• Title/Summary/Keyword: interactive simulation

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The Interactive Certificate Test Learning System Based on ITS (ITS기반 상호작용 방식의 자격증 시험 학습시스템)

  • Kwun, Jun-A;Kim, Won-Jung;Choi, Won-Ho;Lee, Jung-Keum;Seo, Dong-Ki;Sim, Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.1
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    • pp.163-172
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    • 2017
  • This study is a system that provides a suitable level of the problem, designing the learner certification simulation program based on the ITS(: Intelligent Tutoring System) based on the model and the learning expert model, the model through a buggy (Buggy Model). In the demand survey that reflects the needs of users, convenience, effectiveness, scalability, and reliability were required. In order to reflect this, various problems were developed, problem type analysis, difficulty control, student grades and level management. Users who are preparing for the certification test are expected to use the development system to solve the problems according to their own level and to solve various types of problems in a practical environment to greatly shorten the preparation period for certification.

A Study of the Influence of Digital Media's Consumer Experience on Brand Equity and Purchasing Intention -Focused on Interactive Digital Media Consents using Iris Recognition Techniques (디지털 미디어를 통한 소비자 경험이 브랜드 자산 및 구매의도에 미치는 영향에 관한 연구 -홍채 인식 기술을 이용한 디지털 콘텐츠를 중심으로 -)

  • Kim, Shinyoup;Baek, Jee Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.677-684
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    • 2014
  • The purpose of this study, due to recent increase of digital outdoor media, is to analyze the consumer experience of interaction with digital media. Through this study it was found that experience factor consisting of cognitive, emotional, and interactional factors has a mediating effect on brand preference and brand reliability which in turn influence consumers' purchasing intention. On the other hand, it was verified that the consumer satisfaction of the experience does not directly influence purchasing intention, but only through the mediation of brand reliability. This research has implications on the academic field as well as in work-level practices, as a study based on an actual operating digital media, not a laboratory simulation that verifies the importance of digital media experience in forming brand equity through immediate influence on brand preference and brand reliability.

Implementation of Embedded Speech Recognition System for Supporting Voice Commander to Control an Audio and a Video on Telematics Terminals (텔레메틱스 단말기 내의 오디오/비디오 명령처리를 위한 임베디드용 음성인식 시스템의 구현)

  • Kwon, Oh-Il;Lee, Heung-Kyu
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.11
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    • pp.93-100
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    • 2005
  • In this paper, we implement the embedded speech recognition system to support various application services such as audio and video control using speech recognition interface on cars. The embedded speech recognition system is implemented and ported in a DSP board. Because MIC type and speech codecs affect the accuracy of speech recognition. And also, we optimize the simulation and test environment to effectively remove the real noises on a car. We applied a noise suppression and feature compensation algorithm to increase an accuracy of sppech recognition on a car. And we used a context dependent tied-mixture acoustic modeling. The performance evaluation showed high accuracy of proposed system in office environment and even real car environment.

Oriental Black Ink Rendering System (수묵화 렌더링 시스템)

  • Jeong, Kyu-Man;Lee, Seung-Yong
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.2
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    • pp.19-34
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    • 2009
  • This paper presents an automatic rendering system for 3D meshes which generates images in the style of oriental black ink painting. In this paper, we analyze the characteristics of black ink painting and present some requirements for our black ink rendering system. Then we survey the steps used by artists to create black ink paintings. Based on the analysis of drawing steps, we propose a black ink rendering system which reproduces the key features of black ink painting through three sub-systems: the feature line layer, the interior shading layer, and the media layer. The main contribution of this paper is to introduce new methods which generate realistic and natural results very fast while any simulation methods are not used to satisfy real-time performance. We describe our implementation of each of these, and demonstrate our results in the major three styles of black ink painting: the outline style, the spontaneous style, and the outline-spontaneous style. Our system renders 3D models of moderate complexity at interactive frame rates. As a result, we expect that our system can be directly applied to real-time applications such as computer games and virtual environments.

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The Similarity Measurement of Interior Design Images - Comparison between Measurement based on Perceptual Judgment and Measurement through Computing the Algorithm - (실내디자인 이미지의 유사성 측정 - 관찰자 직관 기반 측정법과 알고리즘 기반 정량적 측정법의 결과 비교를 중심으로 -)

  • Ryu, Hojeong;Ha, Mikyoung
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.32-41
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    • 2015
  • We live in the era of unlimited design competition. As the importance of design is increasing in all areas including marketing, each country does its best effort on design development. However, the preparation on protecting interior design rights by intellectual property laws(IPLs) has not been enough even though they occupy an important place in the design field. It is not quite easy to make a judgement on the similarity between two images having a single common factor because the factors which are composed of interior design have complicated interactive relations between them. From the IPLs point of view, designs with the similar overall appearance are decided to be similar. Objective evaluation criteria not only for designers but also for design examiners and judges are required in order to protect interior design by the IPLs. The objective of this study is the analysis of the possibility that a computer algorithm method can be useful to decide the similarity of interior design images. According to this study, it is realized that the Img2 which is one of content-based image retrieval computer programs can be utilized to measure the degree of the similarity. The simulation results of three descriptors(CEDD, FCTH, JCD) in the Img2 showed the high degree of similar patterns compared with the results of perceptual judgment by observers. In particular, it was verified that the Img2 has high availability on interior design images with a high score of similarity below 60 which are perceptually judged by observers.

A Disk Load Balancing Technique based on The Access Counter for Efficiently Providing VCR Functions in Disk Array Based VOD Servers (디스크 배열로 구성된 VOD 서버에서 효율적인 VCR 기능 지원을 위한 참조 카운터 기반의 디스크 부하 균등 기법)

  • 권춘자;김근혜;최황규
    • Journal of Korea Multimedia Society
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    • v.5 no.5
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    • pp.477-487
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    • 2002
  • In a VOD system, it is desirable to provide the user with interactive VCR functions such as fast-forward and fast-backward. Typically, these functions can be implemented using the segment interleaving technique in disk away based VOD servers. But the segment interleaving nay not ensure QoS of users because of the concentrated load within some disks. In this paper, we propose an efficient load balancing technique for evenly distributing the retrieval requests across the disks. The proposed technique maintains an access counter in each disk, which has the number of disk accesses. The fast-forward/backward can be achieved by choosing a segment to be accessed from the disk with the minimum number among the access counters. We conduct simulation experiments and then show that our proposed technique outperforms the previous ones.

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A Double Z-buffer Antialiasing Method for Voxelized Implicit Surfaces (복셀로 표현된 임플리시트 곡면을 위한 시프트(shifted) 더블 Z-버퍼 앤티 앨리어싱)

  • 김학란;박화진
    • Journal of Korea Multimedia Society
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    • v.7 no.1
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    • pp.44-53
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    • 2004
  • This paper aims at presenting high quality at low resolution apply by a new antialiasing method for voxelized implicit surfaces. Implicit surfaces create a unique type of 3D-modeling. Some use of implicit surfaces are scientific and medical visualization, animation, medical simulation and interactive modeling. One of previous antialiasing methods for implicit surfaces presented by raytracing or texture mapping is making use of a stochastic sampling. But this method requires more calculation time and costs which is caused by complicated and difficult implicit functions. In the meanwhile, voxelized implicit surfaces generally use high resolution for good quality images but it costs to generate. In order to this problem, this paper suggests a shifted double Z-buffer which is very simple, more efficient and easy. Tn addition, there are applied box-filter and tent-filter to the double Z-buffer antialiasing method for better images. For results this method generate high quality image and it is easy to apply to various filters and is able to extend to multi Z-buffer.

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A Fast Handoff Algorithm for IEEE 802.11 WLANs using Dynamic Scanning Time (가변적인 탐색시간을 이용한 IEEE 802.11 무선랜의 고속 핸드오프 알고리듬)

  • 권경남;이채우
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.2A
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    • pp.128-139
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    • 2004
  • As the Internet usage grows, people want to access the Internet while they are moving. To satisfy this requirement economically, IEEE 802.11 Wireless LANs(WLANs) are rapidly deployed. In order to support mobility, WLANs must provide smooth handoff mechanism. Recent studies show, however, handoff delay of WLANs exceeds 300ms, most of which is due to slow scanning mechanism finding a new AP. With this handoff delay, current WLANs is not suitable to provide seamless realtime interactive services such as VoIP sevice. In this paper, we analyze the current handoff method of IEEE 802.11 and we propose a new handoff algorithm which can decrease time needed for searching a new AP and thus reduce overall handoff time. We show by simulation that the proposed algorithm has shorter handoff delay than current handoff method.

Partly Random Multiple Weighting Matrices Selection for Orthogonal Random Beamforming

  • Tan, Li;Li, Zhongcai;Xu, Chao;Wang, Desheng
    • Journal of Communications and Networks
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    • v.18 no.6
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    • pp.892-901
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    • 2016
  • In the multi-user multiple-input multiple-output (MIMO) system, orthogonal random beamforming (ORBF) scheme is proposed to serve multiple users simultaneously in order to achieve the multi-user diversity gain. The opportunistic space-division multiple access system (OSDMA-S) scheme performs multiple weighting matrices during the training phase and chooses the best weighting matrix to be used to broadcast data during the transmitting phase. The OSDMA-S scheme works better than the original ORBF by decreasing the inter-user interference during the transmitting phase. To save more time in the training phase, a partly random multiple weighting matrices selection scheme is proposed in this paper. In our proposed scheme, the Base Station does not need to use several unitary matrices to broadcast pilot symbol. Actually, only one broadcasting operation is needed. Each subscriber generates several virtual equivalent channels with a set of pre-saved unitary matrices and the channel status information gained from the broadcasting operation. The signal-to-interference and noise ratio (SINR) of each beam in each virtual equivalent channel is calculated and fed back to the base station for the weighting matrix selection and multi-user scheduling. According to the theoretical analysis, the proposed scheme relatively expands the transmitting phase and reduces the interactive complexity between the Base Station and subscribers. The asymptotic analysis and the simulation results show that the proposed scheme improves the throughput performance of the multi-user MIMO system.

A Web-based Virtual Laboratory for Basic Electrical Circuits (웹기반 기초전기회로 가상실험실)

  • Kim Dong-Sik;Choi Kwan-Sun;Lee Sun-Heum
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.19-26
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    • 2002
  • This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for electrical circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. In the proposed virtual laboratory system, every activity occurred in the virtual laboratory will be recorded on database and printed it out on the preliminary report form. The database connectivity is made by PHP and the virtual laboratory environment is set up slightly differently for each learner The virtual laboratory system is composed of four important components : Principle classroom, Simulation classroom, Virtual experiment classroom and Management system. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.