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Construction of Cham Identity in Cambodia

  • Maunati, Yekti;Sari, Betti Rosita
    • SUVANNABHUMI
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    • v.6 no.1
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    • pp.107-135
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    • 2014
  • Cham identities which are socially constructed and multilayered, display their markers in a variety of elements, including homeland attachment to the former Kingdom of Champa, religion, language and cultural traditions, to mention a few. However, unlike other contemporary diasporic experience which binds the homeland and the host country, the Cham diaspora in Cambodia has a unique pattern as it seems to have no voice in the political and economic spheres in Vietnam, its homeland. The relations between the Cham in Cambodia and Vietnam seem to be limited to cultural heritages such as Cham musical traditions, traditional clothing, and the architectural heritage. Many Cham people have established networks outside Cambodia with areas of the Muslim world, like Malaysia, Indonesia, southern Thailand and the Middle Eastern countries. Pursuing education or training in Islam as well as working in those countries, especially Malaysia has become a way for the Cham to widen their networks and increase their knowledge of particularly, Islam. Returning to Cambodia, these people become religious teachers or ustadz (Islamic teachers in the pondok [Islamic boarding school]). This has developed slowly, side by side with the formation of their identity as Cham Muslims. Among certain Cham, the absence of an ancient cultural heritage as an identity marker has been replaced by the Islamic culture as the important element of identity. However, being Cham is not a single identity, it is fluid and contested. Many scholars argue that the Cham in Cambodia constitute three groups: the Cham Chvea, Cham, and Cham Bani (Cham Jahed). The so-called Cham Jahed has a unique practice of Islam. Unlike other Cham who pray five times a day, Cham Jahed people pray, once a week, on Fridays. They also have a different ritual for the wedding ceremony which they regard as the authentic tradition of the Cham. Indeed, they consider themselves pure descendants of the Cham in Vietnam; retaining Cham traditions and tending to maintain their relationship with their fellow Cham in Central Vietnam. In terms of language, another marker of identity, the Cham and the Cham Jahed share the same language, but Cham Jahed preserve the written Cham script more often than the Cham. Besides, the Cham Jahed teaches the language to the young generation intensively. This paper, based on fieldwork in Cambodia in 2010 and 2011 will focus on the process of the formation of the Cham identity, especially of those called Cham and Cham Jahed.

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Development of Greenhouse Environment Monitoring & Control System Based on Web and Smart Phone (웹과 스마트폰 기반의 온실 환경 제어 시스템 개발)

  • Kim, D.E.;Lee, W.Y.;Kang, D.H.;Kang, I.C.;Hong, S.J.;Woo, Y.H.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.18 no.1
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    • pp.101-112
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    • 2016
  • Monitoring and control of the greenhouse environment play a decisive role in greenhouse crop production processes. The network system for greenhouse control was developed by using recent technologies of networking and wireless communications. In this paper, a remote monitoring and control system for greenhouse using a smartphone and a computer with internet has been developed. The system provides real-time remote greenhouse integrated management service which collects greenhouse environment information and controls greenhouse facilities based on sensors and equipments network. Graphical user interface for an integrated management system was designed with bases on the HMI and the experimental results showed that a sensor data and device status were collected by integrated management in real-time. Because the sensor data and device status can be displayed on a web page, transmitted using the server program to remote computer and mobile smartphone at the same time. The monitored-data can be downloaded, analyzed and saved from server program in real-time via mobile phone or internet at a remote place. Performance test results of the greenhouse control system has confirmed that all work successfully in accordance with the operating conditions. And data collections and display conditions, event actions, crops and equipments monitoring showed reliable results.

A Study on the Effect of Mobile CCTV Monitoring on Safety Risk Factors (안전 Risk 요인에 대한 이동형 CCTV 모니터링이 미치는 영향 연구)

  • Young Cheol Song;Tae-Gon Kim;Eunseok Lee;Tae-Hun Kim
    • Industry Promotion Research
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    • v.9 no.1
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    • pp.39-45
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    • 2024
  • Dangerous tasks that occur every day at industrial site manufacturing plants, which have recently been making rapid changes, were classified by type, and the effect of mobile circuit television (CCTV) on safety accidents among daily safety management methods was analyzed. The subject of the study is about 3,000 workers who manage the infrastructure facility sector to supply utilities such as gas, water, and electricity to the display manufacturing process located in Asan City, and the study was conducted based on the daily dangerous work from 2019 to 2022, and during this study period, many construction works such as new investment and expansion of construction and manufacturing processes were occurring at the site. As a result, the rate of safety accidents and exposure to risks are expanding, and most of the safety accidents occurred because the sectors that did not follow the basics and the safety measures on the site were not implemented. In this paper, it was confirmed that there is an accident reduction effect according to the relationship between the dangerous work classified according to the work importance and the mobile CCTV shooting rate. Considering the characteristics of the manufacturing plant site, it can be used to play the role of basic data for preventing safety accidents based on the expansion of the introduction of a new safety management culture in the future.

A Study for Strategy of On-line Shopping Mall: Based on Customer Purchasing and Re-purchasing Pattern (시스템 다이내믹스 기법을 활용한 온라인 쇼핑몰의 전략에 관한 연구 : 소비자의 구매 및 재구매 행동을 중심으로)

  • Lee, Sang-Gun;Min, Suk-Ki;Kang, Min-Cheol
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.91-121
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    • 2008
  • Electronic commerce, commonly known as e-commerce or eCommerce, has become a major business trend in these days. The amount of trade conducted electronically has grown extraordinarily by developing the Internet technology. Most electronic commerce has being conducted between businesses to customers; therefore, the researches with respect to e-commerce are to find customer's needs, behaviors through statistical methods. However, the statistical researches, mostly based on a questionnaire, are the static researches, They can tell us the dynamic relationships between initial purchasing and repurchasing. Therefore, this study proposes dynamic research model for analyzing the cause of initial purchasing and repurchasing. This paper is based on the System-Dynamic theory, using the powerful simulation model with some restriction, The restrictions are based on the theory TAM(Technology Acceptance Model), PAM, and TPB(Theory of Planned Behavior). This article investigates not only the customer's purchasing and repurchasing behavior by passing of time but also the interactive effects to one another. This research model has six scenarios and three steps for analyzing customer behaviors. The first step is the research of purchasing situations. The second step is the research of repurchasing situations. Finally, the third step is to study the relationship between initial purchasing and repurchasing. The purpose of six scenarios is to find the customer's purchasing patterns according to the environmental changes. We set six variables in these scenarios by (1) changing the number of products; (2) changing the number of contents in on-line shopping malls; (3) having multimedia files or not in the shopping mall web sites; (4) grading on-line communities; (5) changing the qualities of products; (6) changing the customer's degree of confidence on products. First three variables are applied to study customer's purchasing behavior, and the other variables are applied to repurchasing behavior study. Through the simulation study, this paper presents some inter-relational result about customer purchasing behaviors, For example, Active community actions are not the increasing factor of purchasing but the increasing factor of word of mouth effect, Additionally. The higher products' quality, the more word of mouth effects increase. The number of products and contents on the web sites have same influence on people's buying behaviors. All simulation methods in this paper is not only display the result of each scenario but also find how to affect each other. Hence, electronic commerce firm can make more realistic marketing strategy about consumer behavior through this dynamic simulation research. Moreover, dynamic analysis method can predict the results which help the decision of marketing strategy by using the time-line graph. Consequently, this dynamic simulation analysis could be a useful research model to make firm's competitive advantage. However, this simulation model needs more further study. With respect to reality, this simulation model has some limitations. There are some missing factors which affect customer's buying behaviors in this model. The first missing factor is the customer's degree of recognition of brands. The second factor is the degree of customer satisfaction. The third factor is the power of word of mouth in the specific region. Generally, word of mouth affects significantly on a region's culture, even people's buying behaviors. The last missing factor is the user interface environment in the internet or other on-line shopping tools. In order to get more realistic result, these factors might be essential matters to make better research in the future studies.

Chardin's Genre Paintings of Child Education: The Enlightenment Views on Children of the French Bourgeois Class in the 18th Century (샤르댕의 아동 교육 장르화 - 18세기 프랑스 부르주아의 계몽주의적 아동관)

  • Ko, Yu-Kyoung
    • The Journal of Art Theory & Practice
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    • no.8
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    • pp.33-58
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    • 2009
  • This paper examines four genre paintings on the subject of child education by Jean-Baptiste-Sim${\'{e}}$on Chardin(1699-1779). The Governess, The Diligent Mother, Saying Grace, and The Morning Toilette garnered critical attention after they were exhibited in the Salon from 1739 to 1741. After the exhibition, the paintings were made into prints and frequently sold to members of the bourgeois class in Paris. The iconographical details of Chardin's genre paintings have, thus far, been compared to Dutch genre pictures of the seventeenth century. Further, most studies conducted on Chardin's paintings focus on formal analysis rather than the historical and social contexts. Through attempting social-contextual readings of Chardin's educational series, this paper argues that the significance of Chardin's painting series of child education lies in his representation of the ideal French bourgeois family and the standard of early childhood education in the eighteenth-century French Enlightenment period. In each of the four child education paintings, Chardin depicted a mother with children in a domestic space. Even though this theme derives from traditional Dutch genre paintings in the seventeenth century, the visual motifs, the pictorial atmosphere and the painting techniques of Chardin all project the social culture of eighteenth century France. Each painting in the child education series exemplifies respectively the attire of a French gentlemen, the social view on womanhood and the education of girls, newly established table manners, and the dressing up culture in a 'toilette' in eighteenth century France. Distinct from other educational scenes in previous genre paintings, Chardin accentuated the naive and innocent characteristics of a child and exemplified the mother's warmth toward that child in her tender facial expressions and gesturing. These kinds of expressions illustrate the newly structured standard of education in the French Enlightenment period. Whereas medieval people viewed children as immature and useless, people in the eighteenth century began to recognize children for their more positive features. They compared children to a blank piece of paper (tabula rasa), which signified children's innocence, and suggested that children possess neither good nor bad virtues. This positive perspective on children slowly transformed the pedagogical methods. Teaching manuals instructed governesses and mothers to respect each child's personality rather than be strict and harsh to them. Children were also allotted more playtimes, which explains the display of various toys in the backgrounds of Chardin's series of four paintings. Concurrently, the interior, where this exemplary education was executed, alludes to the virtue of the bourgeois's moderate and thrifty daily life in eighteenth century France. While other contemporary painters preferred to depict the extravagant living space of a French bourgeoisie, Chardin portrayed a rather modest and cozy home interior. In contrast to the highly decorated living space of aristocrats, he presented the realistic, humble domestic space of a bourgeois, filled with modern household objects. In addition, the mother is exceptionally clad in working clothes instead of fashionable dresses of the moment. Fit to take care of household affairs and children, the mother represents the ideal virtues of a bourgeois family. It can be concluded that the four genre paintings of child education by Chardin articulate the new standards of juvenile education in eighteenth century France as well as the highly recognized social virtues between French bourgeois families. Thus, Chardin's series of child education would have functioned as a demonstration of the ideal living standards of the bourgeois class and their emphasis on early childhood education in the French Enlightenment period.

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A Preliminary research on Sixth-century Wooden Buddha Images from Funan (6세기 푸난 목조불상에 대한 시론(試論))

  • Noh, Namhee
    • MISULJARYO - National Museum of Korea Art Journal
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    • v.99
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    • pp.10-29
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    • 2021
  • This paper is an introductory study of the wooden Buddha images excavated in the Mekong Delta in present-day southern Vietnam. Approximately thirty examples of wooden Buddha images have been recovered in the Mekong Delta. As they were found among the major historic sites of Funan (the first kingdom in Southeast Asia), including Oc Eo, and likely date to the sixth century, they can be regarded as the works of Funan. Similarly to stone Buddha images, these wooden examples are considered important for their demonstration of aspects of early Buddhist sculpture in Southeast Asia. Most of these Funan wooden Buddha images are presumed to have been produced around the sixth century based on radiocarbon dating and their stylistic characteristics. This paper analyzed the iconography and style of eight examples whose forms are relatively recognizable. The eight images can be divided into four types according to their postures, dress styles, and hand gestures. They all share features of the Sarnath style of the Gupta period in India as seen in their slender bodies and the outer robe that clings to the body. However, some display a South Indian style of Buddha images in their upright posture, style of wearing a monastic robe with the right shoulder exposed, and making the vitarka mudra (preaching gesture) that is often seen in Sri Lankan Buddha images. This suggests that Buddhist sculptors in Funan devised a new style by incorporating the principal styles of Indian Buddhist sculpture. Another notable feature of these Funan images is their material, namely, wood. While none of the contemporaneous Hindu sculptures discovered from the same historic sites are made of wood, numerous Buddhist sculptures are. This paper postulates that the use of wood in Buddhist sculptures was promoted for reasons beyond ease of carving. According to the Buddhist literature, the first-ever Buddha image was the so-called 'Udayana image' made out of sandalwood. This image and its story was well-known in the Southern Dynasty of China around the sixth century. Interestingly, some auspicious sandalwood images of the Buddha was believed to have been brought into the Southern Dynasty from Funan. This suggests the possibility that the legend of the Udayana image might have been known in Funan as well and resulted in the production of wooden sculptures there.

Design and Implementation of a Similarity based Plant Disease Image Retrieval using Combined Descriptors and Inverse Proportion of Image Volumes (Descriptor 조합 및 동일 병명 이미지 수량 역비율 가중치를 적용한 유사도 기반 작물 질병 검색 기술 설계 및 구현)

  • Lim, Hye Jin;Jeong, Da Woon;Yoo, Seong Joon;Gu, Yeong Hyeon;Park, Jong Han
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.6
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    • pp.30-43
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    • 2018
  • Many studies have been carried out to retrieve images using colors, shapes, and textures which are characteristic of images. In addition, there is also progress in research related to the disease images of the crop. In this paper, to be a help to identify the disease occurred in crops grown in the agricultural field, we propose a similarity-based crop disease search system using the diseases image of horticulture crops. The proposed system improves the similarity retrieval performance compared to existing ones through the combination descriptor without using a single descriptor and applied the weight based calculation method to provide users with highly readable similarity search results. In this paper, a total of 13 Descriptors were used in combination. We used to retrieval of disease of six crops using a combination Descriptor, and a combination Descriptor with the highest average accuracy for each crop was selected as a combination Descriptor for the crop. The retrieved result were expressed as a percentage using the calculation method based on the ratio of disease names, and calculation method based on the weight. The calculation method based on the ratio of disease name has a problem in that number of images used in the query image and similarity search was output in a first order. To solve this problem, we used a calculation method based on weight. We applied the test image of each disease name to each of the two calculation methods to measure the classification performance of the retrieval results. We compared averages of retrieval performance for two calculation method for each crop. In cases of red pepper and apple, the performance of the calculation method based on the ratio of disease names was about 11.89% on average higher than that of the calculation method based on weight, respectively. In cases of chrysanthemum, strawberry, pear, and grape, the performance of the calculation method based on the weight was about 20.34% on average higher than that of the calculation method based on the ratio of disease names, respectively. In addition, the system proposed in this paper, UI/UX was configured conveniently via the feedback of actual users. Each system screen has a title and a description of the screen at the top, and was configured to display a user to conveniently view the information on the disease. The information of the disease searched based on the calculation method proposed above displays images and disease names of similar diseases. The system's environment is implemented for use with a web browser based on a pc environment and a web browser based on a mobile device environment.

Implementation of Markerless Augmented Reality with Deformable Object Simulation (변형물체 시뮬레이션을 활용한 비 마커기반 증강현실 시스템 구현)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.35-42
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    • 2016
  • Recently many researches have been focused on the use of the markerless augmented reality system using face, foot, and hand of user's body to alleviate many disadvantages of the marker based augmented reality system. In addition, most existing augmented reality systems have been utilized rigid objects since they just desire to insert and to basic interaction with virtual object in the augmented reality system. In this paper, unlike restricted marker based augmented reality system with rigid objects that is based in display, we designed and implemented the markerless augmented reality system using deformable objects to apply various fields for interactive situations with a user. Generally, deformable objects can be implemented with mass-spring modeling and the finite element modeling. Mass-spring model can provide a real time simulation and finite element model can achieve more accurate simulation result in physical and mathematical view. In this paper, the proposed markerless augmented reality system utilize the mass-spring model using tetraheadron structure to provide real-time simulation result. To provide plausible simulated interaction result with deformable objects, the proposed method detects and tracks users hand with Kinect SDK and calculates the external force which is applied to the object on hand based on the position change of hand. Based on these force, 4th order Runge-Kutta Integration is applied to compute the next position of the deformable object. In addition, to prevent the generation of excessive external force by hand movement that can provide the natural behavior of deformable object, we set up the threshold value and applied this value when the hand movement is over this threshold. Each experimental test has been repeated 5 times and we analyzed the experimental result based on the computational cost of simulation. We believe that the proposed markerless augmented reality system with deformable objects can overcome the weakness of traditional marker based augmented reality system with rigid object that are not suitable to apply to other various fields including healthcare and education area.

f-MRI with Three-Dimensional Visual Stimulation (삼차원 시각 자극을 이용한 f-MRI 연구)

  • Kim C.Y.;Park H.J.;Oh S.J.;Ahn C.B.
    • Investigative Magnetic Resonance Imaging
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    • v.9 no.1
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    • pp.24-29
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    • 2005
  • Purpose : Instead of conventional two-dimensional (2-D) visual stimuli, three-dimensional (3-D) visual stimuli with stereoscopic vision were employed for the study of functional Magnetic Resonance Imaging (f-MRI). In this paper f-MRI with 3-D visual stimuli is investigated in comparison with f-MRI with 2-D visual stimuli. Materials and Methods : The anaglyph which generates stereoscopic vision by viewing color coded images with red-blue glasses is used for 3-D visual stimuli. Two-dimensional visual stimuli are also used for comparison. For healthy volunteers, f-MRI experiments were performed with 2-D and 3-D visual stimuli at 3.0 Tesla MRI system. Results : Occipital lobes were activated by the 3-D visual stimuli similarly as in the f-MRI with the conventional 2-D visual stimuli. The activated regions by the 3-D visual stimuli were, however, larger than those by the 2-D visual stimuli by $18\%$. Conclusion : Stereoscopic vision is the basis of the three-dimensional human perception. In this paper 3-D visual stimuli were applied using the anaglyph. Functional MRI was performed with 2-D and 3-D visual stimuli at 3.0 Tesla whole body MRI system. The occipital lobes activated by the 3-D visual stimuli appeared larger than those by the 2-D visual stimuli by about $18\%$. This is due to the more complex character of the 3-D human vision compared to 2-D vision. The f-MRI with 3-D visual stimuli may be useful in various fields using 3-D human vision such as virtual reality, 3-D display, and 3-D multimedia contents.

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Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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