• Title/Summary/Keyword: captured Web

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Microstructure of Spider Booklung as Bio-indicator for Monitoring Environmental Asbestos Exposure (거미 서폐의 미세구조와 석면노출 환경의 모니터링을 위한 생물지표적 유용성 평가에 관한 연구)

  • Kim, Chang-Mo;Moon, Myung-Jin
    • Korean Journal of Environmental Biology
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    • v.32 no.1
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    • pp.49-57
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    • 2014
  • Orb-web spiders can be considered as an effective bio-indicative animal to monitor the ecological air pollution of certain habitat since they have limited shifting ability during their life spans. In this study we revealed the fine structural characteristics of booklung in the orb-web spider Nephila clavata, and its bio-indicative significance in the monitoring environmental asbestos exposure. The high resolution scanning electron microscopy results suggest that the cuticular spikes near the atrium could be act as an effective filtering structure for dust materials. Furthermore, inner cuticular spikes which protruded across the air sacs, have the functions not only sustaining appropriate respiratory volume of each air sac but also help to enhance respiratory capacity by maximizing the gross surface area for gas exchange. Interestingly, in spite of short exposure, the asbestose fibrils were effectively captured on the surface of the atrial cuticular spikes. Furthermore, histologic damages were observed due to penetration of asbestos fibrils through air sacs and fixed on the hemolymph space. In addition, although accumulated mass of hemocytes were observed near the fibrils, there were no asbestos bodies or coagulated hemocytes were found on the surface of the fibrils, This could be mainly due to the short exposure period towards asbestos. Briefly, these results indicate the spider's booklung could be valuable tool in the detection ecological air pollutants.

A Use-case based Component Mining Approach for the Modernization of Legacy Systems (레거시 시스템을 현대화하기 위한 유스케이스 기반의 컴포넌트 추출 방법)

  • Kim, Hyeon-Soo;Chae, Heung-Seok;Kim, Chul-Hong
    • Journal of KIISE:Software and Applications
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    • v.32 no.7
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    • pp.601-611
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    • 2005
  • Due to not only proven stability and reliability but a significant investment and years of accumulated -experience and knowledge, legacy systems have supported the core business applications of a number of organizations over many years. While the emergence of Web-based e-business environments requires externalizing core business processes to the Web. This is a competitive advantage in the new economy. Consequently, organizations now need to mine the business value buried in the legacy systems for reuse in new e-business applications. In this paper we suggest a systematic approach to mining components that perform specific business services and that consist of the legacy system's assets to be leveraged on the modem platform. The proposed activities are divided into several tasks. First, use cases that realize the business processes are captured. Secondly, a design model is constructed for each identified use case in order to integrate the use cases with the similar functionalities. Thirdly, we identify component candidates from the design model and then adjust the component candidates by considering common elements among the candidate components. And also business components are divided into three more fine-grained components to deploy them onto J2EE/EJB environments. finally, we define the interfaces of components which provide functionalities of the components as operations.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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A 2D / 3D Map Modeling of Indoor Environment (실내환경에서의 2 차원/ 3 차원 Map Modeling 제작기법)

  • Jo, Sang-Woo;Park, Jin-Woo;Kwon, Yong-Moo;Ahn, Sang-Chul
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.355-361
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    • 2006
  • In large scale environments like airport, museum, large warehouse and department store, autonomous mobile robots will play an important role in security and surveillance tasks. Robotic security guards will give the surveyed information of large scale environments and communicate with human operator with that kind of data such as if there is an object or not and a window is open. Both for visualization of information and as human machine interface for remote control, a 3D model can give much more useful information than the typical 2D maps used in many robotic applications today. It is easier to understandable and makes user feel like being in a location of robot so that user could interact with robot more naturally in a remote circumstance and see structures such as windows and doors that cannot be seen in a 2D model. In this paper we present our simple and easy to use method to obtain a 3D textured model. For expression of reality, we need to integrate the 3D models and real scenes. Most of other cases of 3D modeling method consist of two data acquisition devices. One for getting a 3D model and another for obtaining realistic textures. In this case, the former device would be 2D laser range-finder and the latter device would be common camera. Our algorithm consists of building a measurement-based 2D metric map which is acquired by laser range-finder, texture acquisition/stitching and texture-mapping to corresponding 3D model. The algorithm is implemented with laser sensor for obtaining 2D/3D metric map and two cameras for gathering texture. Our geometric 3D model consists of planes that model the floor and walls. The geometry of the planes is extracted from the 2D metric map data. Textures for the floor and walls are generated from the images captured by two 1394 cameras which have wide Field of View angle. Image stitching and image cutting process is used to generate textured images for corresponding with a 3D model. The algorithm is applied to 2 cases which are corridor and space that has the four wall like room of building. The generated 3D map model of indoor environment is shown with VRML format and can be viewed in a web browser with a VRML plug-in. The proposed algorithm can be applied to 3D model-based remote surveillance system through WWW.

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Design of Smart Platform based on Image Recognition for Lifelog (라이프로그용 영상인식 기반의 스마트 플랫폼 설계)

  • Choi, Youngho
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.51-55
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    • 2017
  • In this paper, we designed a LBS-based smart platform for Lifelog service that can utilize the other's lifelog information. The conventional Lifelog service means that the system records the daily activities of the smart device user so the user can retrieve the early-recorded information later. The proposed Lifelog service platform uses the GPS/UFID location information and the various information extracted from the image as the lifelog data. Further, the proposed Lifelog platform using DB can provide the user with the Lifelog data recorded by the other service user. The system usually provide the other's Lifelog data within the 500m distance from the user and the range of distance can be adjustable. The proposed smart platform based on image recognition for Lifelog can acquire the image from the smart device directly and perform the various image recognition processing to produce the useful image attributes. And it can store the location information, image data, image attributes and the relevant web informations on the database that can be retrieved by the other use's request. The attributes stored and managed in the image information database consist of the followings: Object ID, the image type, the capture time and the image GPS coordinates. The image type attribute has the following values: the mountain, the sea, the street, the front of building, the inside of building and the portrait. The captured image can be classified into the above image type by the pattern matching image processing techniques and the user's direct selection as well. In case of the portrait-attribute, we can choose the multiple sub-attribute values from the shirt, pant, dress and accessory sub-attributes. Managing the Lifelog data in the database, the system can provide the user with the useful additional services like a path finding to the location of the other service user's Lifelog data and information.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A Study I on the fashion trends of wedding dresses in the 20th century (20세기 웨딩드레스의 유행변화에 관한 연구 I)

  • Shin, Kyeong-Seub
    • Journal of Fashion Business
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    • v.15 no.5
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    • pp.69-86
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    • 2011
  • The objective of this research is to unveil the dynamic changes of the trends in wedding dresses during the 20th Century. The studies were carried out in two forms; firstly by observing the actual wedding dresses worn by people at that time, and secondly by conducting formative comparisons between those dresses with the ones appeared in movies corresponding to that period. Movies provide an invaluable insight into the era's wedding dresses fashion trends since they function as intimate bridges in connection with the time's audience, and the visible imageries accurately reflect the characteristics embedded within that time frame. As there are no precedent studies regarding this topic, this thesis can serve as vital research data for the wedding dress industry. Research data regarding the actual wedding dresses were collected from books and museum web sites. The object of movies were films produced before World War II that contained both the background settings of the 20th Century and wedding dresses, of which photographic imageries were captured. Research analysis was then conducted by merging these data with findings from relevant books and internet materials. The results of the thesis are as the following: The 1900s was an extension of the 19th Century's popular fashion trend which can be characterized as the S curve silhouettes of the Edwardian period when long trains and long veils symbolized wealth and social power. In the 1910s, high waist silhouettes with soft wrinkles were prevalent as attire suitable for active mobility with practical functionality were highly regarded. During the 1920s, the flapper style became the dominant trend. Hem lines of the skirts were curled in the form of the scallop and laces were the most widely used raw materials. By the 1930s, wedding dresses that reinterpreted the glamorous sheath lines, practical two piece styles, and retro-styles became predominant. The 1940s saw the advent of ready-made wedding dresses made of synthesized materials; practical military style suits and casuals sometimes substituted the wedding dresses. And although the wedding dresses in the movies were primarily costumes to express the personalities of the characters, they were also reinterpreted as manifestations of the formative characteristics of each relative period that pursued very distinct and diverse features.

Uniform Posture Map Algorithm to Generate Natural Motion Transitions in Real-time (자연스러운 실시간 동작 전이 생성을 위한 균등 자세 지도 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.549-558
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    • 2001
  • It is important to reuse existing motion capture data for reduction of the animation producing cost as well as efficiency of producing process. Because its motion curve has no control point, however, it is difficult to modify the captured data interactively. The motion transition is a useful method to reuse the existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, Uniform Posture Map (UPM) algorithm is proposed to perform the motion transition. Since the UPM is organized through quantization of various postures with an unsupervised learning algorithm, it places the output neurons with similar posture in adjacent position. Using this property, an intermediate posture of two active postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM algorithm needs much less computational cost, in comparison with other motion transition algorithms. It provides a control parameter; an animator could control the motion simply by adjusting the parameter. These merits of the UPM make an animator to produce the animation interactively. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. The motion transition algorithm proposed in this paper could be applied to the various fields such as real time 3D games, virtual reality applications, web 3D applications, and etc.

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Analysis of Startup Process based on Process Mining Techniques: ICT Service Cases (프로세스 마이닝 기반 창업 프로세스 분석: ICT 서비스 창업 사례를 중심으로)

  • Min Woo Park;Hyun Sil Moon;Jae Kyeong Kim
    • Information Systems Review
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    • v.21 no.1
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    • pp.135-152
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    • 2019
  • Recently there are many development and support policies for start-up companies because of successful venture companies related to ICT services. However, as these policies have focused on the support for the initial stage of start-up, many start-up companies have difficulties to continuously grow up. The main reason for these difficulties is that they recognize start-up tasks as independent activities. However, many experts or related articles say that start-up tasks are composed of related processes from the initial stage to the stable stage of start-up firms. In this study, we models the start-up processes based on the survey collected by the start-up companies, and analyze the start-up process of ICT service companies with process mining techniques. Through process mining analysis, we can draw a sequential flow of tasks for start-ups and the characteristics of them. The analysis of start-up businessman, idea derivation, creating business model, business diversification processes are resulted as important processes, but marketing activity and managing investment funds are not. This result means that marketing activity and managing investment funds are activities that need ongoing attention. Moreover, we can find temporal and complementary tasks which could not be captured by independent individual-level activity analysis. Our process analysis results are expected to be used in simulation-based web-intelligent system to support start-up business, and more cumulated start-up business cases will be helpful to give more detailed individual-level personalization service. And our proposed process model and analyzing results can be used to solve many difficulties for start-up companies.

Access Restriction by Packet Capturing during the Internet based Class (인터넷을 이용한 수업에서 패킷캡쳐를 통한 사이트 접속 제한)

  • Yi, Jungcheol;Lee, Yong-Jin
    • 대한공업교육학회지
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    • v.32 no.1
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    • pp.134-152
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    • 2007
  • This study deals with the development of computer program which can restrict students to access to the unallowable web sites during the Internet based class. Our suggested program can find the student's access list to the unallowable sites, display it on the teacher's computer screen. Through the limitation of the student's access, teacher can enhance the efficiency of class and fulfill his educational purpose for the class. The use of our results leads to the effective and safe utilization of the Internet as the teaching tools in the class. Meanwhile, the typical method is to turn off the LAN (Local Area Network) power in order to limit the student's access to the unallowable web sites. Our program has been developed on the Linux operating systems in the small network environment. The program includes following five functions: the translation function to change the domain name into the IP(Internet Protocol) address, the search function to find the active students' computers, the packet snoop to capture the ongoing packets and investigate their contents, the comparison function to compare the captured packet contents with the predefined access restriction IP address list, and the restriction function to limit the network access when the destination IP address is equal to the IP address in the access restriction list. Our program can capture all passing packets through the computer laboratory in real time and exactly. In addition, it provides teacher's computer screen with the all relation information of students' access to the unallowable sites. Thus, teacher can limit the student's unallowable access immediately. The proposed program can be applied to the small network of the elementary, junior and senior high school. Our research results make a contribution toward the effective class management and the efficient computer laboratory management. The related researches provides teacher with the packet observation and the access limitation for only one host, but our suggested program provides teacher with those for all active hosts.