• Title/Summary/Keyword: Real-world

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Provenance and Validation from the Humanities to Automatic Acquisition of Semantic Knowledge and Machine Reading for News and Historical Sources Indexing/Summary

  • NANETTI, Andrea;LIN, Chin-Yew;CHEONG, Siew Ann
    • Asian review of World Histories
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    • v.4 no.1
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    • pp.125-132
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    • 2016
  • This paper, as a conlcusion to this special issue, presents the future work that is being carried out at NTU Singapore in collaboration with Microsoft Research and Microsoft Azure for Research. For our research team the real frontier research in world histories starts when we want to use computers to structure historical information, model historical narratives, simulate theoretical large scale hypotheses, and incent world historians to use virtual assistants and/or engage them in teamwork using social media and/or seduce them with immersive spaces to provide new learning and sharing environments, in which new things can emerge and happen: "You do not know which will be the next idea. Just repeating the same things is not enough" (Carlo Rubbia, 1984 Nobel Price in Physics, at Nanyang Technological University on January 19, 2016).

Unveiling the Unseen: A Review on current trends in Open-World Object Detection (오픈 월드 객체 감지의 현재 트렌드에 대한 리뷰)

  • MUHAMMAD ALI IQBAL;Soo Kyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.335-337
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    • 2024
  • This paper presents a new open-world object detection method emphasizing uncertainty representation in machine learning models. The focus is on adapting to real-world uncertainties, incrementally updating the model's knowledge repository for dynamic scenarios. Applications like autonomous vehicles benefit from improved multi-class classification accuracy. The paper reviews challenges in existing methodologies, stressing the need for universal detectors capable of handling unknown classes. Future directions propose collaboration, integration of language models, to improve the adaptability and applicability of open-world object detection.

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A Comparative Analysis of the Industrial Linkage Structure between the Real Estate Industries of Korea and the US (한국과 미국 부동산업의 산업연관구조 비교분석)

  • Yun, Kap Sik
    • Korea Real Estate Review
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    • v.27 no.4
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    • pp.51-61
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    • 2017
  • The purpose of this study is to find out the implications for the activation of the real estate industry by comparing the structure of production and distribution, as well as the industrial linkage, of Korean real estate industry with that of the US through an input-output analysis. This study employed the World Input-Output Database (WIOD) provided by the EU in 2016. The results are as follows. First, while the share of the Korean real estate industry in the national economy has been steadily decreasing since the year 2000, the real estate industry of the United States is increasing. Second, both Korean and US real estate businesses have higher value added rates than the industry average, but the intermediate demand rate is lower than the industry average. Furthermore, the intermediate input rate and intermediate demand rate of the Korean real estate industry were lower than that of the US. Third, the change in the final demand for the Korean real estate industry has a lower production and value added effect on the national economy than that of the United States. Fourth, the industrial linkage of the US real estate industry is larger and broader than that of Korea. Finally, it is suggested that a policy to increase the industrial linkage of real estate industry with high value-added industries is needed in order to revitalize Korea's real estate industry.

The Real-Time Constructive Simulation With the RM scheduling and Lock-free Shared Objects (RM 스케쥴링과 Lock-Free 공유개체에 의한 실시간 시뮬레이션)

  • 박현규
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.519-522
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    • 1998
  • The Constructive Battle simulation Model is very important to the recent military training for the substitution of the field training. However, real battlefield systems operate under rea-time conditions, they are inherently distributed, concurrent and dynamic. In order to reflect these properties by the computer-based simulation systems which represent real world processes, we have been developing constructive simulation model for several years. The constructive simulation system is one of the famous real-time system software, nd the one common feature of all real-time systems is defined as the correctness of the system depend not only on the logical result of computation, but also on the time at which the results are produced. Conventionally, scheduling and resource allocation activities which have timing constraints are major problem of real-time computing systems. To overcome these constraints, we elaborated on these issues and developed the simulation system on commercially available hardware and operating system with lock-free resource allocation scheme and rae monotonic scheduling.

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VMS Emulator System with Real-Time Scheduling

  • Kim, Jung-Sook
    • Journal of Multimedia Information System
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    • v.1 no.2
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    • pp.95-100
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    • 2014
  • Variable message signs (VMS) have the different sizes and a specific type according to the city scene and it has to be displayed by different message on the display panel in real-time. And VMS manufacturers must produce the different products in order to give a customized product to each order. In addition that, they should test and check the correct operation to each VMS product using the different message frame. That is very time and workers consuming and VMS emulator with an automatic variable message generator system is necessary. Also, the automatic message generator system is needed to real-time scheduling in order to display the message on the VMS panel like real world. In this paper, we design and implement the VMS emulator embedded the automatic message frame generator system with real-time scheduling which can set several parameters easily on the windows dialog.

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The Multi-Period Opportunity Cost Model to Evaluate an Option Value based on a Deferral Option (연기옵션을 고려한 옵션가치의 일반적 기회비용 모델)

  • Kim, Gyu-Tai
    • IE interfaces
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    • v.18 no.2
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    • pp.184-192
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    • 2005
  • In recent research there has been intense interest in understanding how real option valuation (ROV) approaches might usefully complement conventional discounted cash flow (DCF) techniques. However, investment decision makers in a real world have been worried about adopting the ROV approaches mainly because of difficulty in technically understanding the theory of the ROV approaches as indicated by many researchers. With this difficulty in mind, we propose the opportunity cost model as another discrete-time model to value a deferral option. The main advantage of observing a real options value in terms of the opportunity cost concept is to provide a technique for practitioners to estimate a wide range of real options values without sticking to a financial option modelling. The fundamental ground for developing the opportunity cost model proposed in this paper lies in the work of dissecting the structure of the real options value into three categories: capital gain, expected opportunity loss, and expected opportunity gain. At the end of the paper, we will present a short illustrative example to demonstrate the applicability of the model.

A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.

Real-time Handwriting Recognizer based on Partial Learning Applicable to Embedded Devices (임베디드 디바이스에 적용 가능한 부분학습 기반의 실시간 손글씨 인식기)

  • Kim, Young-Joo;Kim, Taeho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.5
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    • pp.591-599
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    • 2020
  • Deep learning is widely utilized to classify or recognize objects of real-world. An abundance of data is trained on high-performance computers and a trained model is generated, and then the model is loaded in an inferencer. The inferencer is used in various environments, so that it may cause unrecognized objects or low-accuracy objects. To solve this problem, real-world objects are collected and they are trained periodically. However, not only is it difficult to immediately improve the recognition rate, but is not easy to learn an inferencer on embedded devices. We propose a real-time handwriting recognizer based on partial learning on embedded devices. The recognizer provides a training environment which partially learn on embedded devices at every user request, and its trained model is updated in real time. As this can improve intelligence of the recognizer automatically, recognition rate of unrecognized handwriting increases. We experimentally prove that learning and reasoning are possible for 22 numbers and letters on RK3399 devices.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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A Basic Study to Apply Augemented Reality on Construction Industry (건설업계에 Augmented Reality(증강현실) 적용을 위한 기초 연구)

  • Chang, Byung-Chul;Jun, Young-Joon;Park, Eun-Soo;Lee, Tai-Sik
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.748-752
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    • 2008
  • Through the past decades variable researches on Virtual Reality(VR) has been performed and acceptable by the computer and information technology development. VR has been used usefully also on construction industry It can visualize the construction process and simulates the construction operation considering environment and resources. However, VR has hardness to expressing the real world reality. Therefore, Mixed reality which is the blend of real world and virtual world is being emerged. Specially researches on Augmented Reality is actively performed. This study will focus on Augmented Reality technologies and research trend. Finally, the study will suggest schemes to apply Augmented Reality on Korean Construction Industry.

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