• 제목/요약/키워드: real world

검색결과 4,172건 처리시간 0.028초

주관투영도(主觀投影圖)를 활용한 실세계의 추상화 (Abstraction of the Real World Using Projective Maps)

  • 노태호;최인수
    • 한국컴퓨터정보학회논문지
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    • 제7권1호
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    • pp.20-26
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    • 2002
  • 주관투영도는 데이터베이스 설계자가 추상화 단계에서 사용자의 불완전한 관점에서 발견되지 못한 속성(uncovered attributes)을 찾아내어 사용자의 모델에 맞는 데이터베이스를 설계한다. 이런 데이터베이스는 고유한 의미를 유지하고 논리적으로도 실세계를 보다 정확히 표현하는 좋은 구조를 갖는다. 또한 주관투영도를 활용하여 설계된 데이터베이스는 사용자들에게 적은 수의 사용자 프로젝션(Projection)으로 실세계를 기술할 수 있는 방법을 제시 한다.

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불면증 디지털 치료제의 임상 적용 (Clinical Application of Digital Therapeutics for Insomnia)

  • 조철현
    • 수면정신생리
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    • 제28권1호
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    • pp.6-12
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    • 2021
  • Insomnia is one of the most common sleep disorders experienced by modern people, and treatment is often not adequate due to various limitations. Digital therapeutics for insomnia are expected to play a revolutionary role in supplementing and satisfying unmet needs in real-world clinical treatment. Digital therapeutics for insomnia were developed based on cognitive-behavioral therapy for insomnia, which is the first standard treatment for insomnia. The effectiveness of digital therapeutics for insomnia developed by several companies has been proven through well-designed clinical research. Various approaches have been used for practical application of digital therapeutics for insomnia. Thus far, meaningful results have been drawn, but there are areas that need to be improved upon based on real-world evidence. Sleep researchers need to validate the safe and effective application of digital therapeutics for the treatment of insomnia.

지능형 물류/농업분야의 로봇작업지능 기술 동향 (Technical Trends of Robot Task Intelligence in Intelligent Logistics/Agriculture)

  • 유원필;이유철;김동형
    • 전자통신동향분석
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    • 제36권2호
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    • pp.22-31
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    • 2021
  • This report introduces a definition for robot task intelligence and explains the basis of the challenges associated with implementing robot task intelligence in real-world problems. Two fundamental elements of this intelligence, robot manipulation and navigation, are introduced herein. We describe the existing trends and industrial applications of the robot task intelligence in logistics and agricultural automation. Furthermore, as an underpinning technology for this intelligence, we review the existing three-dimensional position estimation techniques and summarize the difficulties associated with applying pure SLAM technology to real-world applications. Finally, we discuss the prospects of the robot task intelligence research and its potential for solving real-world problems.

과학과 상상력의 중첩성 (The superposition of Science and Imagination)

  • 홍명희
    • 비교문화연구
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    • 제34권
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    • pp.93-114
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    • 2014
  • Gaston Bachelard had a revolutionary progress in the field of human understanding by proposing his theory of image and imagination. His theory of the new image was so powerful, almost all areas of human science, particularly that of literary criticism, were strongly influenced and this influence continues until today. Today almost everyone accepts his theory of the image without much objection, but not rarely asked where began his transfer from the philosophy of science to the images. We propose a hypothesis that the beginning of the new concept of Bachelard's image was inspired by studies of contemporary science, especially quantum mechanics. The Heisenberg's uncertainty principle was the core of quantum mechanics, and opens new perspectives on the material world. We could summarize the message of the uncertainty principle : the material world is made up of various layers, and the material can not be measured by the location and movement at the same time. So we must have a new point of view of another dimension to know this material world. Bachelard had accepted this view of Heisenberg and developed his own theory of epistemological rupture. What is revolutionary in the theory of Bachelard's image is the fact that he looked at the images with the new perspective. The human psyche is another world compared to the rational world that dominates our daily lives. Bachelard insists that the image can not be explained by the concept. The fantasy world is a totally different world to that of rationality. That is why it can not be explained by the language of rationality as the concept. The imaginary world exists independently of the real world, but it is superimposed on the real world. These two worlds are influencing each other, and it is between these two world where our daily lives continues. The declaration of Bachelard 'image is a specific reality' is never a metaphor or rhetorical expression. This is an ontological expression that must truthfully. The imaginary world is a world built on the image and it works according to its own law. It is not a representation or copy of the real world. But the world of imagination are not alone. It exists in the same time and space with the world of science. It is superimposed with the world of science. Both two world influence each other. Bachelard has made a revolutionary change by studying the images. He gave them their own place. It has changed the views on the images that were treated as mere representations of reality. Thanks to him, the image can have its own value, that of a factor that creates reality. Bachelard shows how we can go deep into the source of being and the universe if we look at the pictures with the eyes of other dimensions.

효과적인 증강현실 구현을 위한 오디오 마커 검출 (Audio Marker Detection of the implementation for Effective Augmented Reality)

  • 전수진;김영섭
    • 반도체디스플레이기술학회지
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    • 제10권2호
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    • pp.121-124
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    • 2011
  • Augmented Reality integrates virtual objects onto a real world so that it extends the human's sensibility of real-world. an Augmented Reality technology combines real and virtual object in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of information technology. So the benefits for the various businesses are estimated to be very high. In this paper, combine ARToolkit with OpenAL we can provide audio to users. These proposed methodologies will contribute to a better immersive realization of the conventional Augmented Reality system.

초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 - (A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" -)

  • 최은정;장근영;한정혜
    • 정보교육학회논문지
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    • 제9권3호
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    • pp.387-396
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    • 2005
  • 본 연구에서는 온라인 게임인 '리니지'의 초등학생 게이머들을 대상으로 온라인 게임 라이프스타일과 교우관계에 어떤 연관성이 있는지 살펴보고자 한다. 리니지 게임을 하는 집단과 하지 않는 집단이 온라인 공간에서 보이는 행동방식과 교우관계를 비교한 결과, 온라인 게임집단은 일반집단보다 교우관계에서 사교성, 자기주장, 규범준수, 성취욕이 전반적으로 낮았다. 그러나 같은 온라인 게임을 할지라도 게임의 행동방식은 일탈적, 차별주의적, 개인주의적, 공동체적 게이머라는 네 유형으로 분류되었으며, 차별주의적 일탈적 게이머는 사교성이 나머지에 비해 높았고, 자기주장성은 차별주의적 게이머에게서 가장 높았다. 이러한 결과를 통해 게임 이용 여부 자체보다 그 게임 속에서 보여주는 행동방식이 게이머의 교우관계의 차이를 보여주는데 유의미한 기준임이 확인되어, 리니지와 같은 온라인 게임에 대한 자녀생활지도 참고자료로 활용될 수 있을 것이다.

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주거단지 배치계획을 위한 증강현실 기술의 활용방안에 관한 기초연구 (An Application Method of Augmented Reality Technology for Layout Planning of Housing Complex)

  • 류정림;추승연;조진성
    • 한국주거학회논문집
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    • 제21권4호
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    • pp.89-97
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    • 2010
  • Digital convergence era has been already started and is rapidly developed. Recently, convergency technology became an essential issue in all industries, and is expected to accelerate. This means that we can experience growth and change of architecture using new technology and approaching method. The AR (Augmented Reality) technology, among these convergence technology, is a kind of virtual reality technology that user can see a scene of real world which is overlapped by virtual world with additional information. It has been used in manufacturing and management in the whole industry fields including medical, mechanical, military field and so on because it can provide higher sense of reality. Thus, in this paper, we suggest the utilization of AR technology for organically connecting the roads, facilities, green area, landscape and others in the layout planning of housing complex. Users can see real world with virtual object by overlap computer graphic on the real world. This method provides users with various information about territoriality and openness. As the result of this study it is expected that this technology will help the layout planning of housing complex to become more reasonable in the aspect of design, time and cost.

Regulatory innovation for expansion of indications and pediatric drug development

  • Park, Min Soo
    • Translational and Clinical Pharmacology
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    • 제26권4호
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    • pp.155-159
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    • 2018
  • For regulatory approval of a new drug, the most preferred and reliable source of evidence would be randomized controlled trials (RCT). However, a great number of drugs, being developed as well as already marketed and being used, usually lack proper indications for children. It is imperative to develop properly evaluated drugs for children. And expanding the use of already approved drugs for other indications will benefit patients and the society. Nevertheless, to get an approval for expansion of indications, most often with off-label experiences, for drugs that have been approved or for the development of pediatric indications, either during or after completing the main drug development, conducting RCTs may not be the only, if not right, way to take. Extrapolation strategies and modelling & simulation for pediatric drug development are paving the road to the better approval scheme. Making the use of data sources other than RCT such as EHR and claims data in ways that improve the efficiency and validity of the results (e.g., randomized pragmatic trial and randomized registry trial) has been the topic of great interest all around the world. Regulatory authorities should adopt new methodologies for regulatory approval processes to adapt to the changes brought by increasing availability of big and real world data utilizing new tools of technological advancement.

FSM 기반의 게임 NPC 인공 지능 평가 (An Artificial Intelligence Evaluation on FSM-Based Game NPC)

  • 이면재
    • 한국게임학회 논문지
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    • 제14권5호
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    • pp.127-136
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    • 2014
  • 게임 NPC(Non Player Character)는 게임 플레이어와 대전 또는 협력함으로써 게임의 재미를 증가시키는 중요한 요소이다. 대부분 기존 게임에서 제공되는 NPC 인공지능은 FSM(Finite State Machine)으로 제작되어 행동 패턴이 정해져 있고 능력이 동일한 특징을 갖고 있다. 따라서 이러한 특징을 갖는 NPC들과 대전하는 플레이어는 창조적인 게임 플레이를 진행하는 것이 어려울 수 있다. 본 논문은 이 문제점을 개선하기 위하여 실제 생활에서 늑대들이 먹이를 사냥하는 행동 모델을 게임 NPC의 행동 모델로 제작하고 이를 평가하기 위한 것이다. 이를 위하여 첫째, 실세계에서 늑대들이 먹이를 포획하기 위한 행동 상태들을 조사 연구한다. 둘째, 이 행동 상태들을 Unity3D 엔진을 이용하여 구현한다. 셋째, 구현된 NPC들의 상태 전이 비율과 실세계의 NPC들의 상태 전이 비율, 일반적인 게임 NPC의 상태 전이 비율을 비교한다. 비교 결과, 구현된 NPC들의 상태 전이 비율은 실세계의 상태 전이 비율과 비슷함을 보인다. 이는 구현된 NPC들의 행동 패턴이 실세계의 늑대 사냥 행동 패턴과 유사함을 의미하는데, 이렇게 함으로써 플레이어에게 보다 증가된 사용자 경험을 제공할 수 있다.

Towards Open Interfaces of Smart IoT Cloud Services

  • Kim, Kyoung-Sook;Ogawa, Hirotaka
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2016년도 춘계학술대회
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    • pp.235-238
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    • 2016
  • With the vision of Internet of Things (IoT), physical world itself is becoming a connected information system on the Internet and cyber world is computing as a physical act to sense and respond to real-world events collaboratively. The systems that tightly interlink the cyber and physical worlds are often referred to as Smart Systems or Cyber-Physical Systems. Smart IoT Clouds aim to provide a cyber-physical infrastructure for utility (pay-as-you-go) computing to easily and rapidly build, modify and provision auto-scale smart systems that continuously monitor and collect data about real-world events and automatically control their environment. Developing specifications for service interoperability is critical to enable to achieve this vision. In this paper, we bring an issue to extend Open Cloud Computing Interface for uniform, interoperable interfaces for Smart IoT Cloud Services to access services and build a smart system through orchestrating the cloud services.

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