• Title/Summary/Keyword: Simulation perspective

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A Study on the Direction of Developing a Simulator for Performance Evaluation of Pulse Wave Detectors Through a Review of the Development Status of Cardiovascular Simulators (심혈관계 시뮬레이터 개발 동향 분석을 통한 맥파검사용기기 성능평가 시뮬레이터 연구개발 방향 모색)

  • Lee, Ju-Yeon;Kim, Jaeyoung;Go, Dong-Hyun;Lee, Ji-Won;Lee, Tae-Hee;Park, Chang-Won;Lee, Su-Kyoung
    • Journal of Biomedical Engineering Research
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    • v.43 no.3
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    • pp.136-146
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    • 2022
  • In this study, it is intended to provide basic data that can help develop a cardiovascular simulator for performance evaluation of pulse wave detectors by identifying the development status of domestic and overseas cardiovascular simulators. A total of 119 papers were selected by excluding duplicate literature, gray literature, and literature not related to a cardiovascular simulator. Based on the selected literature, the research trend of cardiovascular simulators was analyzed. As a result of analyzing the purpose of the study, most of the simulators were developed to evaluate the hemodynamic properties of artificial hearts and valves. In addition, it was used for simulation evaluation or hemodynamic studies such as pulse wave studies. As a result of analyzing configurations of the simulators, a heart most often consisted of only one left ventricle. For blood vessels, the Windkessel model was most often constructed using chambers and valves. In most studies, blood was reproduced by mixing glycerin and water to reproduce both density and viscosity. In addition, as a result of analysis from the perspective of medical device performance evaluation, simulators for evaluating artificial heart and artificial valves have been studied a lot, whereas simulators for blood pressure, pulse wave, and blood flow devices have been relatively insignificant. Based on the review results, we suggested considerations when developing a simulator for performance evaluations of a pulse wave detector.

Cinematic Circulation of Meta-verse and Meta-physics (메타버스와 메타피직스의 영화적 순환)

  • Shim, Kwang-hyun
    • Trans-
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    • v.12
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    • pp.81-106
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    • 2022
  • The possibility of metaverse system to be a catalyst for hyper-connected society will be dependent on the speed of connected technological development and its social utilization in the same manner as AI technology. Putting these technical realization processes in brackets, this paper focus on some philosophical-political issues in connection with cognitive-ecological changes in the future cinema which will be influenced by the complexive techno-socio couples of accelerated development of metaverse system. Generally speaking, essence of metaverse system seems to be the degree of immersion by technical accuracy, but is not true. In perspective of cognitive-ecology, flow degree of a picture or photograph is relied not on 'accuracy of representation' but on its message's contextual link-up. In this aspect, real potentiality of metaverse system shall be understood in the context of cognitive-ecological changes of human brain's multi-intelligence networking abilities(intersection of augmentation-simulation and outside-inside) which will be activated in the new structure of natural-social-technological coupling of metaverse system. These cognitive-ecological potentialities have been partially actualized in the cinematic process of tripod mimesis for the longest time, [real contradiction/conflicts (Mimesis-1) -->fictional solutions of cinema (Mimesis-2) --> selective interpretation of spectator's wish fulfillment (Mimesis-3) --> real change (Mimesis-1')]. Therefore metaverse's real potentiality must be considered to be dependent on the possibility of deepening and extending of cinematic circulation between real seperation/problems and ideal connection/solutions. In this context, advanced metaverse system can be compared as a modern technical version of ideal circulation of physics and metaphysics

A Study on Countermeasures for Risk Factors Through Risk Analysis of Earthwork (흙막이공의 리스크 분석을 통한 리스크 요인별 대응 방안에 관한 연구)

  • Jeon, Byung Ju;Isah, Muritala Adebayo;Kim, Hyun Bee;Lee, Yang Gyu;Kim, Byung Soo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.5
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    • pp.681-688
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    • 2022
  • According to a recent study, most construction companies in Korea do not manage risk effectively, and it is judged that the risk management system needs to be improved. In addition, most risk-related studies deal with risks from a macroscopic perspective, and there are few studies dealing with process risks at the project construction stage. Therefore, this study tried to suggest a risk response plan through analysis and classification of risk factors that may occur in retaining work among process risks. To this end, a workshop was held for risk experts to identify and analyze risks that may occur during the construction of retaining work for apartments. As a result of the study, it was expected that savings of KRW 4.97 billion would be possible in the 95 % confidence interval, and the maximum possible cost was reduced from KRW 15 billion to about KRW 10 billion. Based on the risk reduction ratio, it was found that risks that can be reduced without any special input cost, risks with large effects in response to risks, and risks with insignificant effects were found. Therefore, using the types and risk factors presented in this study as guides, it is expected that it will be helpful in successfully operating the project if an appropriate response strategy is prepared and systematically responded to the site conditions.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

Stakeholder Awareness of Rural Spatial Planning Data Utilization Based on Survey (농촌공간계획 데이터 수급에 대한 이해당사자 인식조사)

  • Zaewoong Rhee;Sang-Hyun Lee;Sungyun Lee;Jinsung Kim;Rui Qu;Seung-Jong Bae;Soo-Jin Kim;Sangbum Kim
    • Journal of Korean Society of Rural Planning
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    • v.29 no.3
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    • pp.25-37
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    • 2023
  • According to the 「Rural Spatial Reconstruction and Regeneration Support Act」, enacted on March 29, 2024, all local governments are required to establish a 'Rural Spatial Reconstruction and Regeneration Plan' (hereinafter referred to as the 'Rural Spatial Plan'). In order for the 'Rural Spatial Plan' to be appropriately established, this study analyzed the supply and demand of spatial data from the perspective of user stakeholders and derived implications for improving rural spatial planning data utilization. In conclusion, three key recommendations come from this result. Firstly, it is necessary to establish an integrated DB for rural spatial planning data. This can solve the problem of low awareness of scattered data-providing websites, reduce the processing time of non-GIS data, and reduce the time required to acquire data by securing the availability of data search and download. In particular, research should be conducted on the establishment of a spatial analysis simulation system to support stakeholders' decision-making, considering that many stakeholders have difficulty in spatial analysis because spatial analysis techniques were not actively used in rural projects before the implementation of the rural agreement system in 2020. Secondly, research on how to improve data acquisition should be conducted in each data sector. The data sector group with the lowest ease of receiving are 'Local Community Domain', 'Changes in Domestic and International Conditions', and 'Provision and Utilization of Daily Life Services'. Lastly, in-depth research is needed on how to raise each rural spatial planning data supply stakeholder to the position of player. Stakeholders of 'University Institutions' and 'Public Enterprises and Research Institutes' should give those who participate in the formulation of rural spatial plans access to the raw data collected for public work. Stakeholders of 'Private company' need to come up with realistic measures to build a data pool centered on consultative bodies between existing private companies and then prepare a step-by-step strategy to fully open it by participating various stakeholders. In order to induce 'Village Residents and Associations' stakeholders to play a leading role as owners and producers of data, personnel should be trained to collect and record data related to the village. In addition, support measures should be prepared to continue these activities.

Application of Three-Dimensional Printed Models in Congenital Heart Surgery: Surgeon's Perspective (선천성 심기형의 수술에 있어서 삼차원 프린팅 모델의 적용: 심장외과의사의 관점)

  • Hyungtae Kim;Ki Seok Choo;Si Chan Sung;Kwang Ho Choi;Hyoung Doo Lee;Hoon Ko;Joung-Hee Byun;Byung Hee Cho
    • Journal of the Korean Society of Radiology
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    • v.81 no.2
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    • pp.310-323
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    • 2020
  • To treat congenital heart disease, it is important to understand the anatomical structure correctly. Three-dimensional (3D) printed models of the heart effectively demonstrate the structural features of congenital heart disease. Occasionally, the exact characteristics of complex cardiac malformations are difficult to identify on conventional computed tomography, magnetic resonance imaging, and echocardiography, and the use of 3D printed models can help overcome their limitations. Recently, 3D printed models have been used for congenital heart disease education, preoperative simulation, and decision-making processes. In addition, we will pave the way for the development of this technology in the future and discuss various aspects of its use, such as the development of surgical techniques and training of cardiac surgeons.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Design and Analysis of Online Advertising Expenditure Model based on Coupon Download (쿠폰 다운로드를 기준으로 하는 온라인 광고비 모델의 설계 및 분석)

  • Jun, Jung-Ho;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.1-19
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    • 2010
  • In offline environment, unlike traditional advertising model through TV, newspaper, and radio, online advertising model draws instantaneous responses from potential consumers and it is convenient to assess. This kind of characteristics of Internet advertising model has driven the growth of advertising model among various Internet business models. There are, conventionally classified, CPM (Cost Per Mile), CPC (Cost Per Click), and CPS (Cost Per Sales) models as Internet advertising expenditure model. These can be examined in manners regarding risks that stakeholders should stand and degree of responsibility. CPM model that is based on number of advertisement exposure is mechanically exposed to users but not actually recognized by users resulting in risk of wasted expenditure by advertisers without any advertising effect. While on aspect of media, CPS model that is based on conversion action is the most risky model because of the conversion action such as product purchase is determined by capability of advertisers not that of media. In this regard, while there are issue of CPM and CPS models disadvantageously affecting only one side of Internet advertising business model value network, CPC model has been evaluated as reasonable both to advertisers and media, and occupied the largest segment of Internet advertising market. However, CPC model also can cause fraudulent behavior such as click fraud because of the competition or dishonest amount of advertising expenditure. On the user aspect, unintentionally accessed advertisements can lead to more inappropriate expenditure from advertisers. In this paper, we suggest "CPCD"(Cost Per Coupon Download) model. This goes beyond simple clicking of advertisements and advertising expenditure is exerted when users download a coupon from advertisers, which is a concept in between CPC and CPS models. To achieve the purpose, we describe the scenario of advertiser perspective, processes, participants and their benefits of CPCD model. Especially, we suggest the new value in online coupon; "possibility of storage" and "complement for delivery to the target group". We also analyze the working condition for advertiser by a comparison of CPC and CPCD models through advertising expenditure simulation. The result of simulation implies that the CPCD model suits more properly to advertisers with medium-low price products rather than that of high priced goods. This denotes that since most of advertisers in CPC model are dealing with medium-low priced products, the result is very interesting. At last, we contemplate applicability of CPCD model in ubiquitous environment.

Analysis of Land Use Characteristics Using GIS DB - A Case Study of Busan Metropolitan City in Korea - (GIS DB를 이용한 토지이용 특성 분석 - 부산광역시 건물 높이 시뮬레이션을 중심으로 -)

  • Min-Kyoung CHUN;Tae-Kyung BAEK
    • Journal of the Korean Association of Geographic Information Studies
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    • v.26 no.3
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    • pp.52-64
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    • 2023
  • As cities continue to develop rapidly, overcrowding, pollution, and urban sanitation problems arise, and the need to separate conflicting uses is emerging. From this perspective, there is no disagreement that urban land use should be planned. Therefore, all activities in land space must be predicted in advance and planned so that land use can be rationally established. This study used the constructed data to compare and analyze the use distribution characteristics of residential, commercial, and industrial areas in Busan Metropolitan City to identify the building area status, total floor area, and floor area ratio by use zone in districts and counties in Busan Metropolitan City. As a result, it was found that the residential area accounted for the largest proportion of the area by use zone at 51%, and that the residential area accounted for the largest proportion at 63% of the total floor area by use zone. And the analysis was conducted using a specialization coefficient that can identify regional characteristics based on land use composition ratio. Because it is difficult to determine the trend of the entire region just by counting the absolute value of the area, the area composition ratio was calculated and compared. Looking at the residential facilities among the specialization coefficients by use area, it is above 1.0 except for Gijang-gun, Sasang-gu, Saha-gu, and Jung-gu. Commercial facilities are over 1.0 except for Gijang-gun, Gangseo-gu, Nam-gu, Sasang-gu, and Saha-gu. Looking at industrial facilities, you can see that the industrial complex distribution area is Gangseo-gu (2.5), Gijang-gun (1.22), Sasang-gu (2.06), and Saha-gu (1.64). In addition, it was found that business facilities and educational welfare facilities were evenly distributed. Land use analysis was conducted through simulation of the current status of building heights according to each elevation in each use area and the height of buildings in each use area. In general, areas over 80m account for more than 43% of Busan City, showing that the distribution of use areas is designated in areas with high altitude due to the influence of topographical conditions.

A Study on Lyricism Expression of Color & Realistic Expression reflected in Oriental Painting of flower & birds (전통화조화의 사실적(寫實的) 표현과 시정적(詩情的) 색채표현)

  • Ha, Yeon-Su
    • Journal of Science of Art and Design
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    • v.10
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    • pp.183-218
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    • 2006
  • Colors change in time corresponding with the value system and aesthetic consciousness of the time. The roles that colors play in painting can be divided into the formative role based on the contrast and harmony of color planes and the aesthetic role expressed by colors to represent the objects. The aesthetic consciousness of the orient starts with the Civility(禮) and Pleasure(樂), which is closely related with restrained or tempered human feelings. In the art world of the orient including poem, painting, and music, what are seen and felt from the objects are not represented in all. Added by the sentiment laid background, the beauty of the orient emphasizes the beauty of restraint and temperance, which has long been the essential aesthetic emotion of the orient. From the very inception of oriental painting, colors had become a symbolic system in which the five colors associated with the philosophy of Yin and Yang and Five Forces were symbolically connected with the four sacred animals of Red Peacock, Black Turtle, Blue Dragon, and White Tiger. In this color system the use of colors was not free from ideological matters, and was further constrained by the limited color production and distribution. Therefore, development in color expression seemed to have been very much limited because of the unavailability and unreadiness of various colors. Studies into the flow in oriental painting show that color expression in oriental painting have changed from symbolic color expression to poetic expression, and then to emotional color expression as the mode of painting changes in time. As oriental painting transformed from the art of religious or ceremonial purpose to one of appreciation, the mast visible change in color expression is the one of realism(simulation). Rooted on the naturalistic color expression of the orient where the fundamental properties of objects were considered mast critical, this realistic color expression depicts the genuine color properties that the objects posses, with many examples in the Flower & Bird Painting prior to the North Sung dynasty. This realistic expression of colors changed as poetic sentiments were fused with painting in later years of the North Sung dynasty, in which a conversion to light ink and light coloring in the use of ink and colors was witnessed, and subjective emotion was intervened and represented. This mode of color expression had established as free and creative coloring with vivid expression of individuality. The fusion of coloring and lyricism was borrowed from the trend in painting after the North Sung dynasty which was mentioned earlier, and from the trend in which painting was fused with poetic sentiments to express the emotion of artists, accompanied with such features as light coloring and compositional change. Here, the lyricism refers to the artist's subjective perspective of the world and expression of it in refined words with certain rhythm, the essence of which is the integration of the artist's ego and the world. The poetic ego projects the emotion and sentiment toward the external objects or assimilates them in order to express the emotion and sentiment of one's own ego in depth and most efficiently. This is closely related with the rationale behind the long-standing tradition of continuous representation of same objects in oriental painting from ancient times to contemporary days. According to the thoughts of the orient, nature was not just an object of expression, but recognized as a personified body, to which the artist projects his or her emotions. The result is the rebirth of meaning in painting, completely different from what the same objects previously represented. This process helps achieve the integration and unity between the objects and the ego. Therefore, this paper discussed the lyrical expression of colors in the works of the author, drawing upon the poetic expression method reflected in the traditional Flower and Bird Painting, one of the painting modes mainly depending on color expression. Based on the related discussion and analysis, it was possible to identify the deep thoughts and the distinctive expression methods of the orient and to address the significance to prioritize the issue of transmission and development of these precious traditions, which will constitute the main identity of the author's future work.

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