• Title/Summary/Keyword: scenario authoring

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A Case Study on BIM-enabled Evaluation of Design Alternatives for an Actual Remodeling Project in Korea - Focusing on the Spatial Program Review in Early Phase of Design -

  • Kim, Hyunjung;Lee, Jin-Kook
    • Korean Institute of Interior Design Journal
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    • v.24 no.5
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    • pp.117-127
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    • 2015
  • This paper depicts a case study of the BIM (Building Information Modeling)-enabled evaluation of design alternatives for an actual remodeling project in Yeongwol, Korea. The increase of urban population and income followed by the growth of economy has derived massive supply of grand scale housing project in Korea since 1970s. Consequently, building remodeling became one of the feasible resolutions for renovating such old housings in these days. This paper aims to introduce a technical approach to such remodeling projects based on BIM-enabled applications focusing on quantitative analysis of design alternatives. Among the technical issues of such building remodeling projects, this paper focuses on the BIM-enabled area analysis and comparison between design alternatives to support decision-making even in early phase of remodeling design process. BIM and its variety of applications have broadly influenced the domain of AEC-FM (Architecture, Engineering, Construction, and Facility Management) within the lifecycle of buildings. As one of the applications facilitated by BIM, the automated area calculation and scenario-based comparison between alternatives can play an important role in the early phase of remodeling project. We modeled three design alternatives (buildings) and three housing modules (units) based on the actual case in Yeongwol city, Korea using a BIM design authoring tool. Nine combinatorial BIM models were demonstrated for the BIM-enabled review process described in this paper. To determine the most optimal design scenario among nine alternatives, this paper demonstrates a result of the conducted spatial program review. The main subject includes specific spatial program issues on; 1) the number of unit spaces; and 2) area of individual/grouped and private/shared spaces.

A Design of Integrated System for Real Time Multimedia Presentation and Content Authoring Tool (실시간 멀티미디어 프리젠테이션 및 컨텐트 제작을 위한 통합 시스템 설계)

  • 양종운;이규남;나인호
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2000.10a
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    • pp.426-432
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    • 2000
  • This paper presents methods to design an integrated system for supporting both multimedia contents creations and its presentation in a windows system. Especially, it describes methods for designing an integrated editor that can be used to crate and edit various media data including continuous media such as audio and video. And it also proposes a system model for systematically integrating multimedia creating tool with multimedia presentation system where the heeling and scenario-based presentation methods are included in the propose system for supporting effective multimedia presentation through a network Finally, we describe a threads processing technique based on event monitoring to satisfy effectively needs for presentation control, synchronization control, and user's input control during a multimedia presentation.

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A Multimodal Interface for Telematics based on Multimodal middleware (미들웨어 기반의 텔레매틱스용 멀티모달 인터페이스)

  • Park, Sung-Chan;Ahn, Se-Yeol;Park, Seong-Soo;Koo, Myoung-Wan
    • Proceedings of the KSPS conference
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    • 2007.05a
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    • pp.41-44
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    • 2007
  • In this paper, we introduce a system in which car navigation scenario is plugged multimodal interface based on multimodal middleware. In map-based system, the combination of speech and pen input/output modalities can offer users better expressive power. To be able to achieve multimodal task in car environments, we have chosen SCXML(State Chart XML), a multimodal authoring language of W3C standard, to control modality components as XHTML, VoiceXML and GPS. In Network Manager, GPS signals from navigation software are converted to EMMA meta language, sent to MultiModal Interaction Runtime Framework(MMI). Not only does MMI handles GPS signals and a user's multimodal I/Os but also it combines them with information of device, user preference and reasoned RDF to give the user intelligent or personalized services. The self-simulation test has shown that middleware accomplish a navigational multimodal task over multiple users in car environments.

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Web Hypermedia Resources Reuse and Integration for On-Demand M-Learning

  • Berri, Jawad;Benlamri, Rachid;Atif, Yacine;Khallouki, Hajar
    • International Journal of Computer Science & Network Security
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    • v.21 no.1
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    • pp.125-136
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    • 2021
  • The development of systems that can generate automatically instructional material is a challenging goal for the e-learning community. These systems pave the way towards large scale e-learning deployment as they produce instruction on-demand for users requesting to learn about any topic, anywhere and anytime. However, realizing such systems is possible with the availability of vast repositories of web information in different formats that can be searched, reused and integrated into information-rich environments for interactive learning. This paradigm of learning relieves instructors from the tedious authoring task, making them focusing more on the design and quality of instruction. This paper presents a mobile learning system (Mole) that supports the generation of instructional material in M-Learning (Mobile Learning) contexts, by reusing and integrating heterogeneous hypermedia web resources. Mole uses open hypermedia repositories to build a Learning Web and to generate learning objects including various hypermedia resources that are adapted to the user context. Learning is delivered through a nice graphical user interface allowing the user to navigate conveniently while building their own learning path. A test case scenario illustrating Mole is presented along with a system evaluation which shows that in 90% of the cases Mole was able to generate learning objects that are related to the user query.

SACADA and HuREX part 2: The use of SACADA and HuREX data to estimate human error probabilities

  • Kim, Yochan;Chang, Yung Hsien James;Park, Jinkyun;Criscione, Lawrence
    • Nuclear Engineering and Technology
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    • v.54 no.3
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    • pp.896-908
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    • 2022
  • As a part of probabilistic risk (or safety) assessment (PRA or PSA) of nuclear power plants (NPPs), the primary role of human reliability analysis (HRA) is to provide credible estimations of the human error probabilities (HEPs) of safety-critical tasks. In this regard, it is vital to provide credible HEPs based on firm technical underpinnings including (but not limited to): (1) how to collect HRA data from available sources of information, and (2) how to inform HRA practitioners with the collected HRA data. Because of these necessities, the U.S. Nuclear Regulatory Commission and the Korea Atomic Energy Research Institute independently developed two dedicated HRA data collection systems, SACADA (Scenario Authoring, Characterization, And Debriefing Application) and HuREX (Human Reliability data EXtraction), respectively. These systems provide unique frameworks that can be used to secure HRA data from full-scope training simulators of NPPs (i.e., simulator data). In order to investigate the applicability of these two systems, two papers have been prepared with distinct purposes. The first paper, entitled "SACADA and HuREX: Part 1. The Use of SACADA and HuREX Systems to Collect Human Reliability Data", deals with technical issues pertaining to the collection of HRA data. This second paper explains how the two systems are able to inform HRA practitioners. To this end, the process of estimating HEPs is demonstrated based on feed-and-bleed operations using HRA data from the two systems.

SACADA and HuREX: Part 1. the use of SACADA and HuREX systems to collect human reliability data

  • Chang, Yung Hsien James;Kim, Yochan;Park, Jinkyun;Criscione, Lawrence
    • Nuclear Engineering and Technology
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    • v.54 no.5
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    • pp.1686-1697
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    • 2022
  • As a part of probabilistic risk (or safety) assessment (PRA or PSA) of nuclear power plants (NPPs), the primary role of human reliability analysis (HRA) is to provide credible estimations of the human error probabilities (HEPs) of safety-critical tasks. Accordingly, HRA community has emphasized the accumulation of HRA data to support HRA practitioners for many decades. To this end, it is critical to resolve practical problems including (but not limited to): (1) how to collect HRA data from available information sources, and (2) how to inform HRA practitioners with the collected HRA data. In this regard, the U.S. Nuclear Regulatory Commission (NRC) and Korea Atomic Energy Research Institute (KAERI) independently initiated two large projects to accumulate HRA data by using full-scale simulators (i.e., simulator data). In terms of resolving the first practical problem, the NRC and KAERI developed two dedicated HRA data collection systems, SACADA (Scenario Authoring, Characterization, And Debriefing Application) and HuREX (Human Reliability data EXtraction), respectively. In addition, to inform HRA practitioners, the NRC and KAERI proposed several ideas to extract useful information from simulator data. This paper is the first of two papers to discuss the technical underpinnings of the development of the SACADA and HuREX systems.

Ubiquitous Virtual Reality Framework and Its Application for Fostering Sustainable Content Ecosystem (지속 가능한 콘텐츠 생태계 조성을 위한 유비쿼터스 가상현실 프레임워크 및 응용)

  • Shin, Choon-Sung;Ha, Tae-Jin;Kim, Ki-Young;Lee, Won-Woo;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.123-134
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    • 2010
  • In this paper we propose ubiquitous virtual reality framework and its application for fostering a sustainable content ecosystem in the convergence space of virtual reality and real space. The ubiquitous virtual reality framework supports fundamental infrastructure which consists of platforms for end-users and service providers and dual space management. The platform for the service provider allows experts to generate contents related to real objects while the platform for the end-users allows to consume, share and regenerate the contents contextually augmented over real objects. The dual space management stores, visualizes and provides the contents generated and extended by them for connecting different users and service providers. The proposed framework allows users to continuously generate, share and extend the contents and thus contribute to making multimedia service environment. We also implemented and evaluated the framework consisting of a desktop authoring platform, mobile authoring platform and a dual space management server. We then introduced a promising application scenario to show how the content ecosystem is empowered by ubiquitous virtual reality framework and is realized in our life. Consequently, we are expecting that the ubiquitous virtual reality technology will play a vital role in building continuously evolving multimedia service environment for the future computing environment.

Management of Learning Metadata based on RDF (RDF 기반의 학습 메타데이터 관리)

  • Lee Young-Seok;Seo Young-Bae;Park Jung-Hwan;Kim Su-Min;Choi Byung-Uk;Cho Jung-Won
    • The KIPS Transactions:PartA
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    • v.13A no.1 s.98
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    • pp.87-94
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    • 2006
  • Internet makes it possible to access anytime, anywhere learning and so many LMS(Learning Management Systems) serve web based learning. But LMS has not flexible and qualified metadata to offer customired teaming. So we need extensible and flexible techniques which make if possible to define and share advanced teaming metadata. This paper presents an approach for implementing advanced learning metadata in LMS using RDF and the Semantic Web language. So we will first sketch the learning scenario in Semantic Web environment and structure of metadata management. Next we suggest two types of RDF authoring tool and search RDF documents. Advanced metadata management techniques enables the organization of learning materials around small pieces of semantically annotated learning objects. With these metadata learner can customize learning courses, improve retrieval performances.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

A Context Free Grammar based Algorithm for Generating Playable Transcoding Paths of the Multimedia Presentation with Different End-to-End QoS (종단간 상이한 QoS를 갖는 멀티미디어 연출 재생을 위한 CFG 기반의 변환 경로 생성 알고리즘)

  • Chon, Sung-Mi;Lim, Young-Hwan
    • The KIPS Transactions:PartC
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    • v.9C no.5
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    • pp.699-708
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    • 2002
  • Since various terminals and different networks get involved in playing of a multimedia presentation, the case that the presentation QoS at a destination should be different from the QoS of multimedia data at a source occurs frequently. For playing the multimedia presentation, the multimedia data at a source should be transcoded into the multimedia data satisfying the QoS required at the terminal. The problem of generating the transcoding path is that, for a given multimedia presentation, different transcoding paths depending the terminal and networks should be generated. That is, a fixed transcoding path cannot be applied to a multimedia presentation. Instead, whenever the terminal and network to play the presentation get determined, a proper transcoding path should be regenerated automatically. In this paper, the algorithm for generating the transcoding path and the method for checking the playability of the generated path are proposed. The generating algorithm adopted the technique of Context Free Grammar in describing the set of transcoding resources and a user's transcoding rules in order to utilize the well-known compiler techniques. For the playability check, a method of computing the transcoding time and the delay time between data units are proposed. Finally all the proposed methods were implemented in the stream engine, called Transcore and the presentation-authoring tool, called VIP, we had developed. And the test results with a sample scenario were presented at the last.