We present a two-step evolution system that produces controllable virtual creatures in physically simulated 3D environment. Previous evolutionary methods for virtual creatures did not allow any user intervention during evolution process, because they generated a creature's shape, locomotion, and high-level behaviors such as target-following and obstacle avoidance simultaneously by one-time evolution process. In this work, we divide a single system into manageable two sub-systems, and this more likely allowsuser interaction. In the first stage, a body structure and low-level motor controllers of a creature for straight movement are generated by an evolutionary algorithm. Next, a high-level control to follow a given path is achieved by a neural network. The connection weights of the neural network are optimized by a genetic algorithm. The evolved controller could follow any given path fairly well. Moreover, users can choose or abort creatures according to their taste before the entire evolution process is finished. This paper also presents a new sinusoidal controller and a simplified hydrodynamics model for a capped-cylinder, which is the basic body primitive of a creature.
Kim, Hyeong-Do;Woo, Young-Je;Ryu, So-Hyun;Jeong, Chang-Sung
Journal of KIISE:Computing Practices and Letters
/
v.6
no.2
/
pp.120-134
/
2000
In this paper we present a Distributed Object oriented Virtual computing Environment, called DOVE which consists of autonomous distributed objects interacting with one another via method invocations based on a distributed object model. DOVE appears to a user logically as a single virtual computer for a set of heterogeneous hosts connected by a network as if objects in remote site reside in one virtual computer. By supporting efficient parallelism, heterogeneity, group communication, single global name service and fault-tolerance, it provides a transparent and easy-to-use programming environment for parallel applications. Efficient parallelism is supported by diverse remote method invocation, multiple method invocation for object group, multi-threaded architecture and synchronization schemes. Heterogeneity is achieved by automatic data arshalling and unmarshalling, and an easy-to-use and transparent programming environment is provided by stub and skeleton objects generated by DOVE IDL compiler, object life control and naming service of object manager. Autonomy of distributed objects, multi-layered architecture and decentralized approaches in hierarchical naming service and object management make DOVE more extensible and scalable. Also,fault tolerance is provided by fault detection in object using a timeout mechanism, and fault notification using asynchronous exception handling methods
Along with economic growth which affects to the overall increase in income level within society, more permissible leisure time, and change in values of the life style directly affected to the more demand of performance arts. The theaters where the performance contents are actually accomplished have been built with various objectives and now there are 232 of performing art theaters are in operation at various locations over the country. The purpose of this research is to identify behavioral factors regarding how the preferable choice were made from the various type of the performance arts, study for the correlation on post behavior customer based on the survey conducted at Sori Art Center. As a result of this research, there were strong correlation were identified between how the preferable choice were made among the various type of performance and Customer's intend of returning visit /perceivd value. In addition to the aforementioned result, the survey result shows that the excellence of the facility, hospitality level of the staffs, and additional customer services were the meaningful positive factors and user convenience/subsidiary facilities were negative factors to the overall service quality control activities. The research reveals meaningful correlations between quality of the customer service factors and how the preferable choice were made by customer that lead to strategic plan which will increase competitiveness of the Sori Art Center. Extensive research for the Sori Art Center which represents cultural power of the local community would be exemplary case not only for the art centers in metropolitan area but also other local areas within the country.
Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.
As the country's elderly people who are 65 years or older recently exceeded 10% of the total population with development of medical technology and improvement of living standards, Korea has turned into an aging society. Especially in Gyeonggi-do, as of late December 2012, elderly people who were 65 years or older were 1,135,242 persons, taking up 18.98% of the region's population and registering the largest number of elderly people in the nation's cities or provinces. Due to such a sharp rise in elderly population, support for the elderly is increasing the burden on families and communities. The study aims to take as its subjects elderly people staying at authorized elderly welfare facilities, who are weak in mind and body and have difficulty in daily life with disabilities, or adult day care facilities that take care of elderly people during the day or at night, examine the concept of adult day care facilities and instances in foreign countries, and study the status of the adult day care facilities located in Gyeonggi-do, their services, and safety by figuring out space arrangement based on program implementation. Spacial arrangement in program operation should satisfy fuction and purpose from the manager and user's perspective, and a desirable program operation should provide separate spaces for the elderly with Alzheimer's and those without Alzheimer's. Compared to residential care facilities, adult day care facilities incur less financial burden and, compared to other authorized services, have many right functions that can upgrade the quality of users and satisfy their desires. Major countries like Japan, the UK, and Sweden recognize the right functions of day and night care services and aggressively support and utilize adult day care facilities. For adult day care facilities, quality services should be developed and use and choices should be enhanced as regards services. Development of special programs for the elderly with dementia and stroke, instead of simple protective functions of a program, must be actively promoted, while manpower training is required for program operation, conveniences, and safety. By developing and providing space arrangement models that focus on efficiency, convenience, and safety of program operation, adult day care operation can be revitalized, while quality of elderly care may be enhanced and welfare budget can be saved.
This study was performed to investigate the recognition of Korean farmers for the safety of environment-friendly organic materials (EFOMs). The main purchase line of environment-friendly organic materials was the sustainable agriculture organizations, and decisive basis for the materials purchase was because they thought that agricultural produce cultivated with EFOMs were safe. Currently farmers obtained the most information about EFOMs through farmer's education operated by agricultural technology center. Sixty nine percent of respondents hoped that they would get the information on the website and through official education opened by of the government or relative institutions. Whereas, only a few respondents hoped that they would get the information from the sellers. Therefore we thought that government and related institutions should operate the education program to give the sellers the scientific and accurate information about EFOMs. In addition, farmers are highly recognized the necessity of safety-related information provided by government and related institutions. Most Farmers thought that safety education for farmers using EFOMs was very important. Also, it was confirmed that farmer respondents thought to need to establish the shelf-life and user guideline and to label about toxic category of EFOMs. The Cronbach' alpha coefficient calculated in order to verify the reliability of survey questions was 0.699. That value indicates that responses of the respondents in this study might be reliable.
As the Internet has been a daily instrument of our lives, the numbers of Internet users are increasing rapidly. Especially, we have to pay special attention to about rapid increasing of juvenile users. In the 1990's, Kids are growing up literally surrounded by new technologies and mu1timedia experiences. For these kids, most of the techno1ologies that we adults find surprising or even incredible are a part of their everyday landscape, a fact of life. Currently, only few of research and discussion has gone into understanding this field. And most of these web sites, set importance on furnishing information only. So educational characters of web are not manifested fully as well as children soon get board with learning with Internet so that feel difficulties in searching and accepting information. At this point, we must try to develop educational sites Not only to show information but also to offer a rich and entertaining time for kids while providing playful teaming and increased technological fluency. Fer this purpose, Web site should be all about combining play with learning. Site navigation should be easy and the pages load quickly. The page download time is also being considerable, which could send kids withy mouse-fingers looking for entertainment elsewhere. Everything about the site must have a familiar feel, uses adequate colors to be satisfied with the juveniles. Multimedia can help the communications in the websites. To maximize the educational effect, technological research and continues invest are need, in addition to usability test.
Complexity metrics have been developed for the structured paradigm of software development are not suitable for use with the object-oriented(OO) paradigm, because they do not support key object-oriented concepts such as inheritance, polymorphism. message passing and encapsulation. There are many researches on OO software metrics such as program complexity or design metrics. But metrics measuring the complexity of classes at the OO analysis phase are needed because they provide earlier feedback to the development project. and earlier feedback means more effective developing and less costly maintenance. In this paper, we propose the new metrics to measure the complexity of analysis classes which draw out in the analysis based on RUP(Rational Unified Process). By the collaboration complexity, is denoted by CC, we mean the maximum number of the collaborations can be achieved with each of the collaborator and determine the potential complexity. And the interface complexity, is denoted by IC, shows the difficulty related to understand the interface of collaborators each other. We verify theoretically the suggested metrics for Weyuker's nine properties. Moreover, we show the computation results for analysis classes of the system which automatically respond to questions of the user using the text mining technique. As a result of the comparison of CC and CBO and WMC suggested by Chidamber and Kemerer, the class that have highly the proposed metric value maintain the high complexity at the design phase too. And the complexity can be represented by CC and IC more than CBO and WMC. We can expect that our metrics may provide us the earlier feedback and hence possible to predict the efforts, costs and time required to remainder processes. As a result, we expect to develop the cost-effective OO software by reviewing the complexity of analysis classes in the first stage of SDLC(Software Development Life Cycle).
Health care service's added value and sustainability has been formed, through the product developing about sports equipment and special equipment for disabled in order to improve the life quality, with the increasing population of elderly and the attention about health care. This research's design and 3 testing sections has been done according to design process for design development of functional bike. 1st test is done through researching from 4 aspects: structure, aesthetic, function and using. In the 2nd testing, 10 universal design items were used to evaluate 10 modeling samples, and sample F which has high evaluation overall was chosen. In 3rd test, evaluation was done from the user service scene about the mock-up with 1/4 scale size. PPP (product performance program) which is constructed with 60 evaluation items about functional bike's service was tested, and these items were fixed through discussing with experts. Through the result we knew the aesthetic elements had relationship with proportion, unity and typicality. In 10 items (55 survey items), the scores of items with physical exposure's minimization, simple and intuitively usage showed high, on the contrary, the other items' scores was very low, such as information delivery's consideration and thought, failure preventing. The evaluation will be done once more by health care experts, designers and elderly together if the physical model could be made for getting accurate measurement about above test result in the future.
The purpose of this study is to investigate daily lives of the intellectually disabled living in residential facilities. The daily time use method that monitors and records 24 hours of the subject was used for the analysis of daily lives of the institutionalized disabled and verbal interaction patterns within each facility. In particular, the analysis focused on 'frequency of activities' and 'lives', with the method of time budget. Based on the activity category table of the 2004 nationwide Time Use Survey, the analysis aimed to identify differences and similarities between the non-disabled and the disabled in terms of daily time use. The interaction pattern analysis method on grounds of the Flanders Category system(1963) indicates the level, the type, and the full details of interaction between the institutionalized disabled and the living rehabilitation teachers. This study is all the more significant in that it monitored the daily lives of the institutionalized disabled for the first time to allow in-depth understanding about the daily lives of the disabled; analyzed interaction patterns between the institutionalized disabled and living rehabilitation teachers; applied time budget study method, a frequently used one in adjacent fields, and therefore should serve as a valuable source material for future studies.
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