• Title/Summary/Keyword: Creation Tool

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A Study on the Language Independent Dictionary Creation Using International Phoneticizing Engine Technology (국제 음소 기술에 의한 언어에 독립적인 발음사전 생성에 관한 연구)

  • Shin, Chwa-Cheul;Woo, In-Sung;Kang, Heung-Soon;Hwang, In-Soo;Kim, Suk-Dong
    • The Journal of the Acoustical Society of Korea
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    • v.26 no.1E
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    • pp.1-7
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    • 2007
  • One result of the trend towards globalization is an increased number of projects that focus on natural language processing. Automatic speech recognition (ASR) technologies, for example, hold great promise in facilitating global communications and collaborations. Unfortunately, to date, most research projects focus on single widely spoken languages. Therefore, the cost to adapt a particular ASR tool for use with other languages is often prohibitive. This work takes a more general approach. We propose an International Phoneticizing Engine (IPE) that interprets input files supplied in our Phonetic Language Identity (PLI) format to build a dictionary. IPE is language independent and rule based. It operates by decomposing the dictionary creation process into a set of well-defined steps. These steps reduce rule conflicts, allow for rule creation by people without linguistics training, and optimize run-time efficiency. Dictionaries created by the IPE can be used with the Sphinx speech recognition system. IPE defines an easy-to-use systematic approach that can lead to internationalization of automatic speech recognition systems.

A Design of Integrated System for Real Time Multimedia Presentation and Content Creation (실시간 멀티미디어 프리젠테이션 및 컨텐트 제작을 위한 통합 시스템 설계)

  • 이규남;나인호
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.4 no.4
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    • pp.835-843
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    • 2000
  • This paper presents a method to design the integrated system for supporting both multimedia contents creation and its presentation in a windows system. Especially, it describes techniques for designing an integrated editor that can be used to crate and edit various media data including continuous media such as audio and video. And it also proposes a system model for systematically integrating multimedia creation tool with multimedia presentation system where the buffering and scenario-based presentation methods are included in the propose system for supporting effective multimedia presentation through a network. Finally, we describe a threads processing technique based on event monitoring to satisfy needs for presentation control, synchronization control, and user's input control during a multimedia presentation.

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Research on the Influence of the Use of VR Technology in Dance Creation on the Willingness of Dance Directors to Use: Focusing on the Ease of Cognition and the Mediating Effect of Usefulness

  • Wu, Nuowa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.117-124
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    • 2019
  • In the field of dance creation, the use of film and television skills, cyberspace, action sets, computer graphics and other technology and media technology have made the creative environment for dance art that it rapidly improves and presents a new situation. Especially in the dance creation part, VR technology can show many possibilities and can be used as a tool to fully satisfy the choreographer's intention and imagination. Therefore, this study analyzes the acceptance model of virtual reality technology in dance creative education, and we will examine the effect of social influence, shared trust, innovation, interest, and self-efficacy on perceived usefulness and perceived ease. Second, we will examine the effect of perceived usefulness and perceived ease on intention to use. The study is targeted at ordinary dance creators who currently reside in Hebei Province, China. The survey was conducted for approximately 30 days from March 16th to April 17th. The total number of valid samples collected was 377. The results of the identification of the hypotheses between variables based on the questionnaire data are as follows: Firstly, social influence, shared trust, innovation, interest, and self-efficacy have a positive impact on perceived usefulness, perceived ease. Secondly, perceived usefulness, perceived ease has a positive effect on the intention to use. In view of the above research results, the theoretical significance and limitations of this research and the future research directions are discussed in depth.

A Study on the Detection of the Abnormal Tool State in Drilling of Hot-rolled High Strength Steel (열연강판의 드릴링시 공구의 이상상태 검출에 관한 연구)

  • 신형곤;김민호;김태영
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.11a
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    • pp.888-891
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    • 2000
  • Drilling is one of the most important operations in machining industry and usually the most efficient and economical method of cutting a hole in metal. From automobile parts to aircraft components, almost every manufactured product requires that holes are to be drilled for the purpose of assembly, creation of fluid passages, and so on. It is therefore desirable to monitor drill wear and hole quality changes during the hole drilling process. One important aspect in controlling the drilling process is drill wear status monitoring. With the monitoring, we may decide on optimal timing for tool change. The necessity of the detection of tool wear, fracture and the abnormal tool state has been emphasized in the machining process. Accordingly, this paper deals with the cutting characteristics of the hot-rolled high strength steels using common HSS drill. The performance variables include drill wear data obtained from drilling experiments conducted on the workpiece. The results are obtained from monitoring of the cutting force and Acoustic Emission (AE) signals, and from the detection of the abnormal tool state with the computer vision system.

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Implementation of Background Scene in the Virtual Reality Ship Simulator (가상현실 선박 시뮬레이터의 배경 구현)

  • 임정빈
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.6 no.1
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    • pp.11-22
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    • 2000
  • The paper describes creation methods of background scenes to implement realistic virtual environments in the VRSS (Virtual Reality Ship Simulator). VRSS is next-generation system constructed with virtual tools in a virtual space. Thus, it could have many benefits compared to conventional ship simulators composed with heavy bridge mock-up system and wide visual presentations. In this work, we developed effective 3D object modeling techniques, and constructed virtual harbor scene by using 3D-Webmaster authoring tool. The virtual harbor was built with object-oriented 3D objects modeled to interact with user's action. With the immersion-type VR system, we created virtual harbor environments in a virtual space, and discussed on the naturalness of the scene with test results of SDMPA (Semantic Differential Method for Psychophysical Assessment) by 10 subjects. As the results of subject assessment, all of the participants could felt natural-like harbor. Therefore, we found that the proposed creation methods and procedures of background scene are enabling to fit to the full mission VRSS construction.

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A Study on the Interface Circuit Creation Algorithm using the Flow Chart (흐름도를 이용한 인터페이스 회로 생성 알고리즘에 관한 연구)

  • 우경환;이천희
    • Journal of the Korea Society for Simulation
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    • v.10 no.1
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    • pp.25-34
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    • 2001
  • In this paper, we describe the generation method of interface logic which replace between IP & IP handshaking signal with asynchronous logic circuit. Especially, we suggest the new asynchronous sequential "Waveform to VHDL" code creation algorithm by flow chart conversion : Wave2VHDL - if only mixed asynchronous timing waveform is presented the level type input and pulse type input for handshaking, we convert waveform to flowchart and then replace with VHDL code according to converted flowchart. Also, we confirmed that asynchronous electronic circuits are created by applying extracted VHDL source code from suggest algorithm to conventional domestic/abroad CAD Tool, Finally, we assured the simulation result and the suggest timing diagram are identical.

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GeoMaTree : Geometric and Mathematical Model Based Digital Tree Authoring System

  • Jung, Seowon;Kim, Daeyeoul;Kim, Jinmo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.7
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    • pp.3284-3306
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    • 2018
  • This study proposes a method to develop an authoring system(GeoMaTree) for diverse trees that constitute a virtual landscape. The GeoMaTree system enables the simple, intuitive production of an efficient structure, and supports real-time processing. The core of the proposed system is a procedural modeling based on a mathematical model and an application that supports digital content creation on diverse platforms. The procedural modeling allows users to control the complex pattern of branch propagation through an intuitive process. The application is a multi-resolution 3D model that supports appropriate optimization for a tree structure. The application and a compatible function, with commercial tools for supporting the creation of realistic synthetic images and virtual landscapes, are implemented, and the proposed system is applied to a variety of 3D image content.

Development of a Visual Simulation System for the Motion Rider (모션 라이더를 위한 시각 시뮬레이션 시스템의 개발)

  • Kwon, Jung-Hoon;Kwon, Young-Woong
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.14 no.5
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    • pp.55-61
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    • 2005
  • In this paper, we propose the visual simulation system for virtual reality motion rider system. The visual simulation system can apply verity virtual reality system. This paper deals with programs on 3D automatic creation of terrain, road design, and a realtime rendering program for the virtual reality system. For the 3D automatic creation of terrain, DEM data and rectangular grid method are applied. We can make two different road object with the road design program. One of them includes road definition, and the other is obtained by using 'NURBS curve.' Visual simulation is consisted by additional modeling and real-time rendering. We can apply the programs made in this way to visual system of driving simulator.

Ultrasonically Assisted Grinding for Mirror Surface Finishing of Dies with Electroplated Diamond Tools

  • Isobe, Hiromi;Hara, Keisuke;Kyusojin, Akira;Okada, Manabu;Yoshihara, Hideo
    • International Journal of Precision Engineering and Manufacturing
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    • v.8 no.2
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    • pp.38-43
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    • 2007
  • This paper describes ultrasonically assisted grinding used to obtain a glossy surface quickly and precisely. High-quality surfaces are required for plastic injection molding dies used in the production of plastic parts such as dials for cellular phones. Traditionally, in order to finish the dies, manual polishing by a skilled worker has been required after the machining processes, such as electro discharge machining (EDM), which leaves an affected layer, and milling, which leaves tooling marks. However, manual polishing causes detrimental geometrical deviations of the die and consumes several days to finish a die surface. Therefore, a machining process for finishing dies without manual polishing to improve the surface roughness and form accuracy would be extremely valuable. In this study, a 3D positioning machine equipped with an ultrasonic spindle was used to conduct grinding experiments. An electroplated diamond tool was used for these experiments. Generally, diamond tools cannot grind steel because of excessive wear as a result of carbon atoms diffusing into bulk steel and chips. However, ultrasonically assisted grinding can achieve a fine surface (roughness Rz of $0.4{\mu}m$) on die steel without severe tool wear. The final aim of this study is to realize mirror surface grinding for injection molding dies without manual polishing. To do this, it is necessary to fabricate an electroplated diamond tool with high form accuracy and low run-out. This paper describes a tool-making method for high precision grinding and the grinding performance of a self-electroplated tool. The ground surface textures, tool performance and tool life were investigated A ground surface roughness Rz of 0.14 um was achieved Our results show that the spindle speed, feed rate and cross feed affected the surface texture. One tool could finish $5000mm^2$ of die steel surface without any deterioration of the ground surface roughness.

Understanding the Relationship between Value Co-Creation Mechanism and Firm's Performance based on the Service-Dominant Logic (서비스지배논리하에서 가치공동창출 매커니즘과 기업성과간의 관계에 대한 연구)

  • Nam, Ki-Chan;Kim, Yong-Jin;Yim, Myung-Seong;Lee, Nam-Hee;Jo, Ah-Rha
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.177-200
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    • 2009
  • AIn the advanced - economy, the services industry hasbecome a dominant sector. Evidently, the services sector has grown at a much faster rate than any other. For instance, in such developed countries as the U.S., the proportion of the services sector in its GDP is greater than 75%. Even in the developing countries including India and China, the magnitude of the services sector in their GDPs is rapidly growing. The increasing dependence on service gives rise to new initiatives including service science and service-dominant logic. These new initiatives propose a new theoretical prism to promote the better understanding of the changing economic structure. From the new perspectives, service is no longer regarded as a transaction or exchange, but rather co-creation of value through the interaction among service users, providers, and other stakeholders including partners, external environments, and customer communities. The purpose of this study is the following. First, we review previous literature on service, service innovation, and service systems and integrate the studies based on service dominant logic. Second, we categorize the ten propositions of service dominant logic into conceptual propositions and the ones that are directly related to service provision. Conceptual propositions are left out to form the research model. With the selected propositions, we define the research constructs for this study. Third, we develop measurement items for the new service concepts including service provider network, customer network, value co-creation, and convergence of service with product. We then propose a research model to explain the relationship among the factors that affect the value creation mechanism. Finally, we empirically investigate the effects of the factors on firm performance. Through the process of this research study, we want to show the value creation mechanism of service systems in which various participants in service provision interact with related parties in a joint effort to create values. To test the proposed hypotheses, we developed measurement items and distributed survey questionnaires to domestic companies. 500 survey questionnaires were distributed and 180 were returned among which 171 were usable. The results of the empirical test can be summarized as the following. First, service providers' network which is to help offer required services to customers is found to affect customer network, while it does not have a significant effect on value co-creation and product-service convergence. Second, customer network, on the other hand, appears to influence both value co-creation and product-service convergence. Third, value co-creation accomplished through the collaboration of service providers and customers is found to have a significant effect on both product-service convergence and firm performance. Finally, product-service convergence appears to affect firm performance. To interpret the results from the value creation mechanism perspective, service provider network well established to support customer network is found to have significant effect on customer network which in turn facilitates value co-creation in service provision and product-service convergence to lead to greater firm performance. The results have some enlightening implications for practitioners. If companies want to transform themselves into service-centered business enterprises, they have to consider the four factors suggested in this study: service provider network, customer network, value co-creation, and product-service convergence. That is, companies becoming a service-oriented organization need to understand what the four factors are and how the factors interact with one another in their business context. They then may want to devise a better tool to analyze the value creation mechanism and apply the four factors to their own environment. This research study contributes to the literature in following ways. First, this study is one of the very first empirical studies on the service dominant logic as it has categorized the fundamental propositions into conceptual and empirically testable ones and tested the proposed hypotheses against the data collected through the survey method. Most of the propositions are found to work as Vargo and Lusch have suggested. Second, by providing a testable set of relationships among the research variables, this study may provide policy makers and decision makers with some theoretical grounds for their decision making on what to do with service innovation and management. Finally, this study incorporates the concepts of value co-creation through the interaction between customers and service providers into the proposed research model and empirically tests the validity of the concepts. The results of this study will help establish a value creation mechanism in the service-based economy, which can be used to develop and implement new service provision.