• Title/Summary/Keyword: virtual Integration

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Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

BUSINESS PROCESS ENGINEERING IN THE CONSTRUCTION INDUSTRY

  • Brenda L. P. Yip;Ping Yung
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.622-627
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    • 2009
  • Business process engineering (BPE) is a top-down management approach for increasing efficiency and productivity through radical and fundamental changes to the business processes of the organization. BPE requires firms to initially develop a model of the existing business processes of the firm to distinguish functional tasks from processes used for coordinating inputs, activities and outputs. The model is used for understanding the business processes in the organization and to simulate the effect of changes to the processes. The model can also be used to justify business processes, which involves assessing whether the business process provides value to the customer in its current configuration. Justification requires a careful examination of the key business processes used by the firm to identify systemic shortcomings in the process and to create a new business process to produce greater efficiency. BPE also considers automating as many business processes as possible to increase operational efficiency and the integration of business process tasks. The construction industry has been slow to adopt BPE because of its project approach in which a major firm contracts with various functional service providers and regards each project as unique. The industry focuses on functional task efficiency rather than business process efficiency. There is no formal methodology or criteria for determining whether a business process is effective for a construction firm in its current configuration. The use of performance measures such as costs, task duration times or other metrics can be useful in evaluating the effectiveness of an existing business process and for modeling the possible outcome of a fundamental and radical change to the process.

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AprilTag and Stereo Visual Inertial Odometry (A-SVIO) based Mobile Assets Localization at Indoor Construction Sites

  • Khalid, Rabia;Khan, Muhammad;Anjum, Sharjeel;Park, Junsung;Lee, Doyeop;Park, Chansik
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.344-352
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    • 2022
  • Accurate indoor localization of construction workers and mobile assets is essential in safety management. Existing positioning methods based on GPS, wireless, vision, or sensor based RTLS are erroneous or expensive in large-scale indoor environments. Tightly coupled sensor fusion mitigates these limitations. This research paper proposes a state-of-the-art positioning methodology, addressing the existing limitations, by integrating Stereo Visual Inertial Odometry (SVIO) with fiducial landmarks called AprilTags. SVIO determines the relative position of the moving assets or workers from the initial starting point. This relative position is transformed to an absolute position when AprilTag placed at various entry points is decoded. The proposed solution is tested on the NVIDIA ISAAC SIM virtual environment, where the trajectory of the indoor moving forklift is estimated. The results show accurate localization of the moving asset within any indoor or underground environment. The system can be utilized in various use cases to increase productivity and improve safety at construction sites, contributing towards 1) indoor monitoring of man machinery coactivity for collision avoidance and 2) precise real-time knowledge of who is doing what and where.

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Utilization Strategies of Generative AI Platforms for CG Education (CG 교육을 위한 생성형 인공지능 플랫폼 활용 방안)

  • Donghee Suh
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.357-364
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    • 2023
  • Due to the rapid advancement of AI technology, generative artificial intelligence platforms are experiencing innovative applications in various fields. In this paper, it examines research cases involving the utilization of AI in education, explore instances where generative AI platforms are applied in the realm of creative endeavors, and discuss the direction of utilizing generative AI in educational contexts. In the field of computer graphics, this study introduced generative AI platforms that are applicable for image creation, editing, and video editing. It also proposed platforms that can be utilized in the video editing production process. These generative AI platforms not only offer advantages in terms of efficiency, by reducing the efforts of creators and saving time in the production process, but they also present positive aspects in enhancing individual capabilities. It is advocated that their swift integration into education is necessary, considering these benefits. This study aims to provide direction for the expansion of creative education utilizing generative AI platforms.

Crossmodal Perception of Mismatched Emotional Expressions by Embodied Agents (에이전트의 표정과 목소리 정서의 교차양상지각)

  • Cho, Yu-Suk;Suk, Ji-He;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.267-278
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    • 2009
  • Today an embodied agent generates a large amount of interest because of its vital role for human-human interactions and human-computer interactions in virtual world. A number of researchers have found that we can recognize and distinguish between various emotions expressed by an embodied agent. In addition many studies found that we respond to simulated emotions in a similar way to human emotion. This study investigates interpretation of mismatched emotions expressed by an embodied agent (e.g. a happy face with a sad voice); whether audio-visual channel integration occurs or one channel dominates when participants judge the emotion. The study employed a 4 (visual: happy, sad, warm, cold) $\times$ 4 (audio: happy, sad, warm, cold) within-subjects repeated measure design. The results suggest that people perceive emotions not depending on just one channel but depending on both channels. Additionally facial expression (happy face vs. sad face) makes a difference in influence of two channels; Audio channel has more influence in interpretation of emotions when facial expression is happy. People were able to feel other emotion which was not expressed by face or voice from mismatched emotional expressions, so there is a possibility that we may express various and delicate emotions with embodied agent by using only several kinds of emotions.

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A Practical Approach to Implement QoS in Broadband Access Networks (광대역 접속망에서 QoS 구현을 위한 현실적 접근법)

  • Park Seung-Chul
    • Journal of KIISE:Information Networking
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    • v.33 no.3
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    • pp.277-287
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    • 2006
  • Most of the existing broadband access networks based on DSL, cable modem, and Ethernet support the best-effort internet access service, and adopt the flat rate pricing mechanism. It is almost impossible to provide the differentiated communication services, in current broadband access networks, for the different users and/or the different application services. Currently, however, the advances in multimedia, communication, and security technologies push the interactive and/or streaming multimedia services and VPN services to be widely deployed over Internet, and they require more QoS-sensitive services than the best-effort service. Though various QoS technologies such as RSVP-based IntServ and DiffSern were already developed and under standardization in Internet world, it is impractical to replace the existing QoS-unaware access networks with the QoS-enabled ones at a time to deploy QoS-sensitive services. In this paper, after analyzing current broadband access network architectures and the status of QoS support, we propose a practical approach to support multimedia QoS in the broadband access networks. The approach will be based on the integration of the differentiated pricing and the DiffServ technology. And it will be a step-wise approach to support backward compatibility with the legacy broadband access networks as much as possible.

The Development and Effects of WEB Instruction Programs for Drug Abuse Prevention in Korean Adolescents (청소년의 약물남용예방을 위한 웹 활용 학습 프로그램 개발 및 효과)

  • Min, Young-Sook
    • Journal of Korean Academy of Nursing
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    • v.30 no.4
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    • pp.1055-1065
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    • 2000
  • The purpose of this study was to develop, through the integration of instructional theory, a Courseware and to investigate the effectiveness of a web-based computer assisted instruction(WBI) program for preventing drug abuse, a serious problem for youth problem. During the first stage of this study done "Drug Abuse Prevention" Courseware was developed based on, Gagn & Brigg's instructional design theory, Keller's ARCS theory and the CAI model of Hannafin & Peck. For the second stage, the courseware was used to provide education for students adolescents in drug abuse prevention. This study used an quasi-experimental, one-group pretest-posttest design with a convenience sample of 36 male high school students who were at one high school located in Seoul. Data were collected using self-reported questionnaires which included a learning achievement tool, the Keller's IMMS (Instructional Material Motivation Survey), on attitudes to drug use, and on responses to the WBI instruction. Prior to the experiment, the "drug abuse prevention" learning method and the procedures of the study were explained to the students, and then the learning achievement of the subjects was measured as a pretest. The students were then given 2 weeks WBI utilizing the courseware. A post-test which included the pre-test learning achievement questionnaire and a survey of learning motivation and attitudes toward drug were given two weeks after the education was completed. The data analysis was done using SPSS/PC. Paired t-test was used to analyze the differences between the pre-test and post-test scores for learning achievement. The results of the analysis are as follows: There were significant differences in learning achievement between the pre-test and post-test(t=-18.62, p=0.000). The hypothesis, that learning achievement will be higher, after the class has used the courseware, than before was supported. The scores for learning motivation and attitudes toward drugs were also higher than the results of existing studies. In conclusion, this study suggests that WBI is an effective learning method in the prevention of drug abuse for adolescents as it can be used for self-learning and repeated learning as assisted instruction. Recommendation would be given that further research needs to be develped in the courseware by cognitive learning style and by multimedia courseware and virtual reality system.

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A Non-consecutive Cloth Draping Simulation Algorithm using Conjugate Harmonic Functions (켤레조화함수를 이용한 비순차적 의류 주름 모사 알고리즘)

  • Kang Moon Koo
    • Journal of KIISE:Software and Applications
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    • v.32 no.3
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    • pp.181-191
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    • 2005
  • This article describes a simplified mathematical model and the relevant numerical algorithm to simulate the draped cloth on virtual human body. The proposed algorithm incorporates an elliptical, or non-consecutive, method to simulate the cloth wrinkles on moving bodies without resorting to the result of the past time-steps of drape simulation. A global-local analysis technique was employed to decompose the drape of cloths into the global deformation and the local wrinkles that will be superposed linearly The global deformation is determined directly by the rotation and the translation of body parts to generate a wrinkle-free yet globally deformed shape of cloth. The local wrinkles are calculated by solving simple elliptical equations based on the orthogonality between conjugate harmonic functions representing the wrinkle amplitude and the direction of wrinkles. The proposed method requires no interpolative time frames even for discontinuous body postures. Standing away from the incremental approach of time integration in conventional methods, the proposed method yields a remarkable reduction of CPU time and an enhanced stability. Also, the transient motion of cloth could be achieved by interpolating between the deformations corresponding to each static posture.

System-level Hardware Function Verification System (시스템수준의 하드웨어 기능 검증 시스템)

  • You, Myoung-Keun;Oh, Young-Jin;Song, Gi-Yong
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.2
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    • pp.177-182
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    • 2010
  • The flow of a universal system-level design methodology consists of system specification, system-level hardware/software partitioning, co-design, co-verification using virtual or physical prototype, and system integration. In the developing process of a hardware component in system, the design phase has been regarded as a phase consuming lots of time and cost. However, the verification phase in which functionality of the designed component is verified has recently been considered as a much important phase. In this paper, the implementation of a verification environment which is based on SystemC infrastructure and verifies the functionality of a hardware component is described. The proposed verification system uses SystemC user-defined channel as communication interface between variables of SystemC module and registers of Verilog module. The functional verification of an UART is performed on the proposed verification system. SystemC provides class library for hardware modeling and has an advantage of being able to design a system consisting hardware and software in higher abstraction level than register transfer level. Source codes of SystemC modules are reusable with a minor adaptation on verifying functionality of another hardware component.

Design and Implementation of an Access Control System Based on GeoXACML (GeoXACML 기반의 접근 제어 시스템 설계 및 구현)

  • Ban, Hyun O;Shin, In Su;Kim, Jeong Joon;Han, Ki Joon
    • Spatial Information Research
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    • v.21 no.4
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    • pp.15-24
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    • 2013
  • Recently, as the spatial information and various multimedia are fused together, the demand for the high value-added spatial information contents and the necessity of technology for spatial information security are increasing. However, since the current security policy is being managed independently by each system, there is a problem with unreliable or costly to modify or revise the security policy. Such problems occur frequently in the process of coordination or integration of the spatial information management systems that are used in public institutions and private companies. Therefore, in this paper, the access control system that could provide an integrated security policy for many spatial platforms and systems with expandable grammar and semantics was designed and implemented based on GeoXACML proposed by OGC. As the GeoXACML-based access control system designed and implemented in this paper follows the international standard specifications, it provides high portability and interoperability. Finally, in this paper, the efficiency of the system was proved by applying it to a virtual scenario on the military area requiring the access control.