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Comparative Analyses of the Uses of Information and Information Technologies in the Everyday Life of Undergraduate and Graduate Students Majoring Science and Engineering (넷세대 이공계 학부생과 대학원생들의 학업 및 일상생활에서의 정보이용과 정보기기 활용 비교분석)

  • Kwon, Nahyun;Lee, Jungyeoun;Chung, Eunkyung;Chang, Gilsoo;Yoon, Hyejin
    • Journal of the Korean Society for information Management
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    • v.30 no.2
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    • pp.269-295
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    • 2013
  • This study purported to study the uses of information and communication technology (ICT) tools in their daily life among the undergraduate and graduate students majoring science and engineering. It also examined the purposes of the uses of the major ICT tools, the differences in their information technology uses between graduate and undergraduate students. The data were collected from 83 undergraduate and graduate students from four universities using content analysis of an observational logs and a survey questionnaire. The observational logs were collected using an instant message application available on a smart phone. Study results revealed desktop computers, laptop computers, and smart phones as the three most heavily used ICT tools among the participants and typical situations students use each of the three tools. There were also sharp distinctions between graduate and undergraduate students in their selection of the tools, and distinctions between work and non-work situations. The findings of this study can be used to redesign information services and systems for the scientists and engineers in the next generation.

Research on the Similarity of Furniture Design of Table Furniture in the Later Joseon Dynasty and Ming-style Furniture (조선시대 후기 가구와 명식(明式)가구 탁자(卓子)류 가구 조형 디자인의 유사성 연구)

  • Xiao, Yang;Kim, KieSu;Li, Yang
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.522-537
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    • 2020
  • The Joseon dynasty had close communication with the Ming and Qing dynasties on multiple levels. In the development process of furniture modeling design, the same cultural source and mutual communication, and the same factor was reflected in each other's furniture modeling. In this paper, "Furniture in the later Joseon Period" and "Ming style furniture" are taken as the research noumenon, table furniture as the specific research object, and from the perspective of "similarity" in the history of exchanges between the two countries, the overall modeling design and the local modeling design are selected to discuss the modeling design of traditional furniture in the two countries. In the analysis of specific research cases, there are similar genes in the overall modeling design of table furniture such as soban, warp bed and inkstone bed in the later Joseon Dynasty and table furniture such as kang, square table, wine table and incense table in the Ming and qing dynasties. In terms of local modeling, the appearance of similar desktop, cloud horn, leg, foot and other modeling designs better confirms the similarity in modeling design between the two countries. In this paper for "type of air hole" formative source speculated that traditional furniture is for Korean peninsula a tentative study of cultural studies. Considering the fact that the exchanges between Korea and China are expanding in many aspects, exploring the similarities in the traditional furniture will help to analyze the cultural exchanges between the two countries and promote the exchanges.

Vision-based Motion Control for the Immersive Interaction with a Mobile Augmented Reality Object (모바일 증강현실 물체와 몰입형 상호작용을 위한 비전기반 동작제어)

  • Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.119-129
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    • 2011
  • Vision-based Human computer interaction is an emerging field of science and industry to provide natural way to communicate with human and computer. Especially, recent increasing demands for mobile augmented reality require the development of efficient interactive technologies between the augmented virtual object and users. This paper presents a novel approach to construct marker-less mobile augmented reality object and control the object. Replacing a traditional market, the human hand interface is used for marker-less mobile augmented reality system. In order to implement the marker-less mobile augmented system in the limited resources of mobile device compared with the desktop environments, we proposed a method to extract an optimal hand region which plays a role of the marker and augment object in a realtime fashion by using the camera attached on mobile device. The optimal hand region detection can be composed of detecting hand region with YCbCr skin color model and extracting the optimal rectangle region with Rotating Calipers Algorithm. The extracted optimal rectangle region takes a role of traditional marker. The proposed method resolved the problem of missing the track of fingertips when the hand is rotated or occluded in the hand marker system. From the experiment, we can prove that the proposed framework can effectively construct and control the augmented virtual object in the mobile environments.

Last Design for Men's Shoes using 3D Foot Scanner and 3D Printer (3D 발 스캐너와 3D 프린터를 이용한 남성화 라스트 설계)

  • Oh, Seol-Young;Suh, Dong-Ae;Kim, Hyung-Gyu
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.186-199
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    • 2016
  • The shoe last which is the framework for the shoemaking is intensively combined with the 3D data and technologies. International shoe companies have already commercialized 3D printing technology in producing the shoe, but domestic shoe companies are still in their early stages. This study used the 3D scanning, 3D modeling and 3D printing of the high-technology to make the shoe last. This 3D producing processes should be helpful in building competitiveness in domestic shoe industry. The 3D foot scanning data of men in 30s(n=200) were collected in SizeKorea(2010). The basic statistics, factor and cluster analysis were performed. They were categorized in 3 groups by 3D foot measurement data, and the standard models were selected in each group. The cross sections in XY, YZ and XZ planes sliced from 3D scan data of the standard model were used in the sketches of the 3D shoe last modeling. The 3D shoe last was modeled by Solidworks CAD and printed by MakerBot Replicator2; a desktop 3D printer. This research showed the potential for utilization of 3D printing technology in the domestic shoe industry. The 3D producing process; 3D scanning, 3D modeling and 3D printing is expected to utilized widely in the fashion industry within the nearest future.

A Study Analyzing Y Generation Users' Needs for Next Generation Digital Library Service (차세대디지털도서관서비스에 대한 Y세대 이용자의 요구분석 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.3
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    • pp.29-63
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    • 2014
  • This study attempted to reveal the characteristics of the Y generation, to derive the services of the next generation digital library, and to compare differences between the demands of the baby boom generation and the Y generation to some extent. As a result, first, it is shown that the digital device the Y generation uses the most, was a cell phone or smartphone, followed by desktop PC, notebook PC, and digital camera. Although there were some differences, the Y generation's use ratio of digital devices was substantially similar to the baby boomers'. Second, there was a significant difference between the Y generation and baby boom generation in terms of using digital services. While the Y generation used internet portals the most, the baby boom generation used e-mail service the most. Third, we surveyed the services which the Y generation and baby boom generation require for the next generation digital libraries, by grouping as follows: the cloud service, infinite creative space (maker space), big data, augmented reality, Google Glass, context-aware technologies, semantic services, SNS service, digital textbook service, RFID and QRCode service, library space configuration, a state-of-the-art display technology, and other innovative services. While the most demanded service by the Y generation was big data service, the baby boom generation most demanded digital textbook service.

Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.293-304
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    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

Policy Options for Diaper Recycling to Foster Effective Citizens' Participation - Based on Collection Pilot Test of Soiled Diaper in Nowon-gu - (효과적인 시민참여를 위한 기저귀 재활용 정책방안 - 노원구의 사용 후 기저귀 수거 시범사업 결과를 중심으로 -)

  • Kim, Kyung Shin
    • Resources Recycling
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    • v.24 no.3
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    • pp.16-26
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    • 2015
  • This study aims to suggest possible policy options for collection of post-consumer diapers as a sustainable prerequisite to implementation of public recycling system with the desktop monitoring results and analysis of collection cost involved. By conducting a diaper collection pilot test on daycare centers and households in the Seoul Nowon-gu, this study revealed that the odor issues did not stand out as an important hindering factor and that the collection rate was the largest contributing factor regarding collection costs. The exploratory cost analysis result shows that the implemented recycling system must guarantee collection rate over 50% via twice-a-week collection frequency, to be comparable or even superior to the current food waste collection cost. Also the pilot demonstration test showed that the final collection rate can be achieved as much as over 50%. The promising data thus obtained cost economically viable future diaper recycling system implementation in the entire Seoul metropolis and adjacent areas of dense population. With the concomitant development of recycling technology and related infrastructure for systematic collection of diaper waste, it makes our society much more sustainable.

Data Deduplication Method using Locality-based Chunking policy for SSD-based Server Storages (SSD 기반 서버급 스토리지를 위한 지역성 기반 청킹 정책을 이용한 데이터 중복 제거 기법)

  • Lee, Seung-Kyu;Kim, Ju-Kyeong;Kim, Deok-Hwan
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.2
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    • pp.143-151
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    • 2013
  • NAND flash-based SSDs (Solid State Drive) have advantages of fast input/output performance and low power consumption so that they could be widely used as storages on tablet, desktop PC, smart-phone, and server. But, SSD has the disadvantage of wear-leveling due to increase of the number of writes. In order to improve the lifespan of the SSD, a variety of data deduplication techniques have been introduced. General fixed-size splitting method allocates fixed size of chunk without considering locality of data so that it may execute unnecessary chunking and hash key generation, and variable-size splitting method occurs excessive operation since it compares data byte-by-byte for deduplication. This paper proposes adaptive chunking method based on application locality and file name locality of written data in SSD-based server storage. The proposed method split data into 4KB or 64KB chunks adaptively according to application locality and file name locality of duplicated data so that it can reduce the overhead of chunking and hash key generation and prevent duplicated data writing. The experimental results show that the proposed method can enhance write performance, reduce power consumption and operation time compared to existing variable-size splitting method and fixed size splitting method using 4KB.

IoT based Mobile Smart Monitoring System for Solar Power Generation (IoT 기반 모바일 스마트 태양광 발전 모니터링 시스템)

  • Lee, Jaejin;Kim, Kihun;Park, Soovin;Byun, Hyoungjune;Shim, Kyusung;An, Beongku
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.8
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    • pp.55-64
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    • 2017
  • In this paper, we propose and implement an IoT based mobile smart monitoring system in the view point of safety inspection for solar power generation. The main features and contributions of proposed system are as follows. First, the proposed system model can evaluate periodically in the view point of safety inspection the conditions of the system and structure of solar power generation. Second, the proposed system automatically re-processes the measurement data of the system and structure for solar power generation and save it into database. Third, using the re-processed and saved information, the proposed system can provide the monitoring information with webpage form to both administrator and owner of solar power generation system, thus they can measure and confirm directly in the view point of safety inspection the conditions of the solar generation structure without visiting those places. Fourth, the provided web pages for the monitoring of solar power generation can be accessed regardless of the system structures. The performance evaluations of the proposed system show that the proposed monitoring system can save efficiently the data received from the sensors installed in the structure of solar power generation into the data base in the collecting server. And the proposed system can support that both administrator and user of solar power generation system access webpage in real time without considering places by using mobile phone and desktop computer and obtain the information for the conditions of the system and structure of solar power generation with graph forms.

Evaluation of the accuracy of three different intraoral scanners for endocrown digital impression: An in vitro study (엔도크라운 디지털 인상을 위한 구강스캐너 3종의 정확도 평가: 실험실 연구)

  • Ural, Cagri;Park, Ji-Man;Kaleli, Necati;Caglayan, Esma
    • The Journal of Korean Academy of Prosthodontics
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    • v.58 no.4
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    • pp.282-289
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    • 2020
  • Purpose: The aim of this in vitro study was to evaluate the accuracy of three different intraoral scanners (IOSs) on digital impressions of different types of endocrown cavity preparations. Materials and methods: Two human mandibular molar teeth were prepared with different endocrown abutment designs: one with a buccal wall (Class 2) and the other without a buccal wall (Class 3). Both cavity designs were scanned using a reference desktop scanner (E3) and three different intraoral scanners: Trios3 (TRI group), Cerec Omnicam (CER group), and i500 (I5 group). The obtained Standard Tessellation Language (.stl) datasets were exported to metrology software. The precision was evaluated based on deviations among repeated scan models recorded by each IOS. The trueness was evaluated based on deviations between the reference data and repeated scans. For detecting interaction, data were statistically analyzed using a univariate analysis of variance (ANOVA) and for analyzing the comparison of the test groups data were analyzed by one-way ANOVA and post-hoc Tukey test at the significance level of .05. Results: The deviation values for both cavity designs in the I5 group were significantly lower than those in the other IOS groups in terms of trueness. For both cavity designs, the TRI group exhibited better precision than the other IOS groups. Conclusion: Different technologies of IOS device's and different endocrown prepration designs affected the accuracy of the digital scans.