• 제목/요약/키워드: Reality Analysis

검색결과 1,927건 처리시간 0.043초

A Comparison of the Fuzzy Display Methods for a Surface Deformation

  • Park, Min-Kee
    • 전기전자학회논문지
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    • 제17권2호
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    • pp.151-158
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    • 2013
  • There are several kind of surface deformation display methods using the fuzzy model. In this paper, we describe three fuzzy display methods for a surface deformation and perform a comparative analysis between the modified fuzzy display method and some conventional fuzzy display methods. In each method, the analysis will be performed through computer simulation in order to show the performance of each algorithm. The results show that the modified method have improved the realism and can be used better than the conventional methods in practical applications.

경부고속 철도 급전시스템 주변에서의 자계 해석 (Magnetic Field Analysis around Gyungbu Express Railway Feeding System)

  • 한인수;박종근;명성호;이병윤;민석원;김응식
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1998년도 추계학술대회 논문집 학회본부A
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    • pp.354-357
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    • 1998
  • In this paper, we calculate the magnetic flux density around Gyungbu express railway feeding system. We propose the magnetic field analysis method which is widely known. We consider several situations which can generate in reality. In each case, we calculate magnetic flux density.

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On the Signal Analysis of Two Waterfall Sounds in Australia's Broken Falls

  • Tian, Zhixing;Bae, MyungJin
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.287-293
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    • 2020
  • More and more people are paying attention to the psychological pleasure and relaxation that sound hearing brings. In most cases, humans seem to have a special preference for natural sounds. Natural sounds are mainly white noise and pink noise such as wind, rain, waves, waterfall sounds, etc. All of these are often considered to be beneficial to human health, but in reality the same category of natural sounds is no different. It will be very different due to space, time and other factors. Each sound can be unique, so people's hearing experience is also different. This paper quantitatively analyzes the spectrum and brain waves to analyze the feeling of hearing the natural Broken Falls sound. In particular, we aim to objectively analyze the objective feeling of Broken Falls sound falling on the human auditory system through sound spectrum and brain waves.

Publication Indicators under Web of Science, SCOPUS Databases at Northern Border University: 2008-2020

  • Al Sawy, Yaser Mohammad Mohammad
    • International Journal of Computer Science & Network Security
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    • 제21권5호
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    • pp.90-97
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    • 2021
  • The study aimed to analyze the reality of the scientific publishing of the faculty members of the Northern Border University, in both the Web of Science database and the SCOPUS database, with the analysis of publishing indicators and trends for the period between 2008-2020, and the researcher's keenness to apply the bibliometric study research methodology to obtain an account Full and detailed publications indicators under the two databases, including a full analysis of scientific publishing through objective, temporal, quantitative, authors, languages, open access journals, information forms, the most productive authors, the most published scientific journals, the most scientific bodies involved with the university. The study found results, the most important of which is the existence of a high increase in scientific publishing, starting from 2015, with an increase in publishing in the scientific field compared to other disciplines, and that the vast majority of publishing is in the form of articles, as well as publishing in English for the rest of the languages.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

여성농업인 바우처의 사용실태에 대한 분석과 시사점 - 충청남도의 행복바우처를 중심으로 - (An Analysis on the Using Situation of the Happiness Voucher and Implications in Chungnam)

  • 이혜인;박영구;김호
    • 한국유기농업학회지
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    • 제29권2호
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    • pp.173-185
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    • 2021
  • The role of female farmers is getting more important in decreasing of farmhouses, lack of young farmer, feminization and aging of farming population. In reality, female farmers have done two things of housework and farming. They have lived in the low level of welfare and cultural activities. The purpose of this study is to analyze the implementation and operation situations of the women farmers' happiness voucher policy in Chungnam, in order to suggest development measures. The results of this analysis are as follows: First, female farmers had high awareness and satisfaction for the happiness voucher. Second, they were not satisfied with selectable terms. Third, there was a limit to use the full amount due to low accessibility in rural areas. Fourth, the subsidy scale and the self-burden fee was not appropriate.

The plate on the nonlinear dynamic foundation under moving load

  • Phuoc T. Nguyen;Thieu V. Vi;Tuan T. Nguyen;Van T. Vu
    • Coupled systems mechanics
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    • 제12권1호
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    • pp.83-102
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    • 2023
  • First introduced in 2016, the dynamic foundation model is an interesting topic in which the foundation is described close to reality by taking into account the influence of the foundation mass in the calculation of oscillation and is an important parameter that should be considered. In this paper, a follow-up investigation is conducted with the object of the Mindlin plate on a nonlinear dynamic foundation under moving loads. The base model includes nonlinear elastic springs, linear Pasternak parameters, viscous damping, and foundation mass. The problem is formulated by the finite element analysis and solved by the Newmark-β method. The displacement results at the center of the plate are analyzed and discussed with the change of various parameters including the nonlinear stiffness, the foundation mass, and the load velocity. The dynamic response of the plate sufficiently depends on the foundation mass.

건물 내 재실자 감지 및 시각화를 위한 딥러닝 모델 - 증강현실 및 GIS 통합을 통한 안전 및 비상 대응 개선모델 프로토타이핑 - (Deep Learning-Based Occupancy Detection and Visualization for Architecture and Urban Data - Towards Augmented Reality and GIS Integration for Improved Safety and Emergency Response Modeling -)

  • 신동윤
    • 한국BIM학회 논문집
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    • 제13권2호
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    • pp.29-36
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    • 2023
  • This study explores the potential of utilizing video-based data analysis and machine learning techniques to estimate the number of occupants within a building. The research methodology involves developing a sophisticated counting system capable of detecting and tracking individuals' entry and exit patterns. The proposed method demonstrates promising results in various scenarios; however, it also identifies the need for improvements in camera performance and external environmental conditions, such as lighting. The study emphasizes the significance of incorporating machine learning in architectural and urban planning applications, offering valuable insights for the field. In conclusion, the research calls for further investigation to address the limitations and enhance the system's accuracy, ultimately contributing to the development of a more robust and reliable solution for building occupancy estimation.

Analysis of Learning Experience on Team-based Technology Design Project of Non-Engineering Students

  • KIM, Insu
    • Educational Technology International
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    • 제15권2호
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    • pp.201-215
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    • 2014
  • The design project of a technology product provides an opportunity for students to experience the inter-connectedness of academic information and ill-defined real-world problems. This study focuses on non-engineering students' activity and perception through the assistive technology design project. For this purpose, participants engaged in a team-based technology design project. Then, a qualitative research approach was adopted, which included reflective journals with 24 undergraduate students majored in Adaptive Physical Education. The analysis identified six factors (knowledge value, social value, reality value, accomplishment value, perspective value, benefit value) of perception and five stages (topic selection, function suggestion, visualization, presentation preparation, and presentation) of activity.

메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론 (Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach)

  • 정다현;김희웅;윤상혁
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권3호
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    • pp.19-39
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    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.