• Title/Summary/Keyword: virtual class

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Protecting Mobile Agent with VPN (VPN을 이용한 이동 에이전트의 보호)

  • 박재경;원유헌
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.11 no.3
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    • pp.3-12
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    • 2001
  • In this course of Internet proliferation, many network-related technologies are examined for possible growth and evolution. The use of Internet-based technologies is private networks has further fuelled the demand for network-based applications. The most promising among the new paradigms is the use of mobile agents. The mobile agent is capable of migrating autonomously form node to node in the network, to perform some computations on behalf of the user. The mobile agent paradigm is attractive alternative to traditional client-server programming for a significant class of network-centric applications. It does however, suffer. from a major drawback namely, the potential for malicious attacks, abuse of resources, pilfering of information, and other security issues. These issues are significantly hampering the acceptance of the mobile-agent paradigm. This paper describes the design of a secure mobile agent gateway 7hat can split and merge the agent code with security policy database on the VPN. This mechanism will promote security in the mobile agent systems.

Does the palatal vault form have an influence on the scan time and accuracy of intraoral scans of completely edentulous arches? An in-vitro study

  • Osman, Reham;Alharbi, Nawal
    • The Journal of Advanced Prosthodontics
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    • v.14 no.5
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    • pp.294-304
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    • 2022
  • PURPOSE. The purpose of this study was to evaluate the influence of different palatal vault configurations on the accuracy and scan speed of intraoral scans (IO) of completely edentulous arches. MATERIALS AND METHODS. Three different virtual models of a completely edentulous maxillary arch with different palatal vault heights- Cl I moderate (U-shaped), Cl II deep (steep) and Cl III shallow (flat)-were digitally designed using CAD software (Meshmixer; Autodesk, USA) and 3D-printed using SLA-based 3D-printer (XFAB; DWS, Italy) (n = 30; 10 specimens per group). Each model was scanned using intraoral scanner (Trios 3; 3ShapeTM, Denmark). Scanning time was recorded for all samples. Scanning accuracy (trueness and precision) were evaluated using digital subtraction technique using Geomagic Control X v2020 (Geomagic; 3DSystems, USA). One-way analysis of variance (ANOVA) test was used to detect differences in scanning time, trueness and precision among the test groups. Statistical significance was set at α = .05. RESULTS. The scan process could not be completed for Class II group and manufacturer's recommended technique had to be modified. ANOVA revealed no statistically significant difference in trueness and precision values among the test groups (P=.959 and P=.658, respectively). Deep palatal vault (Cl II) showed significantly longer scan time compared to Cl I and III. CONCLUSION. The selection of scan protocol in complex cases such as deep palatal vault is of utmost importance. The modified, adopted longer path scan protocol of deep vault cases resulted in increased scan time when compared to the other two groups.

CAD-CAM technique based digital diagnosis and fixed partial denture treatment on maxillary congenital missing teeth with skeletal class III tendency patient: A case report (상악 선천성 결손과 하악 골격성 제3급 부정교합 경향성을 보이는 환자에게서 CAD-CAM 기법을 이용한 진단과 고정성 보철 수복 증례 보고)

  • Oh, SaeEun;Park, YoungBum;Park, JaeHan
    • The Journal of Korean Academy of Prosthodontics
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    • v.60 no.4
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    • pp.354-361
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    • 2022
  • The development of digital technology is causing great changes in dentistry. This digital workflow combines various 3D data in the prosthetic treatment area for diagnosis and prosthetic manufacturing. The planned diagnosis and the fabrication of prosthesis in a virtual patient formed by synthesizing digital data can simulate the results of prosthetic treatment more intuitively than conventional methods, thereby increasing the predictability of aesthetic prosthetic treatment. In this case report, functionally and aesthetically satisfied clinical results were obtained by fabricating a fixed partial dentures through a digital workflow on congenital missing teeth in the maxillary anterior region.

Methods to Use AI Programing in Environmental Education for Elementary School Curriculum (초등 환경교육에서 인공지능 프로그래밍 활용 방법)

  • Yong-Bae Lee
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.407-416
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    • 2022
  • Although environmental education has been more important due to global extreme weather and natural desasters, environmental topics are covered by several other subjects because it is not an independent subject in elementary school and they need to distribute more class hours to cover proper amount of environmental content. This study is performed to develop method to integrate environmental education and software education in elementary school. This method helps students to learn topics about recycling by using Artificial Intelligence programming and Artificial Intelligence also helps students to practice recycling in virtual reality. A new teaching and learning module(Problem Recognition→Machine Learning↔Use of AI→Collaboration) is adopted for the learning procedure and more than 80 % of the students replied positively to the survey about the interest on integrated learning, understanding of environmental education, understanding of Artificial Intelligence, further learning on Artificial Intelligence programming.

Case Study on the Development of STEAM Instruction Material for Mathematics Subject-Based Advanced Technology and ICT Teaching Tools (초등수학 교과 기반 첨단 기술 및 ICT 교구 활용형 융합교육 자료 개발에 대한 사례 연구)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.333-352
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    • 2022
  • This study is aimed at developing the STEAM instruction materials for mathematics subject-based advanced technology and ICT teaching tools. In order to develop the STEAM materials, a PDI model in which the implementation and evaluation steps were simplified to Improvement was used. The developed STEAM materials were revised and supplemented by a group of experts. The subject of the STEAM class material developed in this study is 『Graph! The bridge that connects the past, present and future』 , 『You are the same but different!』 , 『Creating a virtual reality three-dimensional space together』 , 『And making interesting figures』 and 『Cover the roof of the turtle ship!』 . As a suggestion based on the results of this development study, various STEAM education materials should be developed and shared so that STEAM education can be performed in the elementary education field. And for the spread and settlement of STEAM education, the cultivation and expansion of STEAM education capabilities of on-site elementary school teachers or pre-service teachers will be an absolute prerequisite. And this suggests the need for a continuous and long-term approach to follow-up research on STEAM education.

Research on Fashion Edutech XR Content Applying Skeuomorphism (스큐어모피즘을 적용한 패션 에듀테크 XR 콘텐츠 연구)

  • Hyang-Ja, Kim
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.560-567
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    • 2023
  • This study aims to rediscover the industrial value of a borderless service in the hyper-connected era by producing fashion content at the forefront of the cultural industry as XR content and contributing to developing fashion content for edutech. The research method employed design aesthetic theory, while the empirical proposal utilized scientific knowledge information to build a framework for 3D convergence content. The characteristics of fashion content exhibitions that apply the neumorphism technique are as follows: The first is a virtual space that produces clothing culture by type. Africa, where dyeing and crafts are developed, selects a product-oriented exhibition type; Asia, where weaving and textiles are excellent, selects a random movement type; and Europe, where the evolution of clothing design over time is evident, selects a guided movement type to create a three-dimensional fashion edutech. The goal was to produce content. The second is creative reproducibility, which combines a new fashion design that embraces the aura of the original with a trendy sense. The realistic folk costume style of the original allowed for its implementation in the AR exhibition space using historical traditional style techniques such as weaving and textiles. The third is building organic, modular content. By designing and then saving/editing/arranging the basic VP zone for each style, learners and instructors can freely edit the content for each fashion class topic and create various presentations to ensure that it functions as non-face-to-face edutech content around the world.

Development of an Artificial Intelligence-based Marine Ecological Transformation Education Program to Improve the Ecological Sensitivity of Elementary School Students (초등학생의 생태적 감수성 향상을 위한 인공지능 기반 해양 생태전환교육 프로그램 개발)

  • Kim, Min-Sun;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
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    • v.43 no.1
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    • pp.148-157
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    • 2024
  • The purpose of this study was to develop an artificial intelligence-based marine ecological education program to improve the ecological sensitivity of elementary school students. The program was taught 11 times within 4 weeks, and an ecological sensitivity test was conducted before and after the program. The statistical results of the tests showed that the developed program improved the ecological sensitivity of elementary school students. Through in-depth interviews, improvements were found in all the areas, such as empathy for the living things, interest in nature, enjoyment of nature, and wonder about nature. Through the marine ecological classes, which used artificial intelligence and virtual reality, the students were able to get closer to nature, and the student participation activities showed a positive effect on their ecological sensitivity. This indicates that experience-oriented education methods are more effective than simple explanatory classes to improve the students' ecological sensitivity, and artificial intelligence technology proved effective in increasing the students' immersion in the class.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

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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Visual Touchless User Interface for Window Manipulation (윈도우 제어를 위한 시각적 비접촉 사용자 인터페이스)

  • Kim, Jin-Woo;Jung, Kyung-Boo;Jeong, Seung-Do;Choi, Byung-Uk
    • Journal of KIISE:Software and Applications
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    • v.36 no.6
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    • pp.471-478
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    • 2009
  • Recently, researches for user interface are remarkably processed due to the explosive growth of 3-dimensional contents and applications, and the spread class of computer user. This paper proposes a novel method to manipulate windows efficiently using only the intuitive motion of hand. Previous methods have some drawbacks such as burden of expensive device, high complexity of gesture recognition, assistance of additional information using marker, and so on. To improve the defects, we propose a novel visual touchless interface. First, we detect hand region using hue channel in HSV color space to control window using hand. The distance transform method is applied to detect centroid of hand and curvature of hand contour is used to determine position of fingertips. Finally, by using the hand motion information, we recognize hand gesture as one of predefined seven motions. Recognized hand gesture is to be a command to control window. In the proposed method, user can manipulate windows with sense of depth in the real environment because the method adopts stereo camera. Intuitive manipulation is also available because the proposed method supports visual touch for the virtual object, which user want to manipulate, only using simple motions of hand. Finally, the efficiency of the proposed method is verified via an application based on our proposed interface.