• 제목/요약/키워드: Digital-physical

검색결과 1,788건 처리시간 0.025초

유비쿼터스 주거공간의 기능적 위계성 분석에 관한 연구 (A Study on the Hierarchic Analysis of Spatial Function in Ubiquitous Housing)

  • 이상화;최동식
    • 한국주거학회논문집
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    • 제18권3호
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    • pp.19-29
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    • 2007
  • This study is aimed at interpreting into changes and characters of function applied into quantative analysis in ubiquitous house. Digital technology being introduced into architectural fields, It applied expansively from design and construction to user's convenience. The application of digital technology is presented to various change like effectiveness and exactness in design and function of space, which is overlayed digital space to physical space beyond the extent of receiving human needs in physical space. In ubiquitous house, digital technologies are supplied to function coordinated with life, appreciating into positional informations of human and materials, spatial informations. Ubiquitous house is comparably effective into funtional expansion, user's convenience, safty, which, for the future, is going to using on housing of high performance encouraging the application of advanced technology. Therefore this study is classified into human behaviors, functions, performances and characters of digital system in ubiquitous house, which being established into the relation of elements, is interpreted numerically into functional changes and charats being applied to ARM.

정상 성인의 정중지단신경에 대한 전기생리학적 연구 (An Electrophysiologic Study on the Median Digital Nerves in Healthy Adults)

  • 김종순;이현옥;안소윤;구봉오;남건우;류재관;류재문
    • The Journal of Korean Physical Therapy
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    • 제17권3호
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    • pp.329-338
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    • 2005
  • The determination of peripheral nerve conduction velocity is an important part to electrodiagnosis. Its value as neurophysiologic investigative procedure has been known for many years but normal value of digital nerve was not reported in Korea. To evaluate of digital nerve conduction velocity of median nerve for obtain clinically useful reference value and compare difference in each fingers. 71 normal volunteers(age, 19-65 years; 142 hands) examined who has no history of peripheral neuropathy, diabetic mellitus, chronic renal failure, endocrine disorders, anti-cancer medicine, anti-tubercle medicine, alcoholism, trauma, radiculopathy. Nicolet Viking II was use for detected conduction velocity and amplitude of digital nerves in median nerve. Data analysis was performed using SPSS. Descriptive analysis was used for obtain mean and standard deviation, ANOVA was used to compare each fingers and independent t-test was used to compare between Rt and Lt side also compare between different in genders. Conduction velocity of the right thumb was 49.77m/sec, index finger was 56.80m/sec, middle finger was 56.15m/sec and ring finger was 53.38m/sec. The left thumb was 50.48m/sec, index finger was 56.76m/sec, middle finger was 55.99m/sec and ring finger was 53.23m/sec. Amplitude of the right thumb was $64.30{\mu}V$, index finger was $73.95{\mu}V$, middle finger was $77.97{\mu}V$ and ring finger was $43.92{\mu}V$. The left thumb was $74.21{\mu}V$, index finger was $85.72{\mu}V$, middle finger was $88.06{\mu}V$ and ring finger was $47.28{\mu}V$. There were significantly difference between thumb, index, middle and ring fingers(p<.01) but there were no statistically difference between conduction velocity and amplitude of index and middle fingers(p>.01). The conduction velocity of index finger are faster than other fingers and amplitude of middle finger are greater than other fingers. The present results revealed that electodiagnosis can easily perform in index and middle finger for digital nerve of median nerve study.

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디지털 데스크상의 체감형 게임 구현 (Physical Interactive Game on the Digital Desk)

  • 정지훈;윤태수;이동훈;양황규
    • 한국게임학회 논문지
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    • 제5권1호
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    • pp.11-18
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    • 2005
  • 최근 게임 조작의 한 방법으로 사람이 직접 몸을 움직여 프로그램을 제어하는 체감형 게임이 증가하고 있다 체감형 게임 구현을 위한 탠저블 인터페이스는 가상 모델의 컨트롤을 실세계의 물체를 통해서 바로 조작할 수 있는 인터페이스이다. 탠저블 인터페이스의 한 형태인 디지털 데스크는 컴퓨터 디스플레이를 실제 책상 위에 프로젝션 화면을 만들어 가상 물체를 사람이 직접 조작할 수 있는 인터페이스를 제공한다. 본 연구에서는 게임 사용자들에게 체감형 게임을 통해 효과적인 유희적 경험을 제공하기 위해 탠저블 인터페이스의 한 형태인 디지털 데스크 상에서 땅따먹기 게임을 구현하였다. 고전의 게임에서는 배경 구성의 다양화를 추구할 수 없지만 컴퓨터를 이용하여 이를 개선할 수 있고, 본 게임에서는 Map 영상을 다양화하여 게임 사용자가 게임 난이도를 설정할 수 있고 게임 사용자에게 선택의 다양성을 제공 할 수 있다. 따라서 게임 사용자의 도전감과 만족감을 극대화하여 재미와 몰입감을 얻도록 구현된다.

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새로운 게임 패러다임 : 디지털 피지컬 필드 게임 (Introduction of New Game Paradigm-Digital Physical Field Game)

  • 우탁;임익수;원광연
    • 한국게임학회 논문지
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    • 제10권1호
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    • pp.3-13
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    • 2010
  • 본 논문은 유비쿼터스 패러다임에 맞는 새로운 게임으로서 디지털 피지컬 필드게임을 제안하고자 한다. 이를 위해 산업 혁명과 정보화 혁명과 같은 사회적 패러다임의 변화에 따른 게임의 변화를 소통의 측면에서의 상호작용을 중심으로 살펴보고, 기존에 존재하는 유비쿼터스 게임과 그 한계점을 살펴보았다. 그리고 이러한 한계점을 극복할 수 있는 유비쿼터스 패러다임에 맞는 새로운 게임으로서 디지털 피지컬 필드 게임을 설계하였다. 또한, 이해를 돕고자 설계한 게임을 가장 잘 보여 줄 수 있는 실제 사례를 제시하였다. 이러한 연구를 통해 유비쿼터스 게임의 활성화에 도움이 될 수 있으며, 테마파크 및 체험관에 적용되는 기능성 콘텐츠로서 게임의 영역을 확장할 수 있을 것으로 기대할 수 있다.

CPPS 및 VR을 연계한 스마트팩토리 기반 기술 교육 플랫폼 개발 (Development of Smart Factory-Based Technology Education Platform Linking CPPS and VR)

  • 이현
    • 실천공학교육논문지
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    • 제13권3호
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    • pp.483-490
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    • 2021
  • 본 논문에서는 스마트팩토리 기반의 CPPS(Cyber Physical Production System) 및 VR(Virtual Reality) 기술을 활용한 스마트팩토리 통합 기술 교육 플랫폼 개발과 플랫폼을 활용한 교육 방법들을 제안하였다. 3D 디지털 트윈과 연동이 가능하며 BOP(Bill of Process) 기반의 제조 공정을 통합하는 방법을 학습할 수 있도록 플랫폼을 개발하였다. 또한 디지털 트윈은 OPC-UA 서버를 통해 메카니컬 시스템과 디지털 트윈 뿐만 아니라 가상 현실까지 연계하여 통합 스마트팩토리 기반의 교육 플랫폼을 구축하였다. 이러한 플랫폼을 기반으로 스마트팩토리 통합 플랫폼은 BOP 기반 디지털 트윈 시뮬레이션, OPC-UA 통합, MES 시스템, SCADA 시스템, VR 연동으로 스마트팩토리 통합 플랫폼의 개별 요소들을 가지도록 제안하였다.

Digital Twin based Household Water Consumption Forecasting using Agent Based Modeling

  • Sultan Alamri;Muhammad Saad Qaisar Alvi;Imran Usman;Adnan Idris
    • International Journal of Computer Science & Network Security
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    • 제24권4호
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    • pp.147-154
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    • 2024
  • The continuous increase in urban population due to migration of mases from rural areas to big cities has set urban water supply under serious stress. Urban water resources face scarcity of available water quantity, which ultimately effects the water supply. It is high time to address this challenging problem by taking appropriate measures for the improvement of water utility services linked with better understanding of demand side management (DSM), which leads to an effective state of water supply governance. We propose a dynamic framework for preventive DSM that results in optimization of water resource management. This paper uses Agent Based Modeling (ABM) with Digital Twin (DT) to model water consumption behavior of a population and consequently forecast water demand. DT creates a digital clone of the system using physical model, sensors, and data analytics to integrate multi-physical quantities. By doing so, the proposed model replicates the physical settings to perform the remote monitoring and controlling jobs on the digital format, whilst offering support in decision making to the relevant authorities.

가상 환경 상의 헬리콥터 조종실 설계를 위한 정량적인 인간공학적 평가 방법 개발 (Development of Quantitative Ergonomic Assessment Method for Helicopter Cockpit Design in a Digital Environment)

  • 정기효;박장운;이원섭;강병길;엄주호;박세권;유희천
    • 대한인간공학회지
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    • 제29권2호
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    • pp.203-210
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    • 2010
  • For the development of a better product which fits to the target user population, physical workloads such as reach and visibility are evaluated using digital human simulation in the early stage of product development; however, ergonomic workload assessment mainly relies on visual observation of reach envelopes and view cones generated in a 3D graphic environment. The present study developed a quantitative assessment method of physical workload in a digital environment and applied to the evaluation of a Korean utility helicopter (KUH) cockpit design. The proposed assessment method quantified physical workloads for the target user population by applying a 3-step process and identified design features requiring improvement based on the quantified workload evaluation. The scores of physical workloads were quantified in terms of posture, reach, visibility, and clearance, and 5-point scales were defined for the evaluation measures by referring to existing studies. The postures of digital humanoids for a given task were estimated to have the minimal score of postural workload by finding all feasible postures that satisfy task constraints such as a contact between the tip of the index finger and a target point. The proposed assessment method was applied to evaluate the KUH cockpit design in the preliminary design stage and identified design features requiring improvement. The proposed assessment method can be utilized to ergonomic evaluation of product designs using digital human simulation.

라이브 포렌식을 위한 윈도우즈 물리 메모리 분석 도구 (The Windows Physical Memory Dump Explorer for Live Forensics)

  • 한지성;이상진
    • 정보보호학회논문지
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    • 제21권2호
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    • pp.71-82
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    • 2011
  • 라이브 포렌식은 하드디스크 파일시스템 분석으로 획득할 수 없는 메모리 내의 활성 데이터를 얻을 수 있다는 장점으로 인해 최근의 포렌식 조사 시 활용되고 있다. 하지만 기존의 라이브 포렌식은 활성 시스템에서 시스템 정보를 획득하기 위한 명령어 기반의 도구를 사용함으로써, 악성코드에 의한 변조된 결과 획득 및 재분석이 용이하지 못한 단점을 가지고 있다. 따라서 본 논문은 시스템 조사 도구를 이용한 라이브 포렌식의 단점을 보완하기 위한 윈도우즈커널 객체 구조 설명 및 분석 방법을 설명한다. 또한, 이를 활용하기 위한 도구를 설계 및 구현하였고, 실험 결과를 통해 그 효과를 입증한다.

Development of Korean Male Body Model for Computational Dosimetry

  • Lee, Ae-Kyoung;Choi, Woo-Young;Chung, Min-Suk;Choi, Hyung-Do;Choi, Jae-Ick
    • ETRI Journal
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    • 제28권1호
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    • pp.107-110
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    • 2006
  • The dimensions of the human body vary by age, sex, and race. The internal structure and outer dimensions of a body exposed to an electromagnetic field is important for accurate dosimetry. The average physical size of Korean adult males between the ages 18 to 24 was investigated, and a male volunteer was selected whose physical condition is within the physical standards, ${\pm}5%$. Magnetic resonance images and partially computerized tomography images of the volunteer were acquired. The intervals between the transverse images were 1 mm for the head and 3 mm for the rest of the body. About 30 different tissues were manually classified by an anatomist on the raw images, and the segmented images were implemented in the form of a text file appropriate for numerical formulation.

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