• 제목/요약/키워드: user-friendly software

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The Development of Converting Program from Sealed Geological Model to Gmsh, COMSOL for Building Simulation Grid (시뮬레이션 격자구조 제작을 위한 Mesh 기반 지질솔리드모델의 Gmsh, COMSOL 변환 프로그램 개발)

  • Lee, Chang Won;Cho, Seong-Jun
    • Journal of the Korean earth science society
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    • v.38 no.1
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    • pp.80-90
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    • 2017
  • To build tetrahedra mesh for FEM numerical analysis, Boundary Representation (B-Rep) model is required, which provides the efficient volume description of an object. In engineering, the parametric solid modeling method is used for building B-Rep model. However, a geological modeling generally adopts discrete modeling based on the triangulated surface, called a Sealed Geological Model, which defines geological domain by using geological interfaces such as horizons, faults, intrusives and modeling boundaries. Discrete B-Rep model is incompatible with mesh generation softwares in engineering because of discrepancies between discrete and parametric technique. In this research we have developed a converting program from Sealed Geological Model to Gmsh and COMSOL software. The developed program can convert complex geological model built by geomodeling software to user-friendly FEM software and it can be applied to geoscience simulation such as geothermal, mechanical rock simulation etc.

A case study on algorithm development and software materialization for logistics optimization (기업 물류망 최적 설계 및 운영을 위한 알고리즘 설계 및 소프트웨어 구현 사례)

  • Han, Jae-Hyun;Kim, Jang-Yeop;Kim, Ji-Hyun;Jeong, Suk-Jae
    • Journal of the Korea Safety Management & Science
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    • v.14 no.4
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    • pp.153-168
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    • 2012
  • It has been recognized as an important issue to design optimally a firm's logistics network for minimizing logistics cost and maximizing customer service. It is, however, not easy to get an optimal solution by analyzing trade-off of cost factors, dynamic and interdependent characteristics in the logistics network decision making. Although there has been some developments in a system which helps decision making for logistics analysis, it is true that there is no system for enterprise-wise's on-site support and methodical logistics decision. Specially, E-biz process along with information technology has been made dramatic advance in a various industries, there has been much need for practical education closely resembles on-site work. The software developed by this study materializes efficient algorithm suggested by recent studies in key topics of logistics such as location and allocation problem, traveling salesman problem, and vehicle routing problem and transportation and distribution problem. It also supports executing a variety of experimental design and analysis in a way of the most user friendly based on Java. In the near future, we expect that it can be extended to integrated supply chain solution by adding decision making in production in addition to a decision in logistics.

Augmented Reality to Localize Individual Organ in Surgical Procedure

  • Lee, Dongheon;Yi, Jin Wook;Hong, Jeeyoung;Chai, Young Jun;Kim, Hee Chan;Kong, Hyoun-Joong
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.394-401
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    • 2018
  • Objectives: Augmented reality (AR) technology has become rapidly available and is suitable for various medical applications since it can provide effective visualization of intricate anatomical structures inside the human body. This paper describes the procedure to develop an AR app with Unity3D and Vuforia software development kit and publish it to a smartphone for the localization of critical tissues or organs that cannot be seen easily by the naked eye during surgery. Methods: In this study, Vuforia version 6.5 integrated with the Unity Editor was installed on a desktop computer and configured to develop the Android AR app for the visualization of internal organs. Three-dimensional segmented human organs were extracted from a computerized tomography file using Seg3D software, and overlaid on a target body surface through the developed app with an artificial marker. Results: To aid beginners in using the AR technology for medical applications, a 3D model of the thyroid and surrounding structures was created from a thyroid cancer patient's DICOM file, and was visualized on the neck of a medical training mannequin through the developed AR app. The individual organs, including the thyroid, trachea, carotid artery, jugular vein, and esophagus were localized by the surgeon's Android smartphone. Conclusions: Vuforia software can help even researchers, students, or surgeons who do not possess computer vision expertise to easily develop an AR app in a user-friendly manner and use it to visualize and localize critical internal organs without incision. It could allow AR technology to be extensively utilized for various medical applications.

Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

Implementation of User-friendly Intelligent Space for Ubiquitous Computing (유비쿼터스 컴퓨팅을 위한 사용자 친화적 지능형 공간 구현)

  • Choi, Jong-Moo;Baek, Chang-Woo;Koo, Ja-Kyoung;Choi, Yong-Suk;Cho, Seong-Je
    • The KIPS Transactions:PartD
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    • v.11D no.2
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    • pp.443-452
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    • 2004
  • The paper presents an intelligent space management system for ubiquitous computing. The system is basically a home/office automation system that could control light, electronic key, and home appliances such as TV and audio. On top of these basic capabilities, there are four elegant features in the system. First, we can access the system using either a cellular Phone or using a browser on the PC connected to the Internet, so that we control the system at any time and any place. Second, to provide more human-oriented interface, we integrate voice recognition functionalities into the system. Third, the system supports not only reactive services but also proactive services, based on the regularities of user behavior. Finally, by exploiting embedded technologies, the system could be run on the hardware that has less-processing power and storage. We have implemented the system on the embedded board consisting of StrongARM CPU with 205MHz, 32MB SDRAM, 16MB NOR-type flash memory, and Relay box. Under these hardware platforms, software components such as embedded Linux, HTK voice recognition tools, GoAhead Web Server, and GPIO driver are cooperated to support user-friendly intelligent space.

Writing System for Farming Diary using Public Data (공공데이터를 활용한 영농일지 작성 시스템)

  • Kwon, Daecheol;Kim, Sanggeun;Kim, Neunghoe
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.179-184
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    • 2022
  • As public data opened its doors in line with the era of the 4th Industrial Revolution, agricultural public data also increased. Currently, the majority of farmers are writing farming diaries due to eco-friendly certification and basic public interest direct payment projects. However, it is a difficult task for busy farmhouses in the aging agricultural community to write farming diaries. Therefore, there have been cases where farming diaries have been filled out on behalf of the farmhouses. However, one may get disadvantaged in terms of receiving eco-friendly certification and public interest direct payment projects. In succession, this paper proposes a system to conveniently write farming diaries by checking the farming diary data stored in the server via categories of crops and dates and finding farming diary public data suitable for the user to automatically fill out the diary.

Music Programming Language Composition Using Csound (Csound를 이용한 음악 프로그래밍 언어 제작)

  • Yeo Young-Hwan
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.7
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    • pp.365-370
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    • 2005
  • The present study is purposed to establish a systematic theory for user-friendly approach to the creation of using a programming language using Csound. Csound is a world-wide computer music programming language and a software synthesizer specialized for prominent sound designers developed by Barry Vercoe at the Media Laboratory in M.I.T. The introduction and the main body of this paper suggested as the starting point of creating electronic music and musical sound the time of combination of music with natural sound or sound from specific media from the viewpoint of traditional Western music. and presents a systematic method composed of the principle of the operation of Csound and basic data samples.

RETScreen(R) Ground Source Heat Pump(GSHP) Application for Korea (RETScreen(R) 지중열 히트펌프 모듈 한국 적용에 관한 연구)

  • Naveed Ahmed T;Park Sanghyun;Lee Euijoon;Kim Byungseon
    • 한국신재생에너지학회:학술대회논문집
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    • 2005.06a
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    • pp.678-683
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    • 2005
  • Korea is utilizing geothermal resources mainly in the bathing and swimming facilities with very few applications for industrial processes or space heating. It is estimated that geothermal capacity and annual utilization are 36.2MWt and 761TJ/year as compared to global capacity and annual utilization of 15,145MWt and 190,699 TJ/year. RETScreen software is a user's friendly tool for analyzing the technical and financial pre-feasibility of potential Renewable Energy (RE) projects that promotes the use of RE applications through the capacity building of planners, decision-makers and industries for successful implementation of RE projects. Strong ties between Canada and Korean organizations such as Korean Solar Energy Society (KSES) and the Korea Institute of Energy Research (KIER) exist for knowledge transfer about RETScreen. In this paper, an overview of RETScreen and its ground source heat pump (GSHP) model with a practical example of an existing project of a community hall in Canada are described to illustrate effectiveness of RETScreenin the implementation of RE technologies. The same community hall project is then evaluated hypothetically considering its location at Kangnyng, Korea. The main objective is to demonstrate how RETScreen GSHP model can also be utilized effectively for GSHP applications in Korea.

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Carpal Bone Segmentation Using Modified Multi-Seed Based Region Growing

  • Choi, Kyung-Min;Kim, Sung-Min;Kim, Young-Soo;Kim, In-Young;Kim, Sun-Il
    • Journal of Biomedical Engineering Research
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    • v.28 no.3
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    • pp.332-337
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    • 2007
  • In the early twenty-first century, minimally invasive surgery is the mainstay of various kinds of surgical fields. Surgeons gave percutaneously surgical treatment of the screw directly using a fluoroscopic view in the past. The latest date, they began to operate the fractured carpal bone surgery using Computerized Tomography (CT). Carpal bones composed of wrist joint consist of eight small bones which have hexahedron and sponge shape. Because of these shape, it is difficult to grasp the shape of carpal bones using only CT image data. Although several image segmentation studies have been conducted with carpal bone CT image data, more studies about carpal bone using CT data are still required. Especially, to apply the software implemented from the studies to clinical fIeld, the outcomes should be user friendly and very accurate. To satisfy those conditions, we propose modified multi-seed region growing segmentation method which uses simple threshold and the canny edge detector for finding edge information more accurately. This method is able to use very easily and gives us high accuracy and high speed for extracting the edge information of carpal bones. Especially, using multi-seed points, multi-bone objects of the carpal bone are extracted simultaneously.

A Study on the Support System for Midship Structural Analysis (선체중앙부해석 지원시스템 개발에 관한 연구)

  • Shin, Hyun-Kyoung;Son, Ho-Cheol;Kwon, Myung-Joon;Song, Jae-Young;Kim, Jong-Hyun;Lee, Jeong-Ryul;Kang, Ho-Seung;Yeon, Kyu-Jin
    • Journal of Ocean Engineering and Technology
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    • v.12 no.3 s.29
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    • pp.86-95
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    • 1998
  • CAD/CAM program developers have made substantial progress in enabling engineers to design, analyze, visualize, visualize, and simulate the performance of structures and systems. Many researchers, however, agree that there is still a way to go before the existing commercial computer software can be used in ship structural analysis to their full potential as solvers which can identify opportunities to reduce man-hours and cut costs. CAD systems used for these works in ship yards are general-purposed and not custom-tailored for ship structures, which force end-users to do tiresome and routine works. The new preprocessor "MeshGen" announced in this study can load several ship types and user-friendly generate their FE meshes employing the object-oriented approach based on the parametric and top-down design. Also "MeshGen" reduces dramatically the time required to prepare CAD models under window-based environments on desktop personal computers and makes it much easier and faster for end-users to change topology and material properties.

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