• Title/Summary/Keyword: Design Environments

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Exploring Factors for the Effective Operation of Hybrid Learning Integrating Face-to-Face with Online Synchronous Environment: Focusing on the Experience of Elementary School Teachers (면대면과 실시간 온라인 환경이 통합된 하이브리드 수업의 효과적 운영을 위한 요소 탐색: 초등교사의 경험을 중심으로)

  • Han, Hyeong Jong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.79-88
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    • 2022
  • The purpose of this study was to explore which factors should be considered mainly in operating hybrid learning in which offline and synchronous online environments are integrated in elementary education. Using qualitative data through interview and so on for 8 elementary school teachers with experience in operating hybrid learning, major consideration factors were identified. Before class, it is necessary to increase the level of understanding through concrete guidance or education for what the characteristics of hybrid learning are. The redesign of the environment including hardware and software technology is considered because the foundation was not established properly so that effective operation was difficult. In particular, based on the simultaneity and interactivity between the environments, activities which learners can connect and participate in the two environments should be considered. Further, design strategies to guide the operation of teaching and learning will be developed.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.83-90
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    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.

Link Quality Enhancement with Beamforming Using Kalman-based Motion Tracking for Maritime Communication

  • Kyeongjea Lee;Joo-Hyun Jo;Sungyoon Cho;Kiwon Kwon;Dong Ku Kim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.6
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    • pp.1659-1674
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    • 2024
  • Conventional maritime communication struggles to provide high data rate services for Internet of Things (IoT) devices due to the variability of maritime environments, making it challenging to ensure consistent connectivity for onboard sensors and devices. To resolve this, we perform mathematical modeling of the maritime channel and compare it with real measurement data. Through the modeled channel, we verify the received beam gain at buoys on the ocean surface. Additionally, leveraging the modeled wave motions, we estimate future angles of the buoy to use the Extended Kalman Filter (EKF) for design beamforming strategies that adapt to the evolving maritime environment over time. We further validate the effectiveness of these strategies by assessing the results from an outage probability perspective. focuses on improving maritime communication by developing a dynamic model of the maritime channel and implementing a Kalman filter-based buoy motion tracking system. This system is designed to enable precise beamforming, a technique used to direct communication signals more accurately. By improving beamforming, the aim is to enhance the quality of communication links, even in challenging maritime conditions like rough seas and varying sea states. In our simulations that consider realistic wave motions, you've observed significant improvements in link quality due to the enhanced beamforming technique. These improvements are particularly notable in environments with high sea states, where communication challenges are typically more pronounced. The progress made in this area is not just a technical achievement; it has broad implications for the future of maritime communication technologies. This paper promises to revolutionize the way we approach communication in maritime environments, paving the way for more reliable and efficient information exchange on the seas.

A Study on Digital Space Design Method and System using Virtual Reality (가상현실을 활용한 디지털 공간 디자인 기법과 체계 연구)

  • 김연정
    • Archives of design research
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    • v.17 no.3
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    • pp.255-262
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    • 2004
  • The history of design has been closely related with the development of technology. The digital revolution requires design to be as innovative and inventive as the Industrial Revolution had been. In the current society demanding innovation and a new role for design, a successful result can be obtained in the interrelationship between digital and physical environments. In this point of view, exhibition design as a part of space design has had the method of analogue virtual reality, which induces spectators' experiences by creating a virtual environment, as its main expression means before digital technology was introduced. This method was developed from plane images or models to picture techniques according to the development of media technology. Nowadays, the exhibition method introducing multimedia, which enables interactions, is being developed. The main purpose of this study is to identify the meaning and role of virtual space in the view of space design and to analyze its functional interaction. Through this, it attempts to actively promote organic integration and development of widely used cyber space and traditional space design.

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A Basic Study on the Evaluation Index of the Crime Prevention through Environmental Design of Wooden Cultural Buildings (목조 건축문화재의 범죄예방환경설계 평가지표에 대한 기초연구)

  • Kim, Choong-sik
    • Korean Journal of Heritage: History & Science
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    • v.48 no.3
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    • pp.4-29
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    • 2015
  • To protect cultural heritages from damage and destruction, evaluating the crime prevention environments is considered extremely important. This study analyzed the crime patterns related to cultural heritages, classified the crime environments by their types, and deduced the elements of the CPTED(Crime Prevention Through Environment Design), aiming to present the indices for evaluating the crime prevention environments. The results of this study can be summarized as follows. First, the crimes related to cultural heritages that must be prevented were identified as the night time trespassing and arson. According to the results of the analysis of external environments based on crime actions, the crime prevention environments of cultural heritages were classified into 10 types. Second, the important evaluation principles of the cultural heritage CPTED were the access control, surveillance reinforcement and the surrounding environment. Third, the access control that cover the internal region, boundary, external region and surroundings were classified into 22 indices. The surveillance reinforcement covers natural, organized and mechanical surveillance with 21 indices. Fourth, the applicability of the CPTED evaluation index was presented according to the types of the cultural crime prevention environments. The results confirmed that the maximum 43 indices were applicable to the seowon(lecture hall), hyanggyo(Confucian school), and gwana(district government office), and the minimum 10 indices, to the ramparts. Finally, the 43 indices were applied to Donam Seowon to validate their applicability. The results confirmed that most of the indices were applicable with the partial supplements. The evaluation index presented in this study is likely to contribute to studies in the cultural heritage CPTED field and to the protection of cultural heritages. Furthermore, this study is considered significant because it unleashed continuous concerns on and developments of CPTED. However, as the field survey to validate the applicability of the indices was limited to only one type, it may require further objective verification such as through an expert's examination of the validity and applicability of the evaluation index. In addition, to accommodate the index in related policies and systems, more precise verifications of the indices by type are considered necessary.

Three Dimensional Indoor Location Tracking Viewer

  • Yang, Chi-Shian;Jung, Sang-Joong;Chung, Wan-Young
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.3 no.1
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    • pp.108-118
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    • 2009
  • In this paper we develop an indoor location tracking system and its 3D tracking monitoring viewer, viz., 3D Navigation Viewer (3DNV). We focus on the integration of an indoor location tracking system with the Virtual Reality Modeling Language (VRML), to facilitate a representation of the user's spatial information in virtual indoor environments that is synchronized with the physical location environment. The developed indoor location tracking system employs beacons as active transmitters, and a listener as a passive receiver. The distance information calculated from the difference speeds of RF and Ultrasonic signals is exploited, to determine the user's physical location. This is essential in supporting third parties like doctors and caregivers in identifying the activities and status of a particular individual via 3DNV. 3DNV serves as a unified user interface for an indoor location tracking system, showing the viewpoint and position of the target in virtual indoor environments. It was implemented using VRML, to provide an actual real time visualization of the target's spatial information.

Design and Implementation of An Educational VDB System in Distributed Environments Based on Object Groups (객체그룹 기반의 분산환경에서 교육용 VDB 시스템의 설계 및 구현)

  • Yu, Gyeong-Taek;Lee, Hyeon-Cheol;Ju, Su-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.11
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    • pp.3034-3045
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    • 1999
  • For efficiently providing multimedia services, distributed computing environments are specified the requirements of various services and distributed object platforms applied an object-oriented technology by TINA Consortium and OMG CORBA. Because multimedia service applications are becoming large and distributing, their servicing managing interfaces among objects are being complicated. In order to solve these defects, it is necessary to suggest a new object grouping model and specify object service/management requirements can be introduced under the object groups. We have been developed the distributed object group platform that can group all individual objects by the relating services and can supply trading functions for interconnecting between distributed objects or object groups. In this paper, we designed and implemented the Virtual Drawing Board for remote equational services on the distributed object group platform we mentioned above. As results, we designed a basic structure and service interfaces, and showed execution procedures of VDB system consisted of distributed objects and objects groups for educational services. For supporting distributed services of VDB system, we used three kinds of tools as follows; IONA orbix 2.2 of CORBA compliance as an object middleware, OrbixTrader 1.0 for interconnection of distributed objects, and the OGTG we developed for interconnection of distributed object groups and checking access rights of objects included in an arbitrary object group.

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Omnidirectional Distance Estimation using ultrasonic in Wireless Sensor Networks (무선 센서 네트워크에서 초음파를 이용한 전방향 거리 측정)

  • Lee, Woo-Sik;Kim, Nam-Gi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.85-91
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    • 2009
  • Because ubiquitous environment has come with growing IT technology, Researches wireless sensor network are actively on going in many aspects. In this paper, we proposed simple method of distance measurement for omnidirectional distance calculation in wireless sensor network. In addition, we design and implement the proposed method. Then, we verify it through experiments at real environments. when we use the proposed method, maximum distance of measurement is decreased, but we measure distance from degrees. In this paper, we show drop rate and accuracy rate of ultrasonic distance estimation with and without omnidirectional device through experiments at real environments.

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Implementation of Appliance Control System Using Smart Phone (스마트폰을 이용한 정보가전기기 제어시스템 구현)

  • Jeon, Byung-Chan;Choi, Gyoo-Seok;Lee, Sang-Joung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.67-74
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    • 2011
  • With the rapid increase of recent smart phone diffusion, the convergences of home network environments and intelligent home appliances such as digital TV, internet refrigerator, DVD, digital video, communication appliance using a smart phone are highly focussed and become the recent trends in IT industry. In this paper, we design and implement home appliance control system based on the smart phone(Android) network environments. Through several experiments using Android smart phone, we confirmed that the proposed system can control and monitor indoor home appliances conveniently anywhere and anytime from outdoor.

A comparison of the accuracy of intraoral scanners using an intraoral environment simulator

  • Park, Hye-Nan;Lim, Young-Jun;Yi, Won-Jin;Han, Jung-Suk;Lee, Seung-Pyo
    • The Journal of Advanced Prosthodontics
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    • v.10 no.1
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    • pp.58-64
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    • 2018
  • PURPOSE. The aim of this study was to design an intraoral environment simulator and to assess the accuracy of two intraoral scanners using the simulator. MATERIALS AND METHODS. A box-shaped intraoral environment simulator was designed to simulate two specific intraoral environments. The cast was scanned 10 times by Identica Blue (MEDIT, Seoul, South Korea), TRIOS (3Shape, Copenhagen, Denmark), and CS3500 (Carestream Dental, Georgia, USA) scanners in the two simulated groups. The distances between the left and right canines (D3), first molars (D6), second molars (D7), and the left canine and left second molar (D37) were measured. The distance data were analyzed by the Kruskal-Wallis test. RESULTS. The differences in intraoral environments were not statistically significant (P>.05). Between intraoral scanners, statistically significant differences (P<.05) were revealed by the Kruskal-Wallis test with regard to D3 and D6. CONCLUSION. No difference due to the intraoral environment was revealed. The simulator will contribute to the higher accuracy of intraoral scanners in the future.