• Title/Summary/Keyword: Virtual model

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A Methodology for Analyzing Effects of the Cooperative Engagement Capability System Applied to Naval Operations (협동교전능력(CEC) 체계구축을 위한 해상작전 적용효과 분석 방법론)

  • Jung, Yong-Tae;Jeong, Bong Joo;Choi, Bong-Wan;Yim, Dong-Soon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.1
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    • pp.95-105
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    • 2019
  • The Cooperative Engagement Capability (CEC) System produces a synergy between the sensors and shooters that are used on various platforms by integrating them. Even the US Navy has been recently adopting the CEC system that maximizes the effectiveness of the air defense operations by efficiently coordinating the dispersed air defense assets. The Navy of other countries are conducting research studies on the theory and application methods for the CEC system. The ROK Navy has limited air defense capabilities due to its independent weapons systems on battle ships. Therefore, the ROK Navy is currently going through a phase where research on proving the validity of building the CEC system because it will provide a way to overcome the limit of the platform based air defense capability. In this study, our goal is to propose methods that maximize the air defense capability of ROK Navy, identify the available assets for constructing the CEC system, and estimate effects of the CEC system when it is applied to the naval operations. In addition, we will provide a simple model that was developed to estimate these effects and a case study with virtual data to demonstrate the effects of the system when it is applied to the naval operations. The research result of this study will provide a way for building the basis of the Korean CEC system.

Flow Simulation of High Flow Concrete using Incompressible Smoothed Particle Hydrodynamics (ISPH) Method (ISPH 기법을 이용한 고유동 콘크리트의 유동 해석)

  • Kim, Sang-Sin;Chung, Chul-Woo;Lee, Chang-Joon
    • Journal of the Korea Institute of Building Construction
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    • v.19 no.1
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    • pp.39-46
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    • 2019
  • A three-dimensional flow simulation model for high flow concrete was developed using Incompressible Smoothed Particle Hydrodynamics (ISPH), which can solved Navier-Stokes equation with the assumption of a fluid to be incompressible. For the simulation, a computer program code for ISPH was implemented with MATALB programming code. A piecewise cubic spline function was used for the kernel function of ISPH. Projetion method was used to calculate the velocity and pressure of particles as a function of time. Fixed ghost particle was used for wall boundary condition. Free surface boundaries were determined by using virtual density of particles. In order to validate the model and the code, the simulation results of slump flow test, $T_{500}$ test and L-box test were compared with experimental ones. The simulation results were well matched with the experimental results. The simulation described successfully the characteristics of the flow phenomenon according to the change of the viscosity and yield stress of high flow concrete.

Design and Implementation of a Stereoscopic Image Control System based on User Hand Gesture Recognition (사용자 손 제스처 인식 기반 입체 영상 제어 시스템 설계 및 구현)

  • Song, Bok Deuk;Lee, Seung-Hwan;Choi, HongKyw;Kim, Sung-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.3
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    • pp.396-402
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    • 2022
  • User interactions are being developed in various forms, and in particular, interactions using human gestures are being actively studied. Among them, hand gesture recognition is used as a human interface in the field of realistic media based on the 3D Hand Model. The use of interfaces based on hand gesture recognition helps users access media media more easily and conveniently. User interaction using hand gesture recognition should be able to view images by applying fast and accurate hand gesture recognition technology without restrictions on the computer environment. This paper developed a fast and accurate user hand gesture recognition algorithm using the open source media pipe framework and machine learning's k-NN (K-Nearest Neighbor). In addition, in order to minimize the restriction of the computer environment, a stereoscopic image control system based on user hand gesture recognition was designed and implemented using a web service environment capable of Internet service and a docker container, a virtual environment.

A computational investigation on flexural response of laminated composite plates using a simple quasi-3D HSDT

  • Draiche, Kada;Selim, Mahmoud M.;Bousahla, Abdelmoumen Anis;Tounsi, Abdelouahed;Bourada, Fouad;Tounsi, Abdeldjebbar;Mahmoud, S.R.
    • Steel and Composite Structures
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    • v.41 no.5
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    • pp.697-711
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    • 2021
  • In this work, a simple quasi 3-D parabolic shear deformation theory is developed to examine the bending response of antisymmetric cross-ply laminated composite plates under different types of mechanical loading. The main feature of this theory is that, in addition to including the transverse shear deformation and thickness stretching effects, it has only five-unknown variables in the displacement field modeling like Mindlin's theory (FSDT), yet satisfies the zero shear stress conditions on the top and bottom surfaces of the plate without requiring a shear correction factor. The static version of principle of virtual work was employed to derive the governing equations, while the bending problem for simply supported antisymmetric cross-ply laminated plates was solved by a Navier-type closed-form solution procedure. The adequacy of the proposed model is handled by considering the impact of side-to-thickness ratio on bending response of plate through several illustrative examples. Comparison of the obtained numerical results with the other shear deformation theories leads to the conclusion that the present model is more accurate and efficient in predicting the displacements and stresses of laminated composite plates.

Consumer Acceptance Intention of AI Fashion Chatbot Service -Focusing on Characteristics of Chatbot's Para-social Presence- (AI 기반 패션 챗봇 서비스에 대한 소비자 수용의도 -챗봇의 준사회적 실재감 특성을 중심으로-)

  • Hur, Hee Jin;Kim, Woo Bin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.3
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    • pp.464-480
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    • 2022
  • With the steady development of Artificial Intelligence (AI), online stores are adopting chatbot services as virtual shopping assistants. This study proposes the concept of para-social presence to explore the undiscovered role of fashion chatbots' emotional and relational characteristics on service acceptance. Based on the Technology Acceptance Model (TAM), this study investigates the effect of a chatbot's para-social presence on service acceptance intention through consumers' beliefs. The web-based experiment was conducted on adult consumers who experienced chatbot services in an online shopping situation. A total of 247 responses were analyzed using confirmatory factor analysis, structural equation modeling, and multi-group SEM by AMOS 21.0 and SPSS 23.0. The findings illustrate that the chatbot's intimacy positively influenced consumers' perceived enjoyment, while the chatbot's understanding had a significant effect on perceived usefulness and ease of use. The chatbot's involvement had a positive effect on all consumer beliefs. Moreover, perceived ease of use had a positive influence on usefulness. A greater level of perceived usefulness and enjoyment positively heightened consumers' service acceptance intention. This study also verifies the moderating role of a need for human interaction. Consumers with a high need for human interaction have a relatively low tendency to perceive chatbot services as useful.

Digital Transformation, Business Model and Metaverse (디지털 전환, 비즈니스 모형 관점에서 본 메타버스)

  • Kim, Taekyung;Kim, Shinkon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.215-224
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    • 2021
  • Business stakeholders have shown huge interests on the way how to increase business value by integrating real world businesses with a rising metaverse concept. To understanding the utility of metaverse regarding digital transformation, this study conducted a qualitative study based on a metaverse framework from 2006 Metaverse Roadmap and reference theories on business models. Specifically, a multiple comparative case approach was adopted to investigate three metaverse application cases from 2000 to 2020. From findings, it was revealed that different metaverse features were tried to leverage traditional simulation games, social communities, and virtual communication activities to build business models. Secondly, the use of metaverse features were likely to be helpful in getting competitive advantages. However, we are also aware that stakeholder credibility should be carefully managed to sustain businesses.

Case Study on the Development of STEAM Instruction Material for Mathematics Subject-Based Advanced Technology and ICT Teaching Tools (초등수학 교과 기반 첨단 기술 및 ICT 교구 활용형 융합교육 자료 개발에 대한 사례 연구)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.333-352
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    • 2022
  • This study is aimed at developing the STEAM instruction materials for mathematics subject-based advanced technology and ICT teaching tools. In order to develop the STEAM materials, a PDI model in which the implementation and evaluation steps were simplified to Improvement was used. The developed STEAM materials were revised and supplemented by a group of experts. The subject of the STEAM class material developed in this study is 『Graph! The bridge that connects the past, present and future』 , 『You are the same but different!』 , 『Creating a virtual reality three-dimensional space together』 , 『And making interesting figures』 and 『Cover the roof of the turtle ship!』 . As a suggestion based on the results of this development study, various STEAM education materials should be developed and shared so that STEAM education can be performed in the elementary education field. And for the spread and settlement of STEAM education, the cultivation and expansion of STEAM education capabilities of on-site elementary school teachers or pre-service teachers will be an absolute prerequisite. And this suggests the need for a continuous and long-term approach to follow-up research on STEAM education.

Development of Dynamic Manpower Supply and Demand Model in Software Industry (소프트웨어 산업 동태적 인력수급 모델 개발)

  • Jaerim Jung
    • Journal of Advanced Technology Convergence
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    • v.2 no.3
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    • pp.59-66
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    • 2023
  • The most important thing in digital transformation is SW technology. However, many companies are having difficulty securing SW technology and manpower. In particular, it is reported that the shortage of SW manpower will increase further. The government is carrying out manpower training policies and many support projects to resolve SW manpower supply and demand policies, but accurate predictions of demand and supply of the software industry are essential for these policies to be effectively established. Therefore, this study developed a simulation using a system dynamics methodology that can perform dynamic structural analysis to resolve the supply and demand imbalance in the software industry. System dynamics is appropriate to find the cause and policy alternatives from a dynamic perspective on the imbalance in manpower supply and demand in the software industry. In detail, the U.S. Bureau of Labor Statistics (BLS) methodology was used to develop a prediction model for manpower demand and supply in the software industry, and scenario analysis was performed to derive policy implications.

A Study on Insider Threat Dataset Sharing Using Blockchain (블록체인을 활용한 내부자 유출위협 데이터 공유 연구)

  • Wonseok Yoon;Hangbae Chang
    • Journal of Platform Technology
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    • v.11 no.2
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    • pp.15-25
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    • 2023
  • This study analyzes the limitations of the insider threat datasets used for insider threat detection research and compares and analyzes the solution-based insider threat data with public insider threat data using a security solution to overcome this. Through this, we design a data format suitable for insider threat detection and implement a system that can safely share insider threat information between different institutions and companies using blockchain technology. Currently, there is no dataset collected based on actual events in the insider threat dataset that is revealed to researchers. Public datasets are virtual synthetic data randomly created for research, and when used as a learning model, there are many limitations in the real environment. In this study, to improve these limitations, a private blockchain was designed to secure information sharing between institutions of different affiliations, and a method was derived to increase reliability and maintain information integrity and consistency through agreement and verification among participants. The proposed method is expected to collect data through an outflow threat collector and collect quality data sets that posed a threat, not synthetic data, through a blockchain-based sharing system, to solve the current outflow threat dataset problem and contribute to the insider threat detection model in the future.

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A Study on Factors Affecting Intention to Continuous Use Metaverse Platform Service (메타버스 플랫폼 서비스의 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Minji;Lee, Seungzoon;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.51 no.1
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    • pp.97-117
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    • 2023
  • Purpose: The purpose of this study is to examine the factors affecting the intention to continue using the metaverse platform service from the user's point of view. Methods: The study conducted a survey of experienced people using Zepeto, Ifland, Gather Town, Zep, Roblox, Fortnite, and Minecraft, which are virtual world types among metaverse types, and valid 415 data were analyzed by SPSS (ver 22.0) and R (ver 4.1.0) program packages. Results: As a result of empirical analysis, it was found that interactivity and social presence among the characteristics of metaverse affected expectation confirmation, and sensory affordance and functional affordance affected expectation confirmation as affordance factors. In addition, all four characteristics of metaverse, reliability, playfulness, interactivity, and social presence, were found to have the greatest affect on perceived usefulness, and it was analyzed that playfulness, social presence, and reliability were influenced in order. The affordance factor was also found to have a positive effect on physical affordance, sensory affordance, and functional affordance. This study was found that it had a positive effect on the relationship between expectation confirmation and satisfaction and the relationship between perceived usefulness and satisfaction. satisfaction was analyzed to lead to continuance intention. Conclusion: This study is meaningful in that it examines the perspective of users who can be called customers of metaverse platform services. Based on the results of this study, it is expected to have a significant effect on the development of metaverse platform services not only on platform operators that provide metaverse platform services but also on providers who plan events and education using metaverse platform services.