• Title/Summary/Keyword: Visual Software Training

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Submarine Behavior Simulation based on 4-DOF Motion Platform and Stereoscopic Multi-Channel Visualization (4자유도 모션 플랫폼을 이용한 잠수함의 운동감 재현과 스테레오 다채널 가시화)

  • Xu, Zhenshun;Han, Soon-Hung
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.5
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    • pp.333-341
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    • 2012
  • Modeling and simulation is important for military training. People can feel perspective when stereoscope images are created using multi-channel visualizations. A submarine oscillates when the submarine is just below the surface of the sea, so that the reconnaissance becomes difficult. Also, the operator should read the information of the target within 6 seconds using the periscope. The operator must have experience. To solve these problems, stereoscopic multi-channel visualization has been tested. The iCAVE system of KAIST provides a large-scale screen, 7 PCs, and 14 projectors to create the stereoscope images. To simulate the motion of a submarine just below the ocean surface, a 4-DOF motion platform is used. The motion data is transmitted to the visual system and the motion platform through the UDP protocol. Variety of weather conditions are created using the Vega Prime software. The stereoscopic multi-channel visualization and the motion platform system created a realistic simulation system.

Crowd Activity Classification Using Category Constrained Correlated Topic Model

  • Huang, Xianping;Wang, Wanliang;Shen, Guojiang;Feng, Xiaoqing;Kong, Xiangjie
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.11
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    • pp.5530-5546
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    • 2016
  • Automatic analysis and understanding of human activities is a challenging task in computer vision, especially for the surveillance scenarios which typically contains crowds, complex motions and occlusions. To address these issues, a Bag-of-words representation of videos is developed by leveraging information including crowd positions, motion directions and velocities. We infer the crowd activity in a motion field using Category Constrained Correlated Topic Model (CC-CTM) with latent topics. We represent each video by a mixture of learned motion patterns, and predict the associated activity by training a SVM classifier. The experiment dataset we constructed are from Crowd_PETS09 bench dataset and UCF_Crowds dataset, including 2000 documents. Experimental results demonstrate that accuracy reaches 90%, and the proposed approach outperforms the state-of-the-arts by a large margin.

The Development of Electromagnetic Field Analysis Software for Virtual Training (가상 교육용 전자장 해석 프로그램 개발)

  • Wee, Sang Bong;Kim, Ki Beom
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.55-60
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    • 2010
  • We usually encounter Electro-magnetics phenomenons and only feel some part of that, but it is hard to feel it visually. Moreover understanding physically and quantitatively is not a easy work. These electrostatic field theory, magnetostatic field theory and interchange magnetic field theory combined with electromagnetic field are formulated experimentally and theoretically by James Clerk Maxwell in 1873. Electromagnetic field takes electro-magnetic phenomenons as a expansion of formula originated in Maxwell equations. Since this is based on expansion of formula, it is hard to understand for many students not only middle school and high school students learning it at the first time but also college students studying physics as a elementary class and even majors in electromagnetic field. The program is developed as a visual aid to cope with these problems, and even to deal with complex problem to estimate solution using numerical method.

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A Study on the Development of Software Education Program to Activate Employment for the Disabled

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.209-216
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    • 2022
  • In this paper, we propose an effective software education program to promote employment of the disabled and verify the effectiveness of SW education through pilot operation. In this SW education program, we develop a SW curriculum consisting of the basic course, Unity programming course, and the advanced course, AR/VR digital content development course. The SW education achievement standard develops the basic and advanced course achievement standards in consideration of the level of the virtual reality content production job of the National Competency Standards(NCS) and the SW education achievement standards of youth with visual, hearing, and physical disabilities. SW education materials are developed on a project basis so that one AR/VR digital content can be implemented step by step according to the intellectual level of the disabled based on Unity. SW education pilot training is conducted as online education based on Blended Learning due to COVID-19. In order to derive the SW education effect and each learner's individual SW education academic achievement for the SW education pilot training, a survey is conducted on learners, and the results are analyzed. In the basic course, 77.3% of learners achieved academic achievement above excellent(80-90), and in the advanced course, 48.8% of learners achieved academic achievement above excellent(80-90). These results verify that the SW education program for the disabled developed in this paper is effective in activating employment for the disabled.

Teachers' Recognition on Enhancing ICT-related Capabilities of Gifted Students (영재교육에서의 ICT 교육 도입에 대한 교사들의 인식)

  • Lee, Jaeho;Jin, Sukun
    • Journal of Gifted/Talented Education
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    • v.25 no.2
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    • pp.261-277
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    • 2015
  • The purposes of this study were to find out what attitude teachers have toward adopting ICT education to educational programs for gifted students, and how ready they are for carrying out ICT education for gifted students. For these purposes, this study surveyed 191 teachers that are currently working for gifted students in various school levels, from elementary schools to junior high and high schools. The major results of this study were as follow: (1) most teachers recognized that enhancing ICT-related capabilites of gifted students is very important, and (2) ICT-related activities in current education programs for gifted students are limited to the basic level, such as web searching for collecting information and making visual presentations using well-known commercial software. Based on the common recognition on the importance of ICT-related capabilites for gifted students, this study suggests that training teachers, as well as employing well-trained teachers, should be the first and most important step for ICT education for gifted students.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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Neural Network Model for Construction Cost Prediction of Apartment Projects in Vietnam

  • Luu, Van Truong;Kim, Soo-Yong
    • Korean Journal of Construction Engineering and Management
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    • v.10 no.3
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    • pp.139-147
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    • 2009
  • Accurate construction cost estimation in the initial stage of building project plays a key role for project success and for mitigation of disputes. Total construction cost(TCC) estimation of apartment projects in Vietnam has become more important because those projects increasingly rise in quantity with the urbanization and population growth. This paper presents the application of artificial neural networks(ANNs) in estimating TCC of apartment projects. Ninety-one questionnaires were collected to identify input variables. Fourteen data sets of completed apartment projects were obtained and processed for training and generalizing the neural network(NN). MATLAB software was used to train the NN. A program was constructed using Visual C++ in order to apply the neural network to realistic projects. The results suggest that this model is reasonable in predicting TCCs for apartment projects and reinforce the reliability of using neural networks to cost models. Although the proposed model is not validated in a rigorous way, the ANN-based model may be useful for both practitioners and researchers. It facilitates systematic predictions in early phases of construction projects. Practitioners are more proactive in estimating construction costs and making consistent decisions in initial phases of apartment projects. Researchers should benefit from exploring insights into its implementation in the real world. The findings are useful not only to researchers and practitioners in the Vietnam Construction Industry(VCI) but also to participants in other developing countries in South East Asia. Since Korea has emerged as the first largest foreign investor in Vietnam, the results of this study may be also useful to participants in Korea.

Implementation of Vertigo Warning function for FA-50 aircraft

  • You, Eun-Kyung;Kim, Hyeock-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.10
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    • pp.1-9
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    • 2019
  • Fighter pilots are taking 'Advanced Pilot Training' courses to perform their missions perfectly even under adverse conditions. However, there are accidents that fall due to problems with the human body's equilibrium in the acceleration of flight, falling into the 'Vertigo, Spatial disorientation' phenomenon. As such, accidents that fighters fall due to spatial disorientation frequently occur not only in Korea but also abroad. In this study, we implemented the 'Vertigo' warning function in the fighter. First, we analyzed the aircraft's mission computer and the currently implemented warning functions. And we studied the coordinate system to utilize the aircraft attitude information. Based on this, we wanted to provide a visual warning to the HUD when the fighter flies over a certain time in the inverted flight position. Implementing this feature is expected to improve pilot flight safety. In addition, based on the results of this study, we propose a method to implement warning functions through linkage with other subsystems.

The Future of Mixed-Reality Media on the Post COVID-19 Era (포스트 코로나 시대 혼합현실 미디어의 전망)

  • Hong, Il-Yang;Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.240-245
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    • 2021
  • This study aims to focus on realistic content of mixed-reality media, which has emerged as a new alternative due to COVID-19, we need to to investigate relevant cases in order to present the direction and prospect of development in preparation for the post-COVID19 era. Mixed-reality is a kind of media that expands physical abilities and it is widely used as a realistic type of content for education, training, performance, creation, game, and communication with acquaintances. Mixed-reality media will naturally permeate our daily lives like TV and the Internet in the post-COVID19 era. In the future, it will become a realistic content that can feel the five senses of human, which can be used whenever and wherever necessary, and also will become an emotional media that can stimulate human's emotions and enhance happiness. it means that it's not just communication.

The Development of Rule-based AI Engagement Model for Air-to-Air Combat Simulation (공대공 전투 모의를 위한 규칙기반 AI 교전 모델 개발)

  • Minseok, Lee;Jihyun, Oh;Cheonyoung, Kim;Jungho, Bae;Yongduk, Kim;Cheolkyu, Jee
    • Journal of the Korea Institute of Military Science and Technology
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    • v.25 no.6
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    • pp.637-647
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    • 2022
  • Since the concept of Manned-UnManned Teaming(MUM-T) and Unmanned Aircraft System(UAS) can efficiently respond to rapidly changing battle space, many studies are being conducted as key components of the mosaic warfare environment. In this paper, we propose a rule-based AI engagement model based on Basic Fighter Maneuver(BFM) capable of Within-Visual-Range(WVR) air-to-air combat and a simulation environment in which human pilots can participate. In order to develop a rule-based AI engagement model that can pilot a fighter with a 6-DOF dynamics model, tactical manuals and human pilot experience were configured as knowledge specifications and modeled as a behavior tree structure. Based on this, we improved the shortcomings of existing air combat models. The proposed model not only showed a 100 % winning rate in engagement with human pilots, but also visualized decision-making processes such as tactical situations and maneuvering behaviors in real time. We expect that the results of this research will serve as a basis for development of various AI-based engagement models and simulators for human pilot training and embedded software test platform for fighter.