• Title/Summary/Keyword: Digital Virtual

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A Study on A Deep Learning Algorithm to Predict Printed Spot Colors (딥러닝 알고리즘을 이용한 인쇄된 별색 잉크의 색상 예측 연구)

  • Jun, Su Hyeon;Park, Jae Sang;Tae, Hyun Chul
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.45 no.2
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    • pp.48-55
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    • 2022
  • The color image of the brand comes first and is an important visual element that leads consumers to the consumption of the product. To express more effectively what the brand wants to convey through design, the printing market is striving to print accurate colors that match the intention. In 'offset printing' mainly used in printing, colors are often printed in CMYK (Cyan, Magenta, Yellow, Key) colors. However, it is possible to print more accurate colors by making ink of the desired color instead of dotting CMYK colors. The resulting ink is called 'spot color' ink. Spot color ink is manufactured by repeating the process of mixing the existing inks. In this repetition of trial and error, the manufacturing cost of ink increases, resulting in economic loss, and environmental pollution is caused by wasted inks. In this study, a deep learning algorithm to predict printed spot colors was designed to solve this problem. The algorithm uses a single DNN (Deep Neural Network) model to predict printed spot colors based on the information of the paper and the proportions of inks to mix. More than 8,000 spot color ink data were used for learning, and all color was quantified by dividing the visible light wavelength range into 31 sections and the reflectance for each section. The proposed algorithm predicted more than 80% of spot color inks as very similar colors. The average value of the calculated difference between the actual color and the predicted color through 'Delta E' provided by CIE is 5.29. It is known that when Delta E is less than 10, it is difficult to distinguish the difference in printed color with the naked eye. The algorithm of this study has a more accurate prediction ability than previous studies, and it can be added flexibly even when new inks are added. This can be usefully used in real industrial sites, and it will reduce the attempts of the operator by checking the color of ink in a virtual environment. This will reduce the manufacturing cost of spot color inks and lead to improved working conditions for workers. In addition, it is expected to contribute to solving the environmental pollution problem by reducing unnecessarily wasted ink.

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.

An analysis of students' online class preference depending on the gender and levels of school using Apriori Algorithm (Apriori 알고리즘을 활용한 학습자의 성별과 학교급에 따른 온라인 수업 유형 선호도 분석)

  • Kim, Jinhee;Hwang, Doohee;Lee, Sang-Soog
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.33-39
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    • 2022
  • This study aims to investigate the online class preference depending on students' gender and school level. To achieve this aim, the study conducted a survey on 4,803 elementary, middle, and high school students in 17 regions nationwide. The valid data of 4,524 were then analyzed using the Apriori algorithm to discern the associated patterns of the online class preference corresponding to their gender and school level. As a result, a total of 16 rules, including 7 from elementary school students, 4 from middle school students, and 5 from high school students were derived. To be specific, elementary school male students preferred software-based classes whereas elementary female students preferred maker-based classes. In the case of middle school, both male and female students preferred virtual experience-based classes. On the other hand, high school students had a higher preference for subject-specific lecture-based classes. The study findings can serve as empirical evidence for explaining the needs of online classes perceived by K-12 students. In addition, this study can be used as basic research to present and suggest areas of improvement for diversifying online classes. Future studies can further conduct in-depth analysis on the development of various online class activities and models, the design of online class platforms, and the female students' career motivation in the field of science and technology.

A Study on the Decryption Method for Volume Encryption and Backup Applications (볼륨 암호화 및 백업 응용프로그램에 대한 복호화 방안 연구)

  • Gwui-eun Park;Min-jeong Lee;Soo-jin Kang;Gi-yoon Kim;Jong-sung Kim
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.3
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    • pp.511-525
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    • 2023
  • As awareness of personal data protection increases, various Full Disk Encryption (FDE)-based applications are being developed that real-time encryption or use virtual drive volumes to protect data on user's PC. FDE-based applications encrypt and protect the volume containing user's data. However, as disk encryption technology advances, some users are abusing FDE-based applications to encrypt evidence associated with criminal activities, which makes difficulties in digital forensic investigations. Thus, it is necessary to analyze the encryption process used in FDE-based applications and decrypt the encrypted data. In this paper, we analyze Cryptomator and Norton Ghost, which provide volume encryption and backup functions. We analyze the encrypted data structure and encryption process to classify the main data of each application and identify the encryption algorithm used for data decryption. The encryption algorithms of these applications are recently emergin gor customized encryption algorithms which are analyzed to decrypt data. User password is essential to generate a data encryption key used for decryption, and a password acquisition method is suggested using the function of each application. This supplemented the limitations of password investigation, and identifies user data by decrypting encrypted data based on the acquired password.

Enhancing Project Integration and Interoperability of GIS and BIM Based on IFC (IFC 기반 GIS와 BIM 프로젝트 통합관리 및 상호 운용성 강화)

  • Kim, Tae-Hee;Kim, Tae-Hyun;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.54 no.1
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    • pp.89-102
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    • 2024
  • The recent advancements in Smart City and Digital Twin technologies have highlighted the critical role of integrating GIS and BIM in urban planning and construction projects. This integration ensures the consistency and accuracy of information, facilitating smooth information exchange. However, achieving interoperability requires standardization and effective project integration management strategies. This study proposes interoperability solutions for the integration of GIS and BIM for managing various projects. The research involves an in-depth analysis of the IFC schema and data structures based on the latest IFC4 version and proposes methods to ensure the consistency of reference point coordinates and coordinate systems. The study was conducted by setting the EPSG:5186 coordinate system, used by the National Geographic Information Institute's digital topographic map, and applying virtual shift origin coordinates. Through BIMvision, the results of the shape and error check coordinates' movement in the BIM model were reviewed, confirming that the error check coordinates moved consistently with the reference point coordinates. Additionally, it was verified that even when the coordinate system was changed to EPSG:5179 used by Naver Map and road name addresses, or EPSG:5181 used by Kakao Map, the BIM model's shape and coordinates remained consistently unchanged. Notably, by inputting the EPSG code information into the IFC file, the potential for coordinate system interoperability between projects was confirmed. Therefore, this study presents an integrated and systematic management approach for information sharing, automation processes, enhanced collaboration, and sustainable development of GIS and BIM. This is expected to improve compatibility across various software platforms, enhancing information consistency and efficiency across multiple projects.

A Study on Metaverse Framework Design for Education and Training of Hydrogen Fuel Cell Engineers (수소 연료전지 엔지니어 양성을 위한 메타버스 교육훈련 플랫폼에 관한 연구)

  • Yang Zhen;Kyung Min Gwak;Young J. Rho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.207-212
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    • 2024
  • The importance of hydrogen fuel cells continues to be emphasized, and there is a growing demand for education and training in this field. Among various educational environments, metaverse education is opening a new era of change in the global education industry, especially to adapt to remote learning. The most significant change that the metaverse has brought to education is the shift from one-way, instructor-centered, and static teaching approaches to multi-directional and dynamic ones. It is expected that the metaverse can be effectively utilized in hydrogen fuel cell engineer education, not only enhancing the effectiveness of education by enabling learning and training anytime, anywhere but also reducing costs associated with engineering education.In this research, inspired by these ideas, we are designing a fuel cell education platform. We have created a platform that combines theoretical and practical training using the metaverse. Key aspects of this research include the development of educational training content to increase learner engagement, the configuration of user interfaces for improved usability, the creation of environments for interacting with objects in the virtual world, and support for convergence services in the form of digital twins.

Evaluation of the combination of Bone Scan Image and Pelvic X-ray Image (뼈 검사 영상과 골반 X선 영상의 결합 유용성 평가)

  • Lee, Choong Woon;You, Yeon Wook;Kim, Yong Keun;Weon, Woo Jae
    • The Korean Journal of Nuclear Medicine Technology
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    • v.22 no.1
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    • pp.23-27
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    • 2018
  • Purpose The introduction of bone scan has been reported as a useful tool in the diagnosis, treatment, and treatment response of skeletal disease. The purpose of this study is to improve the anatomical information and tolerance of the bone by combining bone scan and pelvic X-ray without additional radiation exposure. Materials and Methods From November 2015 to August 2016, 236 patients(64 men and 172 women, average age $50.96{\pm}15.39years$) take Bone scan and Pelvis AP(Anteroposterior) X-ray scan at the National Cancer Center. The scan equipment was a gamma camera, Symbia Ecam (SIEMENS, Germany), and a digital x-ray, DRS-800 (Listem, Korea). Osirix version 3.8.1 (Osirix, USA) and Stata/SE version 14.0 (StataCorp, USA) were used for image combination and analysis. The patient was intravenously injected with $^{99m}Tc-DPD$ (740 MBq), and the scan was performed 2 to 4 hours later. Gamma camera image acquisition were Matrix size $256{\times}1024$, Zoom 1.00, and scan speed 17 cm/min. The digital X-ray was made with a collimator size of $14^{{\prime}{\prime}}{\times}17^{{\prime}{\prime}}$, 77 kVp (60 to 97 kVp) and an average of 30 mAs (20 to 48). ASIS and pubic symphysis Select virtual points then Combine three virtual points and pelvic contour lines. The acquired images were evaluated by three radiologists who worked for more than 5 years in the nuclear medicine department. Results Of the total 236 patients, 216 (91.53%) were matched. The median and range (min~max) of the age were 67 (46~81) years old in the unmatched group and 52 (22~87) years old in the matched group, The Wilcoxon rank-sum test was performed to determine whether age was different between the two groups. As a result, the age difference between the two groups was statistically significant at p < 0.0001. Of the 64 men, 60 (93.75%) were match and of the 172 women, 156 (93.75%) were match. There was no statistically significant difference according to gender(p = 0.4542). Of the 54 patients without pelvic lesions, 54 (100.00%) were match, and 162 (89.01%) of 182 patients with pelvic lesions were match. There was a statistically significant difference according to the presence of pelvic lesions. Conclusion There are many variables in the combination of bone scan and pelvic X-ray imaging, and the patient's age and pelvic lesion may have some effect on the image combination. This study is expected to be useful for the diagnosis of pelvic osteosarcoma of children without radiation exposure. It is expected that this combination of images will help to develop the nuclear medicine image.

A CT Simulator Phantom for Geometrica1 Test (CT 시뮬레이터의 기하학적 성능평가용 팬톰)

  • Min, Chul-Kee;Yi, Byong-Yong;Ahn, Seung-Do;Choi, Eun-Kyung;Chang, Hye-Sook
    • Radiation Oncology Journal
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    • v.18 no.4
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    • pp.337-344
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    • 2000
  • Purpose :To design and test test CT simulator phantom for geometrical test. Materials and Methods : The PMMA phantom was designed as a cylinder which is 20 cm in diameter and 24 cm in length, along with a 25$\times25\times31cm^{3}$ rectangular parallelepiped. Radio-opaque wires of which diameter is 0.8 mm are attached on the other surface of the phantom as a spiral. The rectangular phantom was made of four 24$\times24\times0.5 cm^{3}$ square plates and each plate had a 24$\times24 cm^{2}$, 12$\times12cm^{2}$, 6$\times6 cm$^{2}$ square line. The squares were placed to face the cylinder at angles 0 $^{\circ}$ , 15 $^{\circ}$ , 30 $^{\circ}$ ,respectively. The rectangular phantom made it possible to measure the field size, couch angle, the collimator angle, the isocenter shift and the SSD, the measurements of the gantry angle from the cylindrical part. A virtual simulation software, AcOSim, offered various conditions to perform virtual simulations and these results were used to perform the geometrical Quality assurance of CT simulator. Results : A 0.3$\~$0.5 mm difference was found on the 24 cm field size which was created with the DRR measurements obtained by scanning of the rectangular phantom. The isocenter shift, the collimator rotation, the couch rotation, and the gantry rotation test showed 0.5$\~$1 mm, 0.5$\~$l$^{\circ}$ 0.5$\~$ 1$^{\circ}$ , and 0.5-1 $^{\circ}$ differences, respectively. We could not find any significant differences between the results from the two scanning methods. Conclusion :The geometrical test phantom developed in the study showed less than 1 mm (or 1 $^{\circ}$ ) differences. The phantom could be used as a routine geometrical QC/QA tools, since the differences are within clinically acceptable ranges.

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Exploring the 4th Industrial Revolution Technology from the Landscape Industry Perspective (조경산업 관점에서 4차 산업혁명 기술의 탐색)

  • Choi, Ja-Ho;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.2
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    • pp.59-75
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    • 2019
  • This study was carried out to explore the 4th Industrial Revolution technology from the perspective of the landscape industry to provide the basic data necessary to increase the virtuous circle value. The 4th Industrial Revolution, the characteristics of the landscape industry and urban regeneration were considered and the methodology was established and studied including the technical classification system suitable for systematic research, which was selected as a framework. First, the 4th Industrial Revolution technology based on digital data was selected, which could be utilized to increase the value of the virtuous circle for the landscape industry. From 'Element Technology Level', and 'Core Technology' such as the Internet of Things, Cloud Computing, Big Data, Artificial Intelligence, Robot, 'Peripheral Technology', Virtual or Augmented Reality, Drones, 3D 4D Printing, and 3D Scanning were highlighted as the 4th Industrial Revolution technology. It has been shown that it is possible to increase the value of the virtuous circle when applied at the 'Trend Level', in particular to the landscape industry. The 'System Level' was analyzed as a general-purpose technology, and based on the platform, the level of element technology(computers, and smart devices) was systematically interconnected, and illuminated with the 4th Industrial Revolution technology based on digital data. The application of the 'Trend Level' specific to the landscape industry has been shown to be an effective technology for increasing the virtuous circle values. It is possible to realize all synergistic effects and implementation of the proposed method at the trend level applying the element technology level. Smart gardens, smart parks, etc. have been analyzed to the level they should pursue. It was judged that Smart City, Smart Home, Smart Farm, and Precision Agriculture, Smart Tourism, and Smart Health Care could be highly linked through the collaboration among technologies in adjacent areas at the Trend Level. Additionally, various utilization measures of related technology applied at the Trend Level were highlighted in the process of urban regeneration, public service space creation, maintenance, and public service. In other words, with the realization of ubiquitous computing, Hyper-Connectivity, Hyper-Reality, Hyper-Intelligence, and Hyper-Convergence were proposed, reflecting the basic characteristics of digital technology in the landscape industry can be achieved. It was analyzed that the landscaping industry was effectively accommodating and coordinating with the needs of new characters, education and consulting, as well as existing tasks, even when participating in urban regeneration projects. In particular, it has been shown that the overall landscapig area is effective in increasing the virtuous circle value when it systems the related technology at the trend level by linking maintenance with strategic bridgehead. This is because the industrial structure is effective in distributing data and information produced from various channels. Subsequent research, such as demonstrating the fusion of the 4th Industrial Revolution technology based on the use of digital data in creation, maintenance, and service of actual landscape space is necessary.

The Purchasing Status of the Avatars and Digital Fashion Items in Metaverse and Consumers' Purchase Satisfaction and the Future Purchase Intentions According to Usage Motivation (메타버스 디지털 아이템 이용 실태 및 이용동기에 따른 만족도 및 추후 구매의사)

  • Kim, Nam Eun;Lee, Jeong Ran
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.133-148
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    • 2022
  • This study aims to explore the status and motives for using avatars and digital fashion items in the metaverse and to examine consumers' purchase satisfaction and future purchase intentions. We intend to provide implications for the development of avatars and fashion items, and the direction of the fashion industry and clothing education. For this purpose, the purchasing status, consumer motives for using avatars and digital fashion items, purchase satisfaction, and future purchase intentions were investigated, through a survey with 149 consumers aged 19 years or older, with the experience of using avatars. The results are as follows. First, the percentage of avatar ownership was high among women aged between 19 and 29, and those with low or high incomes. The younger group was more likely to make mobile phone purchases than the older group, and the older group was more likely to use credit cards. Even those respondents who owned avatars did not purchase frequently or spent a lot on items. On the other hand, in the case of fashion item purchases, the group spending more than 8,000 won was aged between 19 and 29, and the frequency and amount of purchases increased as income increase. Second, among the motives for using avatars and fashion items, the pursuit of pleasure had the greatest influence, and men paid more attention to self-expression through avatars than women. Third, the motive for vicarious satisfaction influenced purchase satisfaction, and the factors that influenced future purchase intention were vicarious satisfaction and stress relief. The results of this study suggests that avatars and fashion items should be developed considering factors that can relieve stress for all age groups, create a sense of unity among metaverse users, and provide satisfaction in a virtual world that is different from reality. In addition, education on how to use fashion items and consumption attitudes in education related to clothing life will be required.