• Title/Summary/Keyword: virtual age

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Personalized Contents Service with User-Context (사용자 콘텍스트를 이용한 맞춤형 콘텐츠 서비스의 구현)

  • Ahn, Eunyoung;Kim, Jaewon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.614-621
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    • 2008
  • With the proliferation of information and diversity of user environment, the filtering of information for providing suitable contents to user becomes more important. This paper represents the platform for user-context based contents service taking account of user's various environments. To make information more useful, web server devote their effort to select proper contents and reconstruct them according to the user preferences and environment condition. Finally we implement contents provider presenting personalized information for the prehistoric age in virtual museum on the web.

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Analysis of the Relationship between Construction Industry and Cooperation Business (건설 산업을 중심으로 한 협력 산업과의 관계 분석)

  • Moon, Sung-Kon;Lee, Joo-Sung;Yoo, Seung-Kyu;Kim, Jae-Jun
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2009.05b
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    • pp.149-153
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    • 2009
  • Today, the form of competition among companies quickly changes in new paradigm. In the past company activity was performed independently, but now dependently. With global age, that change is essential, the introduction of a system that integrates a series of courses is needed for the success of members. Nevertheless, those change are very slow in construction industry, that causes a lot of loss in project process. Construction industry produce structures with collaboration of other industries. There are difficulties that only one company make it, alone. In this trend, cooperation is essential. but the process of original brings a lot of loss From this perspective, this study will prove dependencies of construction industry. Draw out each factor from industrial cooperation, those analyze correlation with system dynamics. In conclusion, this study performs a basic research about 'Integrated Management System' of construction project.

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Review of K-12 Metaverse Safety Education in Korea :Ministry of Education Official Program

  • Deok-Jin Jang;Hong-Sang Lee;Ha-Sung Kong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.44-48
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    • 2023
  • To enhance safety in dangerous situations, it is essential to provide practice-oriented safety education. However, direct experiences can be limited, and thus, metaverse-based safety education is emerging as an alternative. In this study, we analyzed the first official metaverse safety education program of the Korea Ministry of Education, mainly focusing on its title, objectives, content, and results using the Revised PRISMA framework. The program concentrates on "life safety" for "fire safety," "disaster safety" for "earthquake safety," and "first aid" for "abrasions, burns, fractures, cardiopulmonary resuscitation, and the use of AED." We classified the objectives of the entire program and its three sub-programs, and identified the knowledge, main practice tasks, and their results. The aim of this study is to promote an understanding of the main cases of national-led metaverse safety education and infer the practical safety education contents emphasized to Korean school-age students.

Evaluation of Thermal and Shrinkage Stresses in Hardening Concrete Considering Early-Age Creep Effect (초기재령 콘크리트의 크리프를 고려한 온도 및 수축응력 해석)

  • 차수원;오병환;이형준
    • Journal of the Korea Concrete Institute
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    • v.14 no.3
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    • pp.382-391
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    • 2002
  • This study is devoted to the problems of thermal and shrinkage stresses in order to avoid cracking at early ages. The early-age damage induced by volume change has great influence on the long-term structural performance of the concrete structures such as its durability and serviceability To solve this complex problem, the computer programs for analysis of thermal and shrinkage stresses were developed. In these procedures, numerous material models are needed and the realistic numerical models have been developed and validated by comparison with relevant experimental results in order to solve practical problems. A framework has been established for formulation of material models and analysis with 3-D finite element method. After the analysis of the temperature, moisture and degree of hydration field in hardening concrete structure, the stress development is determined by incremental structural formulation derived from the principle of virtual work. In this study, the stress development is related to thermal and shrinkage deformation, and resulting stress relaxation due to the effect of early-age creep. From the experimental and numerical results it is found that the early-age creep p)ays important role in evaluating the accurate stress state. The developed analysis program can be efficiently utilized as a useful tool to evaluate the thermal and shrinkage stresses and to find measures for avoiding detrimental cracking of concrete structures at early ages.

A Study on Design Parameters for Ready-made Ear Shell of Hearing Aids (보청기용 범용 이어쉘을 위한 설계 파라미터에 관한 연구)

  • Urtnasan, Erdenebayar;Jeon, Yu-Yong;Park, Gyu-Seok;Song, Young-Rok;Lee, Sang-Min
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.60 no.5
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    • pp.1055-1061
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    • 2011
  • In this study, main parameters: aperture, first bend and second bend which express a structure of ear canal are extracted in order to modeling and manufacture the ready-made ear shells of hearing aids. The proposed parameter extraction method consists of 2 important algorithms, aperture detection and feature detection. In the aperture detection algorithm, aperture of 3-D scanned virtual ear impression and parameters relating to ear shell of hearing aid are determined. The feature detection algorithm detects first bend, second bend, and related parameters. Through these two algorithms, parameters for aperture, first bend, and second bend are extracted to model the ready-made ear shell of hearing aid. The values of these extracted parameters from 36 people's right ear impression are analyzed and measured statistically. As a result of the analysis, it has been found that it is possible to classify ready-made ear shell parameters by age and size. The ready-made ear shell parameters are classified 3-size for 20 years old and 2-size for 60 years olde. Using 3D rhino program, virtual ready-made ear shell is reconstructed by parameters of every type, and simulated to model it. A final product was produced by transferring simulation result with rapid prototyping system. The modeled ready-made ear shell is evaluated with the objective and subjective method. Objective method is the comparison volume ratio and overlapped volume ratio of ear impression from randomly chosen 18 people and ready-made ear shell. And subjective method is that the final product of ready-made ear shell is used by users and the satisfaction number drawn from well fitting and comfortable testing was evaluated. In the result of the evaluation, it has been found that volume ration is 70%, big and middle size ready-made ear shell products are possible, and the satisfaction number is high.

Speech Animation with Multilevel Control (다중 제어 레벨을 갖는 입모양 중심의 표정 생성)

  • Moon, Bo-Hee;Lee, Son-Ou;Wohn, Kwang-yun
    • Korean Journal of Cognitive Science
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    • v.6 no.2
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    • pp.47-79
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    • 1995
  • Since the early age of computer graphics, facial animation has been applied to various fields, and nowadays it has found several novel applications such as virtual reality(for representing virtual agents), teleconference, and man-machine interface.When we want to apply facial animation to the system with multiple participants connected via network, it is hard to animate facial expression as we desire in real-time because of the size of information to maintain an efficient communication.This paper's major contribution is to adapt 'Level-of-Detail'to the facial animation in order to solve the above problem.Level-of-Detail has been studied in the field of computer graphics to reperesent the appearance of complicated objects in efficient and adaptive way, but until now no attempt has mode in the field of facial animation. In this paper, we present a systematic scheme which enables this kind of adaptive control using Level-of-Detail.The implemented system can generate speech synchronized facial expressions with various types of user input such as text, voice, GUI, head motion, etc.

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An Exercise to Explore Avatar Customization and Gender Swapping (게임 유저의 아바타 성별 선택의 측도(測度)에 관한 연구)

  • Scheck, Katherine;Lee, Dong Yeop;Kyung, Byung Pyo;Ryu, Seuc Ho;Lee, Dong Lyeor;Lee, Wan Bok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.63-72
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    • 2015
  • Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise and questionnaire were created to study avatar customization practices across players outside the context of any particular game to understand better user motivations in creating their virtual selves. A preliminary trial of the exercise showed little correlation between age or gender and gender swapping. While those of non-traditional sexuality were more likely to gender swap, half of traditional sexuality also swapped. Finally, the personality trait, Openness to Experience, showed promising correlation with gender swapping.

Clinical Prediction Based on HPV DNA Testing by Hybrid Capture 2 (HC2) in Combination with Liquid-based Cytology (LBC)

  • Junyangdikul, Pairoj;Tanchotsrinon, Watcharaporn;Chansaenroj, Jira;Nilyaimit, Pornjarim;Lursinsap, Chidchanok;Poovorawan, Yong
    • Asian Pacific Journal of Cancer Prevention
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    • v.14 no.2
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    • pp.903-907
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    • 2013
  • Primary screening by HPV DNA testing is an effective method for reducing cervical cancer and has proven more sensitive than cytology. To advance this approach, many molecular methods have been developed. Hybrid capture 2 provides semi-quantitative results in ratios of relative light units and positive cutoff values (RLU/PC). Twenty-five thousand and five patients were included in this study to analyze the correlation between the ratio of RLU/PC and stage of cervical dysplasia. The results show that the RLU/PC ratios ranged from 0-3500 while almost normal cases, ASC-US and ASC-H, had values below 200. Of those samples negative for cytology markers, 94.6% were normal and their RLU/PC ratios were less than 4. With an RLU/PC ratio greater than 4 and less than or equal to 300, the percentages in all age groups were normal 53.6%, LSIL 20.2%, ASC-US 17.2%, HSIL 6.13%, ASC-H 2.72%, and AGC 0.11%, respectively. In contrast, 64.0% of samples with a RLU/PC ratio greater than 300 and less than or equal to 3500 were LSIL. These results should contribute to cost effective cervical cancer management strategies. Further studies of associations with particular HPV genotypes would be useful to predict the risk of progression to cancer.

A Study of Clothing Design in the Digital Age (디지털 시대의 의상 디자인 개발에 관한 연구)

  • 배리사;이인성
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

Study on the Concepts of Lee Jema's Way.Virtue.Nature.Imperative and the Contexts between Sasang Constitutional Medicine (이제마의 도덕.성명론과 사상의학적 맥락 연구)

  • No Sang-Young;Ko Heung
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.19 no.5
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    • pp.1137-1141
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    • 2005
  • This paper is written in order to investigate how Lee Je-Ma changed traditional Zhu Xi's philosophical view on Way(Tao; 道) Virtue(De: 德) Nature(Xing;性) and Imperative(Ming; 命), which was general concepts of his contemporary age, to practical philosophy and created new medical theories of Sasang(4 symbols) science from it. Lee emphasized the true thing which is able to be done in one's living not the concepts of Sasang. So he induced the concepts of Way and Virtue from the easy and simple way(易簡之道) in the Classic of Changes(I'Ching) for the purpose of practice by anyone. Because Nature and Imperative are derived from Way and Virtue in the context logically, human life is virtual in itself, so the substance of Nature and Imperative became equal with Way and Virtue. Herein the names and concepts of original 'Sasang' were substituted to Business(事), Mind(心), Body(身), Thing(物) which is able to be directly related with human being in his daily life. And he explained variously about the responses of Mind and Body of individuals onto Business and Thing. So it could be applied in medical aspects like emotional, symptomatical, characteristic features. Conclusively man is virtual being, so Nature and Imperative in the level of Human being are based on Way and Virtue in the level of Heaven. For that reason the new concepts of Sasang Business. Mind. Body Thing or Heaven. Human. Nature and Imperative were proposed.