• Title/Summary/Keyword: Virtual Collaboration

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A Study on Strengthening the Window Effect of Content through Regional Cooperation of Local Traditional Cultural Resources - Focusing on cooperation with 'Namdo Renaissance' content (지역전통문화자원의 지역 협력을 통한 콘텐츠 창구효과 강화를 위한 연구 -'남도 르네상스' 콘텐츠와 연계 협력을 중심으로)

  • Jeong, Yeon Chul
    • Smart Media Journal
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    • v.6 no.4
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    • pp.101-109
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    • 2017
  • Traditional cultural resources in the region have unique cultural characteristics and are highly likely to be differentiated content resources. Therefore, when local cultural resources are developed as content, they can be given a role as a brand symbolizing the region together with economic value creation. In this paper, we propose a method to utilize traditional cultural resources in Jeonnam region as content material and to strengthen the connection with 'Namdo Renaissance' project contents in Jeonnam province. We propose seven regions as a region with content relevance for inter-regional collaboration through resource elements and analysis of Jeonnam cities and counties. We suggest "Story SarangBang" so that we can uncover and systematize stories with symbolic character by region. The developed story resources are developed as experiential contents through realistic media production technology and virtual reality platform and expanded to tourism contents and expanded to the window effect of contents. Also, by expanding cooperation governance between regions, it is possible to enhance opportunities for development of joint contents and enhance utilization as tourist contents, thereby contributing to regional economic development and related industries development.

ANALYSIS OF GRAVITATIONAL WAVE EXPERIMENTAL DATA WITH DISTRIBUTED COMPUTING (분산 컴퓨팅을 이용한 중력파 검출을 위한 데이터 분석)

  • Lim, Soo-Il;Lee, Hyung-Mok;Kim, Jin-Ho;Oh, Sang-Hoon;Lee, Sang-Min
    • Publications of The Korean Astronomical Society
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    • v.22 no.2
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    • pp.43-54
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    • 2007
  • Many gravitational wave detectors are now being built or under operation throughout the world. In particular, LIGO has taken scientific data several times, although current sensitivity is not sufficient to detect the weak signals routinely. However, the sensitivities have been improving steadily over past years so that the real detection will take place in the near future. Data analysis is another important area in detecting the gravitational wave signal. We have carried out the basic research in order to implement data analysis software in Korea@home environment. We first studied the LIGO Science Collaboration Algorithm Library(LAL) software package, and extracted the module that can generate the virtual data of gravitational wave detector. Since burst sources such as merging binaries of neutron stars and black holes are likely to be detected first, we have concentrated on the simulation of such signals. This module can generate pure gravitational wave forms, noise suitable for LIGO, and combination of the signal and noise. In order to detect the gravitational signal embedded in the noisy data, we have written a simple program that employs 'matched filtering' method which is very effective in detecting the signal with known waveform. We found that this method works extremely well.

Analysis of the University Library's Space Program and Design Characteristics with the Concept of 'Cultural Commons' - Focused on the Tama Art University Library - (문화공유지(Cultural Commons) 개념에 의한 대학도서관의 공간프로그램과 디자인방법의 특성 - 타마미술대학 도서관을 중심으로 -)

  • Pyun, Young-Hee;Park, Chan-Il
    • Korean Institute of Interior Design Journal
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    • v.24 no.3
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    • pp.48-58
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    • 2015
  • This study is to conclude a direction for Information Commons, which supports the university library in a new role. The study explains perspectives on the changing role of the university library by examining the approaches, histories, and theories practiced by various researchers on Information Commons. The study aims to discover ways of improving the library space that are dedicated to technology using Information Commons, it also examines ways of creating a unified "library space" that will support learning and access to knowledge and information. The features of Cultural Commons include making improvements to technology-centered space, and providing support to research, freedom of speech, creative approach, public freedom and collaboration, and interaction. The functions of Cultural Commons within the university library are listed: First, it supports programs that will transform the library into a social hub within the university. The space specifically blurs the boundary between the library building and its surroundings, and unifies these spaces to enhance its catalytic role in aiding social interactions and human-centered approach. Second, it supports active participation through cultural programs and provides a fluid and interactive space with virtual resources. Third, it enhances user experience to supports behaviors and activities that involve fixtures and equipment in the space to promote learning. The study notes that, with the emergence of these characteristics, the university library is changing by implementing Cultural Commons for on-campus social space and new learning. Accordingly, this implementation is expected to enhance active acceptance of the library space in the future.

The Study of Collaborative Work-Flow System Architecture for Optimization of Product Development in Enterprise (기업의 제품 개발업무 최적화를 위한 Collaborative Work-Flow System Architecture 연구)

  • Lee, Jae-Cheol;Bang, Heon;Ahn, Dae-Jung;Kim, Tae-Yun;Lee, Seung-Ho;Ryu, Yeong-Seon;Song, Byeong-Jae;Choi, Yeong-Jun;Ahn, Gye-Ho;Chang, Jeong-Ryeol;Cho, Sang-seok;Ryu Byeon-Gil;Hwang, Chang-Gyu
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2001.10a
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    • pp.25-28
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    • 2001
  • Today enterprises are bringing forward the strong needs for the Global Work Space that is able to realize the collaboration of the virtual enterprise in order to achieve the rapid entrance to market, the quality improvement as well as the cost reduction of their new products. Especially, they are building the efficient Product Management Infrastructure in parallel with the real-time knowledge management for the information generated in the course of a product lifecycle and the Process Innovation making the Concurrent Engineering possible. Building a system in the web environment cannot be the entire effort to realize the Global Work Space within an enterprise that is an essential factor for the reduction of a product development period which in turn contributes to Time to Market. Various work models and processes are found in enterprises and many different application programs are developed and utilized to support these. This study proposes a scheme for the optimized Collaborative Workflow System Architecture that is able to take in and apply various application programs accompanied by the product development work process. Through this, we are to examine various limits and problems existing in the real-time collaborative system between enterprises and to reform these.

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Case Study of Concrete Surface Design and Construction Method for Freeform Building Based on BIM -Focused on Tri-Bowl, Korea-

  • Ryu, Han-Guk;Kim, Sung-Jin
    • Journal of the Korea Institute of Building Construction
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    • v.12 no.3
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    • pp.347-357
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    • 2012
  • While it is generally possible to install curved panels manufactured in a factory within the permitted error range on an irregular surface frame of concrete or steel, it is difficult and expensive. Freeform architecture is thus designed and constructed differently from formal buildings. In order to more easily and inexpensively actualize freeform architecture, Building Information Modeling (hereinafter referred to as BIM) has recently been applied in the construction industry. However, the related research and case analyses are not sufficient to identify the implications and contributions of freeform buildings in future similar projects. Therefore, this research will study design and construction methods for freeform surfaces, particular the concrete surface frame of freeform buildings based on BIM, focused on the Tri-Bowl project. This study attempts to analyze the pros and cons of each method for the concrete surface frame of the Tri-Bowl, and then presents the lessons learned and implications related to the design and construction process of the freeform architecture. Several implications for design and construction of concrete surface frame of the freeform building, the Tri-Bowl, are found. The first is that manufacturing and installation of a curved concrete frame is precisely performed based on the exact numerical values of materials and installation made using BIM 3D technologies, such as CATIA and Rhino. The second is that close and continuous collaboration among the different participants in the construction of the Tri-Bowl allowed them to cope with virtual conditions. The third is that design and construction processes have changed, and high quality of the surface frame of a freeform building is required.

Design and Implementation of a Framework for Collaboration Systems in the Shipbuilding and Marine Industry (조선해양 설계분야에서 협업시스템을 위한 프레임워크의 설계 및 구현)

  • Yun, Moon-Kyeong;Kim, Hyun-Ju;Park, Min-Gil;Han, Myeong-Ki;Kim, Wan-Kyoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.270-273
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    • 2015
  • In shipbuilding and marine industry, engineering and design software solutions have upgraded from the original 2D schematic data based CAD system to a modern 3D drawing-based system. Due to the fact that the massive amount of data usage in real time and data volumes of various engineering models including graphic data have increased, several problems such as lack of server resources and improper handling of 3D drawings have been raised. Besides, increasing the number of session connections per server can cause deterioration of server performance. Recently, increasing the yard's sophisticated design capabilities highlighted the need to develop engineering and design system which would not only overcome the network performance issues, but would provide efficient collaborative design environment. This paper presents an overview of the framework for collaborative engineering design system based on the virtual application (Citrix XenApp 6.5)and acceleration hardware technology of 3D graphics (NVIDIA GRID K2 solution).

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Extending Jabber Messaging System for Effective Collaboration (효과적인 협업지원을 위한 Jabber 메시징 시스템의 확장)

  • Lee, Keon-Woong;Ahn, Geon-Tae;Hwang, Eui-Yoon;Kim, Jin-Hong;Lee, Myung-Joon
    • The KIPS Transactions:PartD
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    • v.10D no.7
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    • pp.1161-1170
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    • 2003
  • The BioPlace system is a web-based collaborative system which offers effective exchange of information and research activities among the genomic researchers. BioPlace supports collaborative works among the related group members through Personal Workspces and Team Workspces which are virtual spaces on the web. Jabber is an open messaging system based on XML, giving an efficient way of developing messaging services by providing various functionality for real-time communication and interoperability with other foreign messaging systems. In this paper, we have designed additional Jabber XML protocol to extend Jabber messaging system to be used as real-time communication methods on the BioPlace collaborative system. Also, according to the protocol, we have developed both the extended Jabber server and the BioPlace messenger client.

Study on the Fashion Trend of Contemporary Men's Wear Since 1990 (1990년대 이후 현대 남성복에 나타난 패션 경향에 관한 연구)

  • Kim, Hye-Jeong
    • Journal of Fashion Business
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    • v.14 no.5
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    • pp.78-92
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    • 2010
  • The culture phenomenon, which the desire of self expression is noticeable and the diversity of gender identity is widely accepted, simply makes a difference in the lifestyle of one human being rather than the dichotomous classification of male and female. Now, the delicate and aesthetic sensitivity classified as the feminine characteristics is no longer the exclusive property of female and this refers to substituting it as a social gender from the concept of biological sex. This phenomenon has influenced on the male culture and is creating various codes according to the cultural gender extended from the gender as a social role. Also, the transition into the western lifestyle has extended the aesthetic emotion to accommodate new codes from the diversification and globalization of lifestyle. The mansumer power, which does not care too much about the money for the emotionally attached items, has enabled various fashion styles. After analyzing the diversified clothing behavior conducted by these people in connection with the social phenomenon, First, this shows the phenomenon of emotional value pursuit that finds pleasure over the clothing as the item of augmented reality is added to the concept of play, in which the real space referred to as garment and virtual space of playing the rock, paper and scissors game meet together within the augmented reality. Second, the convergence concept has enabled the coordination of new style by obscuring the area of design concept and this refers to the changes in design from the development of new items and transformation into double-style details. Third, the divergence that intensively provides specific use/convenience and specialized value shows a change in the fashion market from the phenomenon that admits various gene rations of culture and specifically, takes differently about the recognition of middle-aged males. Fourth, the variety seeking tendency receives attention as the value of future design together with the phenomenon of discriminative value pursuit. In the male fashion, it is linked to the collaboration with the design area and this tells that the fashion with the narcissistic cross-dressing and motto of neutral gender without being sided to male/female is rising.

A Constructive Modeling Process in the Form of 'Visual Mathematics' (시각수학과 원리 확장적 모델링 프로세스)

  • 김진희
    • Archives of design research
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    • v.12 no.2
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    • pp.89-95
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    • 1999
  • Carlo H. Sequin, a computer scientist, became to know a sculpture of subtle space construction which was created by Brent Collins, a sculptor, and introduced it as 'Visual Mathematics' in a journal. Sequin who was able to deduce a basic logic of the construction, has developed a software which can be used for virtual modeling merely by substituting simple numerical values using a computer and supplied it to Collins. The present author who was exposed to their collaboration works through series of their papers published in the journal, Leonardo, introduces the Collins' sculptures and the author's modeling procedures of animation works both of which show many common things in visual characteristics and modeling expansion method. The author investigates the mathematical characteristics which is used as a basic motive of modeling and then supplied as a principal visual characteristics of a material. 'Modeling Development by Principle Expansion,' in which the expansion is developed on the base of space twist as for Collins whereas the space section as for the present author, is introduced in this study. With the same stream of the mutual reaction in 'arts, sciences and technology' which has been stressed with the development of sciences and technology, this modeling technology is suggested as a research theme which has a possiblity of various applications.

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Industrial Transformation in digital economy: A Case Study on PC and Comsumer Industries (디지털경제와 산업 전환: PC와 가전 산업의 사례 연구)

  • 배영자
    • Proceedings of the Technology Innovation Conference
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    • 2002.02a
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    • pp.133-149
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    • 2002
  • This study aims to investigate the impact of wide use of digital technology, in particular, the Internet, on innovation process and corporate strategy in electronics industry. The introduction of digital technology has changed innovation process, business model and organizational structure of the electronics companies. With the introduction of digital technology, the entire value chain of electronics industry from procurement, sales, and marketing to R&D and manufacturing has been restructured. E-commerce has been a major agenda for e-business. Recently, collaboration among electronics companies through e-marketplace has emerged as an important issue. A web-based e-commerce standard, so called RosettaNet, has been developed for facilitating e-transactions of electronics firms. The development of digital technology has dramatically increased the processing speed and sophisticated the virtual reality technology. As simulation becomes easier and more effective, the uncertainty and risk involved in R&D has decreased significantly. Another positive impact is closer cooperation between R&D and manufacturing functions. Taking advantage of automated and flexible production technology, has a new type of firm, so called, EMS (Electronics Manufacturing Services) emerged, whose strategic focus is on manufacturing only. The EMS can be seen as a kind of innovative organization, that is, a modular organization for production function. Digital technology has made convergence of computer and communication possible at early years but right now the convergence has been accelerated in extensive areas of communication, broadcasting, information appliances, software, contents, and services. Firms' effort for an innovative product and service has been intensified and the competition for a new standard product and service has become severe in electronics industry. Business activities are always realized in a specific organizational context. Accordingly building up innovation-friendly organization has emerged as a critical concern. Due to the striking decrease of transaction cost, a network type of organization has proliferated, and a business function turns into a modular organization. As a whole, digital technology has pushed electronics firms into developing their own business model, which takes consideration of standardization of business platform and their core competency.

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