• Title/Summary/Keyword: Developing of the technologies

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Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

The Perception Analysis of Autonomous Vehicles using Network Graph (네트워크 그래프를 활용한 자율주행차에 대한 인식 분석)

  • Hyo-gyeong Park;Yeon-hwi You;Sung-jung Yong;Seo-young Lee;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.97-105
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    • 2023
  • Recently, with the development of artificial intelligence technology, many technologies for user convenience are being developed. Among them, interest in autonomous vehicles is increasing day by day. Currently, many automobile companies are aiming to commercialize autonomous vehicles. In order to lay the foundation for the government's new and reasonable policy establishment to support commercialization, we tried to analyze changes and perceptions of public opinion through news article data. Therefore, in this paper, 35,891 news article data mentioning terms similar to 'autonomous vehicles' over the past three years were collected and network analyzed. As a result of the analysis, major keywords such as 'autonomous driving', 'AI', 'future', 'Hyundai Motor', 'autonomous driving vehicle', 'automobile', 'industrial', and 'electric vehicle' were derived. In addition, the autonomous vehicle industry is developing into a faster and more diverse platform and service industry by converging with various industries such as semiconductor companies and big tech companies as well as automobile companies and is paying attention to the convergence of industries. To continuously confirm changes and perceptions in public opinion, it is necessary to analyze perceptions through continuous analysis of SNS data or technology trends.

A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

Search for the Education of High-Tech Emotional Textile and Fashion (하이테크 감성 섬유패션의 교육 방향에 대한 모색)

  • Youn Hee Kim;Chunjeong Kim;Youngjoo Na
    • Science of Emotion and Sensibility
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    • v.26 no.3
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    • pp.69-82
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    • 2023
  • High-tech sensibility textile and fashion, in which consumers' emotions and various textile and fashion technologies are converged, is an important industrial group. It is important to develop the ability to apply in practice by gathering the creative by understanding other fields and exchanging ideas through interdisciplinary collaboration in the field of emotional engineering. Through interdisciplinary research and collaboration, talent must be nurtured of individuals who would lead the era of the 4th Industrial Revolution with the ability to empathize with others as well as the creative convergence-type intellectual ability necessary for the rapidly changing society. To determine content-creation methods, basic research is conducted. Additionally, this study investigates on the current status and educational process of the emotional textile-fashion industry worldwide. To nurture talents in the textile and fashion sensibility science, the basic contents are created to manage the knowledge that delivers sensibility science and the ICT related to this field, as well as in the intensive, PB-style conceptual design based on sensibility. The process from derivation of consumer emotion analysis and product development can be experienced through smart kit practice. Moreover, various methods are developed to set up intellectual property rights generated while developing ICT convergence products as start-ups. The study also covers new knowledge rights to develop emotional textile fashion.

Modelling a Virtuous Cycled U-City for the Sustainable U-City (지속가능한 U-City 운영을 위한 선순환 U-City모델의 개발방향 연구)

  • Kim, Bok-Hwan;Koo, Jee-Hee;Kwak, In-Young
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.145-156
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    • 2009
  • Ubiquitous City(U-City) in Korea is not a fantastic wonderland but an on-going real phenomenon. Many researchers so far have mainly dealt with a rosy future where U-City would potentially promise the high Quality of Life and positive economic effects. However, a suspicion of unexpected disadvantages can be able to take place in the bright future of U-City : the running cost of U-City. Without full consideration of it, descendants living in the U-City in near future will suffer from the heavy burden in operating the U-City. Given this circumstantial background, the aim of this study is to indicate potential solutions to address a sustainable U-City controlled by the virtuous cycled mechanism toward a self-sufficient city, which will illuminate a new paradigm of the city history. Solutions were sought from the several viewpoints, which were behavioral and institutional aspects, developing profitable business models and core technologies applicable to U-City, and building self-owned networks. Based on this preliminary study, further efforts and devotion to seeking virtuous-cycled U-City model will contribute to bringing a prominent future of U-City whose belongings will be able to manage to enjoy better quality of life.

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A Study on Grade Comparison Difference Analysis of the Gifted Children in IT (정보영재아동의 학년별 차이 비교 분석에 관한 연구)

  • Jun, Woochun;Hong, Suk-Ki
    • Journal of Internet Computing and Services
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    • v.15 no.5
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    • pp.25-32
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    • 2014
  • In the current information and knowledge-based society, a nation's economy power heavily depends on IT-related industry and technology. In this sense, most countries are trying to foster IT industry by developing new and innovative IT technologies. Traditionally, only a few talented persons have been leading the whole IT industry. Thus, it is very important and necessary to identify and support the gifted children in IT in early ages for development of IT industry. The purpose of this paper is to investigate study performance of the gifted children in IT for different grades. Our research is focused on especially 4th grade students, 5th grade students, and 6th grade students in elementary schools. Among various abilities of the gifted children in IT, in this paper, we are interested in programming ability and logical thinking ability. To our best knowledge, there is no research work on study performance depending on different grades of the gifted children in IT. For this purpose, the gifted students in gifted science education center attached in a university at Seoul Metropolitan Area are selected and their test scores for 8 years were collected and analyzed. The statistical analysis results show that there is no significant difference among 4th grade students, 5th grade students, and 6th grade students for programming ability and logical thinking ability. We hope that this result can help suggest and propose study contents, curriculum, principles and laws for the gifted education in IT.

Development and Priority Setting of Policy Measures on Styrofoam Buoy Marine Debris (스티로폼 부자 해양쓰레기 대응 정책 개발과 우선순위 평가)

  • Jang, Yong Chang;Lee, Jongmyoung;Hong, Sunwook;Shim, Won Joon;Kang, Daeseok
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.16 no.3
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    • pp.171-180
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    • 2013
  • Even though styrofoam buoys represent a large portion of beached marine debris in Korea, efficient government actions have been lacking to address them. Three participatory workshops were organized from 2010 to 2012 to develop policy measures to manage styrofoam buoy marine debris. The first workshop held in 2010 was organized in order for workshop participants to understand and share the styrofoam debris issue. Participating stakeholders suggested policy measures to address styrofoam debris through brainstorming in the second workshop in 2011. In the third workshop organized in 2012, the analytic hierarchy process (AHP) was used to set priorities for 16 selected policy measures. A total of 56 people participated in AHP, and answers of 40 participants that passed the consistency test were analyzed. 'Beach cleanup by public works program' ranked highest in priority, followed by 'Development of alternative buoy and aquaculture technologies'. Other research projects also ranked high in priority. Feasibility of policy measures was considered the most important criterion in the priority setting, followed by effectiveness, efficiency, and acceptability. This study demonstrated that participatory workshops in which diverse stakeholders take part in could provide a valuable tool in developing practical policy measures on styrofoam buoy marine debris.

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
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    • v.21
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    • pp.31-43
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    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

Constructing Forest Information Management System using GIS and Aerial Orthophoto (GIS와 항공정사사진을 이용한 산림정보 관리시스템 구축)

  • Kim, Joon-Bum;Jo, Myung-Hee;Kwon, Tae-Ho;Kim, In-Ho;Jo, Yun-Won;Shin, Dong-Ho
    • Journal of the Korean Association of Geographic Information Studies
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    • v.7 no.2
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    • pp.57-68
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    • 2004
  • Recently in order to more effectively and scientifically process forest official tasks, which have been focused on documents and inventories, they should be applied with the up-to-date spatial information technologies. Especially, the forest resource information management based on GIS(geographic information system) and aerial orthophoto is expected not only to play an important role as DSS(decision support system) for domestic forest conservation policy and forestry development industry but also to service forest resource information toward people such as the owners of a mountain rapidly. In this study, the important forest information such as digital topography map, digital forest type map, digital forest cadastral map, digital aerial photographs and attribute data were first reprocessed and constructed in DBMS(data base management system). In addition, forest officials could analyze and retrieve forest information by using detail sub-application systems such as forest cadastral retrieval, forest land development information management, reserved forest information management and forest resource information retrieval. For this, the user interface is developed by using Visual Basic 6.0 and MapObjects 2.1 of ESRI based on CBD(component based development) technology. The result of developing this system will not only perform constructing economical forest and better environment but also be the foundation of domestic spatial technology for forest resource management.

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A Comparative Study on the Reliability Growth Enhancement Activities Using "ANALYSIS" and "TEST" through FMECA and Highly Accelerated Life Tests (신뢰성 성장 강화를 위한 Analysis 방법(FMECA)과 Test(초가속수명시험-HALT) 비교 연구)

  • Shin, Sang-Hee;Jung, Joo-Hyun;Kang, Tae-Ho;Lee, Jong-Sin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.406-418
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    • 2020
  • When developing weapons systems, it is important to implement the functions and performance of equipment suitable for development purposes, but it is very important to ensure that the equipment is capable of operating without any vacuum with reliability after development. Therefore, various activities are carried out to enhance reliability of equipment. Reliability is enhanced by using high-specification parts in development, reliability verification through analysis, and testing using development prototypes to reinforce and improve the parts that are lacking in equipment. However, recently, development schedules are shortened due to rapidly changing external conditions and technologies, and there are cases where sufficient reliability growth activities were not carried out due to problems such as cost. Examples are projects that perform reliability activities only in analytical methods (reliability, FMECA). In this paper, analyzing and testing methods for analysis and testing were carried out on the same equipment through FMECA and super-accelerated life test, the contents of reliability growth activity were derived, the results of design change/review were accordingly compared, the differences between the two methods were analyzed, and measures were proposed to strengthen reliable growth activities. It was concluded that reliable growth activities through analysis from the beginning of development and reliable growth activities through testing should be carried out at the completion of initial prototype production.