• Title/Summary/Keyword: Digital Desk

Search Result 39, Processing Time 0.021 seconds

Smart table interface design based on multi-touch (멀티터치 기반 스마트 테이블 인터페이스 설계)

  • Han, Jeong-Ah;Seo, Laiwon
    • Journal of Digital Contents Society
    • /
    • v.15 no.3
    • /
    • pp.381-386
    • /
    • 2014
  • Multi-touch technology with the development of IT technology, various forms of recognition technology is positioned as the technology is one. A computer and a human action virtualization technology needed to design a natural interface while haneundedo influence. Human-computer interaction possible through intuitive to many users being able to reach without having to learn the sensory capabilities, will be useful if you could use. This paper presents the design of interfaces to the smart table environment to a conventional multi-touch touch-based, real so that you can use your finger to all the purposes. Growing day by day through the ubiquitous electronic blackboard, desk, furniture and electronics industry is actively being made by IT to incorporate multi-touch based interface because the design is expected to be important. Not far in the future, new ways of learning environment by combining modernization and smart table for meeting various IoT not only affect the environment looks anticipating.

A Study on the Creative Interface Factors of Library Space on Ito Toyo - Focus on the Tama Art University New Libraries - (이토토요의 도서관 공간에 나타나는 창조적 인터페이스요소에 관한 연구 - 타마미술대학신도서관을 사례로 -)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.3
    • /
    • pp.205-213
    • /
    • 2010
  • The importance of communication which is oriented to interaction, fusion and connection is more increased in the post-information society. The information environment is already realized as interface to reach immediately and freely to the databased information and knowledge. The contemporary libraries execute very important roles as an intellectual infra of modern times to deliver the great human achievement and create new culture. In the mean time, the rapid information-oriented society and the development of digital technology bring out big change in the traditional dispatch and receipt method of information. For this reason, libraries as the community space of visitors integrates physical space - electronic space and reconstructs new temporary culture and value to build the new interface that connects human to human, human to space and human to information. On the premise of these awareness, this study analysis the creative interface factor of Tama Art University New Libraries in Ito Toyo in order to research the function and the application method of modern libraries. And the results are follows. 1)We can make sure the significance of communication and the integration consciousness between digital technology and analogue sensitivity that is the characteristic of the post-information society. 2)We can classify for the creative interface factors by the character as space factor(Arcade, Gallery, Lounge, AV Booth, Cafe), facility/equipment factor(Laboratory, Media, Bar, Info Shelf, Media Seat) and furniture factor(Carrel, Desk, Mag Table, XI Shelf). 3)We can see that these interface factors change the stream of library users and that the library is constructed for library users to create and discovery something easily from books and modern technologies. And we can realize also that these factors are creative installation to lead out naturally the latent liberty sense of users.

Basic Study of Space Design for Healing (힐링 공간디자인의 기초연구)

  • You, Hyun-Bea
    • Journal of Digital Contents Society
    • /
    • v.19 no.1
    • /
    • pp.123-131
    • /
    • 2018
  • The design of the healing space provides people with tranquility and relaxation. It restores the tired body and provides the resilience of life. We have established the importance and value of healing through the meaning of healing and foreign cases. that humans come from nature and return to nature I think it is extremely inevitable, and while living, They set their goal and finish it gradually. Then they reach the goal. You can enjoy the effect of healing by creating an atmosphere of nature that comes from nature and living in it. The use of wood inside the building is the most comfortable healing condition, and as you can see from the case of Japan, The building of Sunny Hills made of wood outside reminds me of a magpies house. Indoor desk or book case made of wood make, warmer at mosphere, and the effect of healing becomes even greater if you take the plants. In the ceiling, if you paint pictures of clouds, trees, sun, etc., and apply blue or pink color that makes you relax, then the effect of healing is doubled. Through this study, I could forming living space being in touch with nature and using natural materials which is basic of healing an bring the effect of healing.

Multi Behavior Learning of Lamp Robot based on Q-learning (강화학습 Q-learning 기반 복수 행위 학습 램프 로봇)

  • Kwon, Ki-Hyeon;Lee, Hyung-Bong
    • Journal of Digital Contents Society
    • /
    • v.19 no.1
    • /
    • pp.35-41
    • /
    • 2018
  • The Q-learning algorithm based on reinforcement learning is useful for learning the goal for one behavior at a time, using a combination of discrete states and actions. In order to learn multiple actions, applying a behavior-based architecture and using an appropriate behavior adjustment method can make a robot perform fast and reliable actions. Q-learning is a popular reinforcement learning method, and is used much for robot learning for its characteristics which are simple, convergent and little affected by the training environment (off-policy). In this paper, Q-learning algorithm is applied to a lamp robot to learn multiple behaviors (human recognition, desk object recognition). As the learning rate of Q-learning may affect the performance of the robot at the learning stage of multiple behaviors, we present the optimal multiple behaviors learning model by changing learning rate.

A Study on the Experience Choice, Experience Effect and Experience Satisfaction on Marine Leisure Sports (해양레저스포츠 체험선택과 체험효과, 체험만족에 관한 연구)

  • Jung, Moon-Hyun
    • Journal of Digital Convergence
    • /
    • v.12 no.10
    • /
    • pp.605-613
    • /
    • 2014
  • The purpose of this study is studying the relationship among experience choice, experience effect and experience satisfaction of marine leisure sports for the vitalization of marine leisure tourism. After preparing a questionnaire, investigation and analysis were done by visiting Boryeong area. The result of the study is as following. First, it was found that the major cause of choice in marine leisure sports has positive impact on choice satisfaction. Second, it was found that the major cause of choice has positive impact on experience effect. Third, it was found that the choice satisfaction in marine leisure sports has positive impact on experience effect. Fourth, it wa s found that the marine leisure sports visitors like motor boat, banana boat and yacht experience. Fifth, it is suggested that an equipment rental desk, safety facilities and marine leisure experience facility included in a marine leisure experience center to be built.

The incidence of unexpected delays in uploading outside radiologic images in the transfer of patients with major trauma

  • Woo, Si Jun;Kim, Yong Oh;Kim, Hyung Il
    • Journal of Trauma and Injury
    • /
    • v.35 no.2
    • /
    • pp.92-98
    • /
    • 2022
  • Purpose: Critically ill patients are frequently transferred from one point of care to a hospital that can provide a higher level of care. To achieve optimal treatment within the targeted window of time necessary for time-sensitive cases like major trauma, rapid transportation and decision making are essential. Transferred patients have often undergone radiologic imaging at the referring hospital. Examining these outside images is paramount. Therefore, this study was conducted to estimate the upload time of outside images. Methods: This retrospective study was conducted from January to April 2020. Patients transferred from other hospitals with digitally recorded CDs or DVDs of radiologic or diagnostic images were included. When the patients were registered at the emergency department reception desk, the digital images were transmitted to our picture archiving and communication system using transmission software. The time of upload and the numbers of digital images were recorded. The time interval from patient registration to the time of upload was calculated. Results: The median number of images was 688 in the trauma team activation (TTA) group (688 in the TTA group, 281 in the non-TTA trauma group, and 176 in the nontrauma group, respectively; P<0.001). The median upload time was 10 minutes. The longest upload time was 169 minutes. The upload time was more than 20 minutes in 12 cases (19.4%). Conclusions: Patients with major trauma bring more images than patients with other diseases. Unexpected delays (>20 minutes) were noted in approximately 20% of cases. It is necessary to minimize this time.

A technique for Auto find the way of 3-D spatial aviation images contents environment (3차원 공간 동영상 콘텐츠 환경에서의 자동 길 찾기 기법연구)

  • Yeon, Sang-Ho
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.417-420
    • /
    • 2006
  • Recently we could generation of 3-D simulation image by use of various image contents, so I tried advanced methods very easily leads to the location on the GIS environments. Its used basically air photos and satellite sensor images for them. For the generate 3-D spatial be suitable to matching map coordinates using elevation data from digital topographic files, and matching to 3D spatial image contents through perspectives view condition composed to move according to fixed roads until arrive to location. Through this new system which tourists are able to simulate the interest paths or locations and to visit the cultural inheritance was proposed by combining various spatial data with the multimedia contents. This system provides people with guidance to locate the cultural assets in the Web environments. The developed system which is more convenient to provide tourists with the information and they are able to access automatically to location easily. In the future, the visitors are able to use easily the 3d image contents on the Internet or from the public tour information desk by using the simulation images.

  • PDF

Cost-Efficient and Automatic Large Volume Data Acquisition Method for On-Chip Random Process Variation Measurement

  • Lee, Sooeun;Han, Seungho;Lee, Ikho;Sim, Jae-Yoon;Park, Hong-June;Kim, Byungsub
    • JSTS:Journal of Semiconductor Technology and Science
    • /
    • v.15 no.2
    • /
    • pp.184-193
    • /
    • 2015
  • This paper proposes a cost-efficient and automatic method for large data acquisition from a test chip without expensive equipment to characterize random process variation in an integrated circuit. Our method requires only a test chip, a personal computer, a cheap digital-to-analog converter, a controller and multimeters, and thus large volume measurement can be performed on an office desk at low cost. To demonstrate the proposed method, we designed a test chip with a current model logic driver and an array of 128 current mirrors that mimic the random process variation of the driver's tail current mirror. Using our method, we characterized the random process variation of the driver's voltage due to the random process variation on the driver's tail current mirror from large volume measurement data. The statistical characteristics of the driver's output voltage calculated from the measured data are compared with Monte Carlo simulation. The difference between the measured and the simulated averages and standard deviations are less than 20% showing that we can easily characterize the random process variation at low cost by using our cost-efficient automatic large data acquisition method.

Big Data Analysis of the Correlation between Average Daily Temperature and Batting Power (빅데이터를 활용한 타자의 장타력과 일일 평균 기온 간의 상관관계 분석)

  • Kim, Semin;Shin, Chwacheol
    • Journal of Digital Convergence
    • /
    • v.18 no.8
    • /
    • pp.225-230
    • /
    • 2020
  • The KBO League is held over a long period of time due to the large number of games. Also, Korea has a diverse and distinct climate. Therefore, this study analyzed the relationship between the daily average temperature and the record of batting power such as home runs, triples, doubles, number of bases, batting percentage, and net batting percentage, and a third baseball record was defined. For this study, the correlation between the daily average temperature data and the batter who entered the standard at-bat in the KBO League in 2019 was analyzed through the SEMMA method. From the results of this study, it was found that the average daily temperature had an effect on a batter's hitting power. In particular, it was found that a batter's hitting power decreased on the day of temperatures recorded between 20.0 degrees and 24.9 degrees, and it was discussed that this may have been related to the physical condition of the pitcher the batter was facing. Therefore, it can be expected that players, coaching staff, and the front desk can use them in the game through conditions outside the game. In addition, it is expected that it will be a more useful analysis model by analyzing the records of pitching, base running, and defense as well as subsequent batting records.