• Title/Summary/Keyword: Reality Analysis

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Requirements Analysis and Design of an HTML5 Based e-book Viewer System Supporting User Interaction (사용자 인터랙션을 지원하는 HTML5 기반 e-book 뷰어 시스템의 요구사항 분석 및 설계)

  • Choi, Jong Myung;Park, Kyung Woo;Oh, Soo Lyul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.2
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    • pp.33-40
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    • 2013
  • E-books have been popular and common in everyday life during past a decade, and the market is expected to grow much more because of the popularity of tablet computing devices such as iPad. With the helps from the devices, people want to read or experience more interactive, fun, and informative e-book contents. In order to meet those needs, we introduce requirements of an e-book viewer system that supports user interaction, 3D modeling view, and augmented reality. We also introduce some design issues of the system and its concept proof prototype system. We determine to adopt HTML5 for e-book content format because it already supports content rendering, multimedia, and user interaction. Furthermore, it is easy to implement e-book viewer because there is already Webkit component for HTML5. We also discuss design issues for integrating an Augmented Reality viewer with Webkit-based e-book viewer. This paper will give e-book viewer developers and contents developers some guidelines for new e-book systems.

Factors Affecting Responsibility Accounting at Public Universities: Evidence from Vietnam

  • NGUYEN, Ngoc Tien
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.4
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    • pp.275-286
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    • 2020
  • The study explores factors that affect the performance of responsibility accounting at public universities in Vietnam. The study conducted a survey of 130, out of 154 public universities in Vietnam and uses regression analysis methods. The results identify eight groups of factors affecting the performance of responsibility accounting at these establishments of higher education: Division of the organization into responsibility centers, Estimation and Reality, Cost and income allocation, University autonomy, Management decentralization, Estimation, Reward, and Report. Costs and income allocation for responsibility centers, university autonomy, and the division of universities into responsibility centers are shown to significantly affect the performance of public universities in Vietnam. The results show that the performance of responsibility accounting at public universities in Vietnam is influenced by decentralization of management, division of the organization into responsibility centers, reward, cost and income allocation, estimation, evaluation of the results achieved between the estimation compared with reality, release of reports and university autonomy. Among the factors, cost and income allocation, university autonomy, division of the organization into responsibility centers, reward and evaluation of results achieved between estimation and reality have strong impacts. The study findings also indicate that the school council does not affect responsibility accounting at these universities.

A Basic Study on the Hat Production for Aged Women

  • Shim, Boo-Ja;Yoo, Hyun
    • Journal of Fashion Business
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    • v.11 no.6
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    • pp.24-34
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    • 2007
  • This study aims to suggest basic data for the production of hats for aged women. The subjects were 151 females who are 60 years old or above and live in Busan. Their hat-wearing reality was inquired and their head parts were measured, which led to the following conclusion: 1. Results of Hat-Wearing Reality Inquiry 64.9% answered they are unsatisfied with the size system of the available hats at present, implying the necessity for improving the current dimension system. 92.7% responded hat dimensions need to be subdivided, while 97.4% were for the necessity of hat size system. 74.8% expressed their will to buy ordered hats because they can find the hats of right sizes and designs. 2. Results of Head-Part Measurement Experiments According to head-part measurement, head circumference A was 53.26cm, head circumference B 54.19cm, and head circumference C 57.69cm on the average. Cluster analysis revealed three types. Type 1 (24%) with small head length and circumference is the smallest head with a wide upper part. Type 2 (33%) has long head height, short bitragion arc A, and thick head breadth. Type 3 (43%), owing to big head circumference and length as well as high values in vertical items. Considering head circumference B (HCB) and bitragion arc A (BAA), a new hat size system of 3 sizes (HCB: BAA) was chosen: S (52cm: 29cm), M (53-55cm: 30cm), and L (56-57cm: 31cm).

Development of the VR Simulation System for the Dynamic Characteristics of the Adaptive Cruise Controlled Vehicle (ACC 차량의 동특성 해석을 위한 VR 시뮬레이션 시스템 개발)

  • Kwon, Seong-Jin;Jang, Suk;Yoon, Kyoung-Han;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.12 no.4
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    • pp.163-172
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    • 2004
  • Nowadays, to analyze the dynamic characteristics of the automotive driving system, the computer simulation linked up with VR(Virtual Reality) technology is treated as the useful method with the improvement of computing ability. In this paper, the VR simulation system has been developed to investigate the driving characteristics of the ASV(Advanced Safety Vehicle) equipped with an ACC(Adaptive Cruise Control) system. For the purpose, VR environment which generates 3D graphic and sound information of the vehicle, the road, the facilities, and the terrain has been organized for the driving reality. Mathematical models of vehicle dynamic analysis including the ACC model have been constructed for computer simulation. The ACC modulates the throttle and brake functions to regulate the vehicle speed so that vehicles could keep proper spacing. Also, the real-time simulation algorithm synchronizes vehicle dynamic simulation with the graphic rendering. With the developed VR simulation system, simple scenarios are applied to analyze the dynamic characteristics. It is shown that the VR simulation system could be useful to evaluate the adaptive cruise controlled vehicle on various driving conditions.

Research on Cognitive Effects and Responsiveness of Smartphone-based Augmented Reality Navigation (스마트폰 증강현실 내비게이션의 인지능력과 호응도에 관한 연구)

  • Sohn, Min Gook;Lee, Seung Tae;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.3
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    • pp.272-280
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    • 2014
  • Most of the car navigation systems pzrovide 2D or 3D virtual map-based driving guidance. One of the important issues is how to reduce cognitive burden to the driver who should interpret the abstracted information to real world driving information. Recently, an augmented reality (AR)-based navigation is considered as a new way to reduce cognitive workload by superimposing guidance information into the real world scene captured by the camera. In particular, head-up display (HUD) is popular to implement AR navigation. However, HUD is too expensive to be set up in most cars so that the HUD-based AR navigation is currently unrealistic for navigational assistance. Meanwhile, smartphones with advanced computing capability and various sensors are popularized and also provide navigational assistance. This paper presents a research on cognitive effect and responsiveness of an AR navigation by a comparative study with a conventional virtual map-based navigation on the same smartphone. This paper experimented both quantitative and qualitative studies to compare cognitive workload and responsiveness, respectively. The number of eye gazing at the navigation system is used to measure the cognitive effect. In addition, questionnaires are used for qualitative analysis of the responsiveness.

Trends of the Agricultural Extension Research in Korea: A Ten Year Analysis (한국농촌지도의 연구동향)

  • Kim, Jin-Mo
    • Journal of Agricultural Extension & Community Development
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    • v.10 no.2
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    • pp.137-151
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    • 2003
  • The objectives of this study were to examine subject matter topics researched in agricultural extension over a ten year period, to analyze the research methods in detail, and to get some implications for the academic progress of agricultural extension. The data were collected from 197 journal articles published in the Korean Journal of Agricultural Extension from 1994 through 2003. Among them, research topics and methods were analyzed specifically on 123 articles categorized as agricultural extension. Data were summarized using frequencies and percentages. The conclusions acquired from this study were as follows. First of all, the research on agricultural extension had been increased since the 1970s, and it still has not decreased till now. Secondly, the research also has indicated the direction of development from a broad point of view by analyzing the reality at a general level. Therefore, much remains to be done for investigating the reality more scientifically and establishing the theories on the agricultural extension by explaining the reality with many theories from other studies. Thirdly, the study on the agricultural extension mostly has been led by the professors and the agricultural extension workers. Fourth, the study has been focused on macro sides such as extension philosophy, extension systems, extension structure, extension organization and so on. Fifth, the research also has been carried out on the agricultural extension workers and farmers. Finally, most of the research methods were library survey and survey research.

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Analysis on Instruction Design and Learning Motivation for Pre-Service Teachers' Cospace Education (예비교사의 코스페이시스 교육을 위한 수업 설계 및 학습동기에 미치는 영향의 분석)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.501-508
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    • 2018
  • Virtual reality contents can contribute to students' experience in teaching and learning activities, and teachers and students are increasingly interested in using virtual reality in educational settings. For this purpose, We have developed a curriculum designed to teach pre-service teachers Cospaces at the College of Education and analyzed the influence of learners on learning motivation. For the evaluation of this study, a pre- and post-questionnaire was conducted and analyzed. As a result, attention and confidence of learning motivation differ according to gender, and new technology and achievement affect learning motivation.

Analysis of Korean Fashion Design Seunghee Suh from the Viewpoint of Simulacre (시뮬라크르 관점에서의 한국적 패션디자인 분석)

  • Suh, Seunghee;Kim, Hanna
    • Journal of Fashion Business
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    • v.23 no.5
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    • pp.19-30
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    • 2019
  • The aim of this study is to analyze the stage of image change in Korean fashion design in regards to the simulacre of Jean Baudrillard. The changing phases of Korean fashion design are as follows: First, the initial stage involved simple imitation, which replicated the original as much as possible, it expressed the basic composition of Hanbok, flat cut and rich silhouette, the color scheme of traditional colors, traditional patterns, materials, and traditional ornaments. In the second stage, the subject matter intervened to distort and transform from the original, the basic composition and structure of the Hanbok were barely maintained, they were either removed or part of the structure modified or expressed using modern materials and patterns. The third stage, were based on reality but differed from reality through subject and imagination, and only left a part of the basic composition of Hanbok, and were expressed through the partial modification of the elements of the Hanbok, for instance the silhouette, skirt waist, collar and breast-tie. The fourth stage of pure simulacre, which refers to a new image with complete independence regardless of the reality. This stage differed from the basic structure and composition of Hanbok, and showcased traditional Korean image of Korea's unique cultural elements, such as hanbok or crafts and artworks, in a modern fashion with a modern sense and practicality.

Research on the Application of VR Technology in Meteorological Simulation

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1435-1448
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    • 2021
  • Recent years, due to the direct or indirect damages caused by meteorological disasters more and more attention have been paid to natural disasters. At same time, diversified and multi-sensory interactive meteorological services is increasingly demanded. In this study, novel interactive meteorological service was compared with the traditional communication methods. Combining with case studies and systems creation, a virtual reality weather simulation framework was proposed, and a realistic virtual game environment providing real-time and historical weather information was created. The primary goal of this study is to build a weather display cabinet game system by using virtual reality technology, and promoting public's understanding of the principles of weather changes. With the interactive games in realistic scenarios, public's awareness for disasters prevention could be promoted. It is helping to change public's traditional understanding of meteorological theories, and will provide a more convenient way for the public to explore more effective weather forecasts. The simulation system is supported by VR technology. It was combined with Leap Motion interactive equipment to make popularization games for weather science. T-test data analysis showed that the application of VR technology in weather games has strong operability and interactivity.

Presentation Training System based on 3D Virtual Reality (3D 가상현실기반의 발표훈련시스템)

  • Jung, Young-Kee
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.309-316
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    • 2018
  • In this study, we propose a 3D virtual reality based presentation training system to help implement the virtual presentation environment, such as the real world, to present it confidently in the real world. The proposed system provided a realistic and highly engaging presentation and interview environment by analyzing the speakers' voice and behavior in real time to be reflected in the audience of the virtual space. Using HMD and VR Controller that become 6DOF Tracking, the presenter can change the timing and interaction of the virtual space using Kinect, and the virtual space can be changed to various settings set by the user. The presenter will look at presentation files and scripts displayed in separate views within the virtual space to understand the content and master the presentation.