458
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    • 2024
  • This study investigates the effectiveness of Building Information Modeling(BIM) software, specifically SketchUp and Revit, in reducing errors during quantity take-off(QTO) for complex building elements. While 3D modeling offers advantages, existing software may not fully account for manufacturing discrepancies, such as variations in concrete cover thickness and reinforcing bar radius. To address this limitation, this research proposes a BIM-based QTO method for high-insulation wall panels with intricate details. The method utilizes a BIM family library, focusing on key parameters like concrete cover thickness and inner radius of shear reinforcement. A case study compared the cross-sectional details of a wall panel modeled in Revit with the actual manufactured specimen. The analysis revealed a 12% reduction in modeled concrete cover thickness and a 1.27 times larger modeled inner radius of the shear bar compared to the real-world values. The proposed method incorporates these manufacturing variations into the Revit model of the high-insulation wall panel. Software like Navisworks facilitates the identification and correction of any material interferences arising from these adjustments. Furthermore, the method employs a unit wall concept(1m2) to account for the volume of various materials, including insulation and splice sleeves at joints. This allows for the identification of a similar existing family within the BIM library(e.g., "Double RC wall with embedded insulation") that reflects the actual material quantities used in the wall panel. By incorporating these manufacturing-induced variations, the proposed method offers a more accurate QTO process for complex high-insulation wall panels. The "Double RC wall with embedded insulation" family within the Revit program serves as a valuable tool for material quantity estimation in such scenarios.

Function of the Korean String Indexing System for the Subject Catalog (주제목록을 위한 한국용어열색인 시스템의 기능)

  • Yoon Kooho
    • Journal of the Korean Society for Library and Information Science
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    • v.15
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    • pp.225-266
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    • 1988
  • Various theories and techniques for the subject catalog have been developed since Charles Ammi Cutter first tried to formulate rules for the construction of subject headings in 1876. However, they do not seem to be appropriate to Korean language because the syntax and semantics of Korean language are different from those of English and other European languages. This study therefore attempts to develop a new Korean subject indexing system, namely Korean String Indexing System(KOSIS), in order to increase the use of subject catalogs. For this purpose, advantages and disadvantages between the classed subject catalog nd the alphabetical subject catalog, which are typical subject ca-alogs in libraries, are investigated, and most of remarkable subject indexing systems, in particular the PRECIS developed by the British National Bibliography, are reviewed and analysed. KOSIS is a string indexing based on purely the syntax and semantics of Korean language, even though considerable principles of PRECIS are applied to it. The outlines of KOSIS are as follows: 1) KOSIS is based on the fundamentals of natural language and an ingenious conjunction of human indexing skills and computer capabilities. 2) KOSIS is. 3 string indexing based on the 'principle of context-dependency.' A string of terms organized accoding to his principle shows remarkable affinity with certain patterns of words in ordinary discourse. From that point onward, natural language rather than classificatory terms become the basic model for indexing schemes. 3) KOSIS uses 24 role operators. One or more operators should be allocated to the index string, which is organized manually by the indexer's intellectual work, in order to establish the most explicit syntactic relationship of index terms. 4) Traditionally, a single -line entry format is used in which a subject heading or index entry is presented as a single sequence of words, consisting of the entry terms, plus, in some cases, an extra qualifying term or phrase. But KOSIS employs a two-line entry format which contains three basic positions for the production of index entries. The 'lead' serves as the user's access point, the 'display' contains those terms which are themselves context dependent on the lead, 'qualifier' sets the lead term into its wider context. 5) Each of the KOSIS entries is co-extensive with the initial subject statement prepared by the indexer, since it displays all the subject specificities. Compound terms are always presented in their natural language order. Inverted headings are not produced in KOSIS. Consequently, the precision ratio of information retrieval can be increased. 6) KOSIS uses 5 relational codes for the system of references among semantically related terms. Semantically related terms are handled by a different set of routines, leading to the production of 'See' and 'See also' references. 7) KOSIS was riginally developed for a classified catalog system which requires a subject index, that is an index -which 'trans-lates' subject index, that is, an index which 'translates' subjects expressed in natural language into the appropriate classification numbers. However, KOSIS can also be us d for a dictionary catalog system. Accordingly, KOSIS strings can be manipulated to produce either appropriate subject indexes for a classified catalog system, or acceptable subject headings for a dictionary catalog system. 8) KOSIS is able to maintain a constistency of index entries and cross references by means of a routine identification of the established index strings and reference system. For this purpose, an individual Subject Indicator Number and Reference Indicator Number is allocated to each new index strings and new index terms, respectively. can produce all the index entries, cross references, and authority cards by means of either manual or mechanical methods. Thus, detailed algorithms for the machine-production of various outputs are provided for the institutions which can use computer facilities.

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Data Mining Approaches for DDoS Attack Detection (분산 서비스거부 공격 탐지를 위한 데이터 마이닝 기법)

  • Kim, Mi-Hui;Na, Hyun-Jung;Chae, Ki-Joon;Bang, Hyo-Chan;Na, Jung-Chan
    • Journal of KIISE:Information Networking
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    • v.32 no.3
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    • pp.279-290
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    • 2005
  • Recently, as the serious damage caused by DDoS attacks increases, the rapid detection and the proper response mechanisms are urgent. However, existing security mechanisms do not effectively defend against these attacks, or the defense capability of some mechanisms is only limited to specific DDoS attacks. In this paper, we propose a detection architecture against DDoS attack using data mining technology that can classify the latest types of DDoS attack, and can detect the modification of existing attacks as well as the novel attacks. This architecture consists of a Misuse Detection Module modeling to classify the existing attacks, and an Anomaly Detection Module modeling to detect the novel attacks. And it utilizes the off-line generated models in order to detect the DDoS attack using the real-time traffic. We gathered the NetFlow data generated at an access router of our network in order to model the real network traffic and test it. The NetFlow provides the useful flow-based statistical information without tremendous preprocessing. Also, we mounted the well-known DDoS attack tools to gather the attack traffic. And then, our experimental results show that our approach can provide the outstanding performance against existing attacks, and provide the possibility of detection against the novel attack.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Methods for Genetic Parameter Estimations of Carcass Weight, Longissimus Muscle Area and Marbling Score in Korean Cattle (한우의 도체중, 배장근단면적 및 근내지방도의 유전모수 추정방법)

  • Lee, D.H.
    • Journal of Animal Science and Technology
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    • v.46 no.4
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    • pp.509-516
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    • 2004
  • This study is to investigate the amount of biased estimates for heritability and genetic correlation according to data structure on marbling scores in Korean cattle. Breeding population with 5 generations were simulated by way of selection for carcass weight, Longissimus muscle area and latent values of marbling scores and random mating. Latent variables of marbling scores were categorized into five by the thresholds of 0, I, 2, and 3 SD(DSI) or seven by the thresholds of -2, -1, 0,1I, 2, and 3 SD(DS2). Variance components and genetic pararneters(Heritabilities and Genetic correlations) were estimated by restricted maximum likelihood on multivariate linear mixed animal models and by Gibbs sampling algorithms on multivariate threshold mixed animal models in DS1 and DS2. Simulation was performed for 10 replicates and averages and empirical standard deviation were calculated. Using REML, heritabilitis of marbling score were under-estimated as 0.315 and 0.462 on DS1 and DS2, respectively, with comparison of the pararneter(0.500). Otherwise, using Gibbs sampling in the multivariate threshold animal models, these estimates did not significantly differ to the parameter. Residual correlations of marbling score to other traits were reduced with comparing the parameters when using REML algorithm with assuming linear and normal distribution. This would be due to loss of information and therefore, reduced variation on marbling score. As concluding, genetic variation of marbling would be well defined if liability concepts were adopted on marbling score and implemented threshold mixed model on genetic parameter estimation in Korean cattle.

S-wave Velocity Derivation Near the BSR Depth of the Gas-hydrate Prospect Area Using Marine Multi-component Seismic Data (해양 다성분 탄성파 자료를 이용한 가스하이드레이트 유망지역의 BSR 상하부 S파 속도 도출)

  • Kim, Byoung-Yeop;Byun, Joong-Moo
    • Economic and Environmental Geology
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    • v.44 no.3
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    • pp.229-238
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    • 2011
  • S-wave, which provides lithology and pore fluid information, plays a key role in estimating gas-hydrate saturation. In general, P- and S-wave velocities increase in the presence of gas-hydrate and the P-wave velocity decreases in the presence of free gas under the gas-hydrate layer. Whereas there are very small changes, even slightly increases, in the S-wave velocity in the free gas layer because S-wave is not affected by the pore fluid when propagating in the free gas layer. To verify those velocity properties of the BSR (bottom-simulating reflector) depth in the gas-hydrate prospect area in the Ulleung Basin, P- and S-wave velocity profiles were derived from multi-component ocean-bottom seismic data which were acquired by Korea Institute of Geoscience and Mineral Resources (KIGAM) in May 2009. OBS (ocean-bottom seismometer) hydrophone component data were modeled and inverted first through the traveltime inversion method to derive P-wave velocity and depth model of survey area. 2-D multichannel stacked data were incorporated as an initial model. Two horizontal geophone component data, then, were polarization filtered and rotated to make radial component section. Traveltimes of main S-wave events were picked and used for forward modeling incorporating Poisson's ratio. This modeling provides S-wave profiles and Poisson's ratio profiles at every OBS site. The results shows that P-wave velocities in most OBS sites decrease beneath the BSR, whereas S-wave velocities slightly increase. Consequently, Poisson's ratio decreased strongly beneath the BSR indicating the presence of a free gas layer under the BSR.

Spatial Anaylsis of Agro-Environment of North Korea Using Remote Sensing I. Landcover Classification from Landsat TM imagery and Topography Analysis in North Korea (위성영상을 이용한 북한의 농업환경 분석 I. Landsat TM 영상을 이용한 북한의 지형과 토지피복분류)

  • Hong, Suk-Young;Rim, Sang-Kyu;Lee, Seung-Ho;Lee, Jeong-Cheol;Kim, Yi-Hyun
    • Korean Journal of Environmental Agriculture
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    • v.27 no.2
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    • pp.120-132
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    • 2008
  • Remotely sensed images from a satellite can be applied for detecting and quantifying spatial and temporal variations in terms of landuse & landcover, crop growth, and disaster for agricultural applications. The purposes of this study were to analyze topography using DEM(digital elevation model) and classify landuse & landcover into 10 classes-paddy field, dry field, forest, bare land, grass & bush, water body, reclaimed land, salt farm, residence & building, and others-using Landsat TM images in North Korea. Elevation was greater than 1,000 meters in the eastern part of North Korea around Ranggang-do where Kaemagowon was located. Pyeongnam and Hwangnam in the western part of North Korea were low in elevation. Topography of North Korea showed typical 'east-high and west-low' landform characteristics. Landcover classification of North Korea using spectral reflectance of multi-temporal Landsat TM images was performed and the statistics of each landcover by administrative district, slope, and agroclimatic zone were calculated in terms of area. Forest areas accounted for 69.6 percent of the whole area while the areas of dry fields and paddy fields were 15.7 percent and 4.2 percent, respectively. Bare land and water body occupied 6.6 percent and 1.6 percent, respectively. Residence & building reached less than 1 percent of the country. Paddy field areas concentrated in the A slope ranged from 0 to 2 percent(greater than 80 percent). The dry field areas were shown in the A slope the most, followed by D, E, C, B, and F slopes. According to the statistics by agroclimatic zone, paddy and dry fields were mainly distributed in the North plain region(N-6) and North western coastal region(N-7). Forest areas were evenly distributed all over the agroclimatic regions. Periodic landcover analysis of North Korea based on remote sensing technique using satellite imagery can produce spatial and temporal statistics information for future landuse management and planning of North Korea.

Biochemical Assessment of Deer Velvet Antler Extract and its Cytotoxic Effect including Acute Oral Toxicity using an ICR Mice Model (ICR 마우스 모델을 이용한 녹용 추출물의 생화학적 평가 및 급성 경구 독성을 포함한 세포 독성 효과)

  • Ramakrishna Chilakala;Hyeon Jeong Moon;Hwan Lee;Dong-Sung Lee;Sun Hee Cheong
    • Journal of Food Hygiene and Safety
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    • v.38 no.6
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    • pp.430-441
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    • 2023
  • Velvet antler is widely used as a traditional medicine, and numerous studies have demonstrated its tremendous nutritional and medicinal values including immunity-enhancing effects. This study aimed to investigate different deer velvet extracts (Sample 1: raw extract, Sample 2: dried extract, and Sample 3: freeze-dried extract) for proximate composition, uronic acid, sulfated glycosaminoglycan, sialic acid, collagen levels, and chemical components using ultra-performance liquid chromatography-quadrupole-time-of-light mass spectrometry. In addition, we evaluated the cytotoxic effect of the deer velvet extracts on BV2 microglia, HT22 hippocampal cells, HaCaT keratinocytes, and RAW264.7 macrophages using the cell viability MTT assay. Furthermore, we evaluated acute toxicity of the deer velvet extracts at different doses (0, 500, 1000, and 2000 mg/kg) administered orally to both male and female ICR mice for 14 d (five mice per group). After treatment, we evaluated general toxicity, survival rate, body weight changes, mortality, clinical signs, and necropsy findings in the experimental mice based on OECD guidelines. The results suggested that in vitro treatment with the evaluated extracts had no cytotoxic effect in HaCaT keratinocytes cells, whereas Sample-2 had a cytotoxic effect at 500 and 1000 ㎍/mL on HT22 hippocampal cells and RAW264.7 macrophages. Sample 3 was also cytotoxic at concentrations of 500 and 1000 ㎍/mL to RAW264.7 and BV2 microglial cells. However, the mice treated in vivo with the velvet extracts at doses of 500-2000 mg/kg BW showed no clinical signs, mortality, or necropsy findings, indicating that the LD50 is higher than this dosage. These findings indicate that there were no toxicological abnormalities connected with the deer velvet extract treatment in mice. However, further human and animal studies are needed before sufficient safety information is available to justify its use in humans.