• Title/Summary/Keyword: PC 사용공간

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An Extended Reality-based Data Visualization Supporting Heterogeneous Remote Collaboration (이기종 원격협업을 지원하는 확장현실 기반 데이터 시각화)

  • Hyoji Ha;Hyeonwoo Kim;Yongseo Kim;Sanghun Park
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.87-97
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    • 2024
  • This study aims to develop a system that enables users employing PC and VR devices to collaboratively analyze data visualizations in a remote environment. The system provides a task-oriented node-link control interface to aid users in understanding the visualization analysis process and effectively distributing roles. Additionally, it offers a network environment where multiple users can collaborate and receive feedback on visualization analysis even when physically separated. To elucidate the collaborative analysis method implemented in the system, we designed a scenario. Furthermore, we conducted a pilot experiment to evaluate the system's usability with participants majoring in related fields. The experimental results confirmed that users can freely analyze data through easily comprehensible interface manipulations in an extended reality space, and efficiently conduct real-time collaborative analysis in a remote environment.

Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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Hardware Design of Enhanced Real-Time Sound Direction Estimation System (향상된 실시간 음원방향 인지 시스템의 하드웨어 설계)

  • Kim, Tae-Wan;Kim, Dong-Hoon;Chung, Yun-Mo
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.3
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    • pp.115-122
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    • 2011
  • In this paper, we present a method to estimate an accurate real-time sound source direction based on time delay of arrival by using generalized cross correlation with four cross-type microphones. In general, existing systems have two disadvantages such as system embedding limitation due to the necessity of data acquisition for signal processing from microphone input, and real-time processing difficulty because of the increased number of channels for sound direction estimation using DSP processors. To cope with these disadvantages, the system considered in this paper proposes hardware design for enhanced real-time processing using microphone array signal processing. An accurate direction estimation and its design time reduction is achieved by means of an efficient hardware design using spatial segmentation methods and verification techniques. Finally we develop a system which can be used for embedded systems using a sound codec and an FPGA chip. According to experimental results, the system gives much faster real-time processing time compared with either PC-based systems or the case with DSP processors.

Development of portable single-beam acoustic tweezers for biomedical applications (생체응용을 위한 휴대용 단일빔 음향집게시스템 개발)

  • Lee, Junsu;Park, Yeon-Seong;Kim, Mi-Ji;Yoon, Changhan
    • The Journal of the Acoustical Society of Korea
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    • v.39 no.5
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    • pp.435-440
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    • 2020
  • Single-beam acoustic tweezers that are capable of manipulating micron-size particles in a non-contact manner have been used in many biological and biomedical applications. Current single-beam acoustic tweezer systems developed for in vitro experiments consist of a function generator and a power amplifier, thus the system is bulky and expensive. This configuration would not be suitable for in vivo and clinical applications. Thus, in this paper, we present a portable single-beam acoustic tweezer system and its performances of trapping and manipulating micron-size objects. The developed system consists of an Field Programmable Gate Array (FPGA) chip and two pulsers, and parameters such as center frequency and pulse duration were controlled by a Personal Computer (PC) via a USB (Universal Serial Bus) interface in real-time. It was shown that the system was capable of generating the transmitting pulse up to 20 MHz, and producing sufficient intensity to trap microparticles and cells. The performance of the system was evaluated by trapping and manipulating 40 ㎛ and 90 ㎛ in diameter polystyrene particles.

A study on 3D Pottery Modeling based on Web (웹기반 3D 도자기 모델링에 관한 연구)

  • Park, Gyoung Bae
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.12
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    • pp.209-217
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    • 2012
  • In this paper, I proposed new system that a user makes modeling 3D symmetric pottery using mouse and can confirm the result immediately in internet browser. The main advantage of proposed system is that users who have no specialized knowledge about 3D graphic can easily create 3D objects. And a user can use it that has only PC connected network and mouse without additional devices as like expensive haptic and camera device. For developing proposed system, VRML/X3D that is International Standard language for virtual reality and 3D graphics was used. Because it was born based on internet that is different from other 3D graphic languages, it was able to interact and navigate with users. With those features and high completeness of 3D pottery realization using mouse considered, the system may be useful and is superior in performance to other pottery modeling system.

Implementation of Web-based Data Storage Service System Using External Storage Devices (외장형 저장장치를 이용한 웹 기반 데이터 스토리지 서비스 시스템 구현)

  • Kim, Buemjun;Lee, Kyounghee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.111-114
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    • 2017
  • As digital contents are widely used and require increasingly high quality, the data storage services over Internet also become more and more important. One of popular services, web-hard, provides lots of users with web-based functions for data storage, management and sharing but such storage utilization requires quite high cost compared to using portable storage devices. Moreover, some users may avoid putting their important data into open Internet area. On the other hand, portable storage devices are cheaper but can be used only when they are physically connected to host devices such as PC. Also additional management and security functions should be equipped to support data sharing among users. In this paper, we propose a web-based data storage system combining those advantages of aforementioned two approaches. The proposed system immediately provides web-based services for data management and sharing when a portable device such as SDD is connected to the server.

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Deep Learning Based On-Device Augmented Reality System using Multiple Images (다중영상을 이용한 딥러닝 기반 온디바이스 증강현실 시스템)

  • Jeong, Taehyeon;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.341-350
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    • 2022
  • In this paper, we propose a deep learning based on-device augmented reality (AR) system in which multiple input images are used to implement the correct occlusion in a real environment. The proposed system is composed of three technical steps; camera pose estimation, depth estimation, and object augmentation. Each step employs various mobile frameworks to optimize the processing on the on-device environment. Firstly, in the camera pose estimation stage, the massive computation involved in feature extraction is parallelized using OpenCL which is the GPU parallelization framework. Next, in depth estimation, monocular and multiple image-based depth image inference is accelerated using the mobile deep learning framework, i.e. TensorFlow Lite. Finally, object augmentation and occlusion handling are performed on the OpenGL ES mobile graphics framework. The proposed augmented reality system is implemented as an application in the Android environment. We evaluate the performance of the proposed system in terms of augmentation accuracy and the processing time in the mobile as well as PC environments.

The PC concrete Rainwater Storage Facility development for a prevention of disaster and a water resources re-application (방재 및 수자원 재활용을 위한 PC콘크리트 빗물저류조의 개발)

  • Chang, Young-Cheol;Cho, Cheong-Hwi;Kim, Ok-Soo;Oh, Se-Eun;Lee, Jun-Gu
    • Proceedings of the Korea Water Resources Association Conference
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    • 2005.05b
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    • pp.879-883
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    • 2005
  • 우리나라는 하천유역의 도시화 추세 속에 불투수층의 증가로 빗물의 일시 유출로 인한 홍수발생으로 많은 인명과 재산피해가 발생하고 있어 방재적 차원에서의 수자원관리가 시급한 실정이다. 또한, 초기 빗물과 합류식 하수도의 월류수에 의한 하천, 호소, 및 습지의 수질오염문제도 많이 발생하고 있다. 이러한 문제를 해결하기 위하여 콘크리트로 제작된 PC 지하식 빗물저류시설로서 상부의 공간은 공원, 운동장, 주차장 등 다양하게 이용하면서 방재와 치수를 가능케 할 수 있다. 또한, PC 콘크리트 빗물저류조는 현장 타설이 아닌 PC콘크리트 블록을 현장에서 조립하여 시공기간이 대폭적으로 단축되고, 작업환경 및 주변환경을 개선시킬 수 있다. 또한, 지하수의 보전, 회복을 위한 빗물저류 침투 시설 역할도 수행하여 비상용수를 확보하고 여름철 홍수 시 빗물을 가두어 재해를 방지하는 등의 다목적 시설로 활용된다. 지하 매립형 빗물저류조는 기존의 암거설계기준을 참조하여 일본의 내진설계 기준을 반영하였으며, 고강도 콘크리트를 사용하여 강도 또한 뛰어나다. 그리고 시공이 간편하고 공기의 단축에 탁월한 효과를 나타내며, 빗물저류조 설치는 다음과 같은 특징이 있다. 1. 지하저류형 빗물저류조 시설로 설계되어 토지의 효과적인 이용이 기대된다. 2. 공사기간이 짧아 경제적이다. 3. 안정된 구조체이다. 4. 부지의 형태에 맞춘 시공이 가능하다. 5. 소규모에서 대규모의 유수지까지 광범위하게 대응이 가능하다. 6. 방재역할 수행 및 빗물이용의 역할을 담당할 수 있다. 7. 불투수층이 증가하고 있는 도시지역에서 적극 활용가능하다.로 판단된다.한 예비방류의 시행과 강우종료 후에도 이수용량에는 손실이 없는 저수지의 관리방안의 지침이 되는데 효율적이라 판단되었다. 방법을 개발하여 개선시킬 필요성이 있다.>$4.3\%$로 가장 근접한 결과를 나타내었으며, 총 유출량에서도 각각 $7.8\%,\;13.2\%$의 오차율을 가지는 것으로 분석되어 타 모형에 비해 실유량과의 차가 가장 적은 것으로 모의되었다. 향후 도시유출을 모의하는 데 가장 근사한 유출량을 산정할 수 있는 근거가 될 것이며, 도시재해 저감대책을 수립하는데 기여할 수 있을 것이라 판단된다.로 판단되는 대안들을 제시하는 예비타당성(Prefeasibility) 계획을 수립하였다. 이렇게 제시된 계획은 향후 과학적인 분석(세부평가방법)을 통해 대안을 평가하고 구체적인 타당성(feasibility) 계획을 수립하는데 토대가 될 것이다.{0.11R(mm)}(r^2=0.69)$로 나타났다. 이는 토양의 투수특성에 따라 강우량 증가에 비례하여 점증하는 침투수와 구분되는 현상이었다. 경사와 토양이 같은 조건에서 나지의 경우 역시 $Ro_{B10}(mm)=20.3e^{0.08R(mm)(r^2=0.84)$로 지수적으로 증가하는 경향을 나타내었다. 유거수량은 토성별로 양토를 1.0으로 기준할 때 사양토가 0.86으로 가장 작았고, 식양토 1.09, 식토 1.15로 평가되어 침투수에 비해 토성별 차이가 크게 나타났다. 이는 토성이 세립질일 수록 유거수의 저항이 작기 때문으로 생각된다. 경사에 따라서는 경사도가 증가할수록 증가하였으며

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Realizing Organic Content Based on 3Screen Play and Presenting a Direction for its Development (3 screen play 기반의 유기적 콘텐츠 구현 및 발전 방향 제시)

  • Hong, Je-Hoon
    • Journal of the HCI Society of Korea
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    • v.5 no.1
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    • pp.1-9
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    • 2010
  • The objective of this study is to present a prototype of organic content, using 3 Screen as the basic concept, and to examine the possible applications of such models. Organic content is something with the characteristics of an organism, which adapts to each unit while maintaining connectivity without losing identity, according to the situation of the user and the characteristics of each unit, opposed to contents that exist without connectivity among units. To this end, I produced a prototype called "Fishing Phone," which crosses over TV, 모바일 and PC. In the Fishing Phone, the fish adapts to each unit as it interacts differently with users while maintaining its own identity. It is an organic content that travels freely through the 3Screen. Fishing Phone was created by using technology and products widely used and serviced today, such as WiFi, java networking, flash player 7, omnia2, and space censors. It demonstrates that organic content can transcend the limitations of space in existing contents, generating new value, realizing complex interaction, and ultimately providing advanced applications for marketing.

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Development of Imaging Gamma Probe Using the Position Sensitive PMTube (위치 민감형 광전자증배관을 이용한 영상용 감마프로브의 개발)

  • Bong, Jeong-Gyun;Kim, Hui-Jung;So, Su-Gil;Kim, Han-Myeong;Lee, Jong-Du;Gwon, Su-Il
    • Journal of Biomedical Engineering Research
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    • v.20 no.1
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    • pp.107-113
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    • 1999
  • The purpose of this study was to develop a miniature imaging gamma probe with high performance that can detect small or residual tumors after surgery. Gamma probe detector system consists of NaI(Tl) scintillator, position sensitive photomultiplier tube (PSPMT), and collimator. PSPMT was optically coupled with 6.5 mm thick, 7.62 cm diameter of NaI(Tl) crystal and supplied with -1000V for high voltage. Parallel hexagonal hole collimator was manufactured for characteristics of 40-mm hole length, 1.3-mm hole diameter, and 0.22 mm septal thickness. Electronics consist of position and trigger signal readout systems. Position signals were obtained with summing, subtracting, and dividing circuit using preamplifer and amplifier. Trigger signals were obtained using summing amplifier, constant fraction discriminator, and gate and delay generator module with preamplifer. Data acquisition and processing were performed by Gamma-PF interface board inserted into pentium PC and PIP software. For imaging studies, flood and slit mask images were acquired using a point source. Two hole phantom images were also acquired with collimator. Intrinsic and system spatial resolutions were measured as 3.97 mm and 5.97 mm, respectively. In conclusion, Miniature gamma probe images based on the PSPMT showed good image quality, we conclude that the miniature imaging gamma probe was successfully developed and good image data were obtained. However, further studies will be required to optimize imaging characteristics.

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