• Title/Summary/Keyword: virtual human

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A Study on User Satisfaction Evaluation of Acceleration-Based Automated Driving Patterns (가속도 기반 자율주행 패턴에 대한 이용자 만족도 평가 연구)

  • Sooncheon Hwang;Dongmin Lee
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.6
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    • pp.284-298
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    • 2023
  • With the rapid advances in automated driving technology, opportunities to experience automated driving directly or indirectly are being provided to the public. On the other hand, research on the preferred automated driving patterns from the user's perspective has not been conducted in Korea. This study used a driving simulator and an experimental vehicle capable of automated driving to evaluate the user satisfaction regarding longitudinal and lateral accelerations. Automated driving patterns were implemented in a virtual environment simulation using five values of longitudinal and lateral accelerations derived from driving experiments. Among these values, three were implemented through experimental vehicle-based automated driving to evaluate satisfaction and anxiety. The participants evaluated lateral acceleration more sensitively than longitudinal acceleration and showed higher levels of anxiety. Based on these results, the necessity of user-oriented evaluation research for automated driving patterns and the suitability of simulator-based evaluation methods were presented.

Development of Fashion Design Applying Hippie Characteristics Based on 3D Digital Fashion Design (히피 특성을 활용한 3D 디지털 패션 디자인)

  • Dayeon You;Yoon Mee Lee;Younhee Lee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.4
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    • pp.13-28
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    • 2023
  • The purpose of this study is to analyze the characteristics of hippie style in emerging brands pursuing the hippie spirit, examine the changes in hippie style, and apply them to the design development process to propose a hippie style design that reflects contemporary characteristics. The research method of this study was used to grasp the characteristics and current status of hippie style based on a literature review and prior research. Through the analysis of Bode and Story mfg, a new brand that reflects the hippie spirit, the design expression methods and characteristics of modern hippie style were derived, and based on the analysis, the design of the 3D CLO virtual outfit was developed. The results of the study are as follows. First, in addition to the use of eco-friendly materials, the digital technology of the CLO 3D program was applied to the design development process, which made it possible to increase sustainability from the production process. Second, by creating a retro design centered on a striped pattern expressing freedom, revolution, and equality, and a handcrafted design based on a tie-dye pattern, the design was able to express the hippie spirit of loving nature, and through this, a new direction of eco-friendly and modern fashion design was presented.

Wine Quality Prediction by Using Backward Elimination Based on XGBoosting Algorithm

  • Umer Zukaib;Mir Hassan;Tariq Khan;Shoaib Ali
    • International Journal of Computer Science & Network Security
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    • v.24 no.2
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    • pp.31-42
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    • 2024
  • Different industries mostly rely on quality certification for promoting their products or brands. Although getting quality certification, specifically by human experts is a tough job to do. But the field of machine learning play a vital role in every aspect of life, if we talk about quality certification, machine learning is having a lot of applications concerning, assigning and assessing quality certifications to different products on a macro level. Like other brands, wine is also having different brands. In order to ensure the quality of wine, machine learning plays an important role. In this research, we use two datasets that are publicly available on the "UC Irvine machine learning repository", for predicting the wine quality. Datasets that we have opted for our experimental research study were comprised of white wine and red wine datasets, there are 1599 records for red wine and 4898 records for white wine datasets. The research study was twofold. First, we have used a technique called backward elimination in order to find out the dependency of the dependent variable on the independent variable and predict the dependent variable, the technique is useful for predicting which independent variable has maximum probability for improving the wine quality. Second, we used a robust machine learning algorithm known as "XGBoost" for efficient prediction of wine quality. We evaluate our model on the basis of error measures, root mean square error, mean absolute error, R2 error and mean square error. We have compared the results generated by "XGBoost" with the other state-of-the-art machine learning techniques, experimental results have showed, "XGBoost" outperform as compared to other state of the art machine learning techniques.

The Development of a Ship Firefighting Drill Simulator (선박소화훈련 시뮬레이터 개발에 관한 연구)

  • Kim, Won-Ouk;Kim, Dae-Hee
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.22 no.5
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    • pp.410-416
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    • 2016
  • After the Sewol Ferry accident, the importance of maritime safety has been emphasized in Korea. In particular, educational and experience training are not only being conducted for maritime personnel but also in schools and at maritime-related organizations in order to broadly instill maritime safety awareness. Based on SOLAS regulations, safety education for sailors conducted every 10 days passenger boats, and fire-fighting drills and abandon-ship training should be conducted once a month on merchant ships. After the Sewol Ferry accident, the maximum number of trainees was reduced from 40 to 20 in order to improve the effectiveness of these training sessions by requiring all trainees to participate in the actual training. The current training process consists of two steps: textbook-based theoretical training and actual practice. Current training environment provides limited capability from human and facility recourses which limit the numbers of trainee participated and system operation time. By introducing the simulation training, it will improve the trainee skill and performance prior to the on-site training and allow the more effective and rapid progress on actual practice. Therefore, it will be proposed the three-step training method in order to improve the effectiveness on fire-fighting drill in Maritime Safety Education on this study. This study suggests a three step training method that would increase the efficiency of maritime safety education. An image-training step to enhance individual task awareness and equipment usage via simulation techniques after theoretical training has been added. To implement this simulation, a virtual training session will be conducted before actual training, based on knowledge obtained from theoretical training, which is expected to increase the speed with which trainees can adapt during the practical training session. In addition, due to the characteristics of the simulation, repeated training is possible for reaction drills in emergency circumstances and other various scenarios that are difficult to replicate in actual training. The efficiency of training is expected to improve because trainees will have practiced before practical training takes place, which will decrease the time needed for practical training and increase the number of training sessions that can be executed, increasing the efficiency of training overall. This study considers development methods for fire-fighting drill simulations using virtual reality techniques.

An Algorithm for Detecting Linear Velocity and Angular Velocity for Improve Convenience of Assistive Walking System (보행보조시스템의 조작 편리성 향상을 위한 사용자의 선속도 및 회전각속도 검출 알고리즘)

  • Kim, Byeong-Cheol;Lee, Won-Young;Eom, Su-Hong;Jang, Mun-Seok;Kim, Pyeong-Su;Lee, Eung-Hyuk
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.10 no.4
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    • pp.321-328
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    • 2016
  • In this paper, we propose a walk status method which can be fused with conventional walk intention method to improve convenience of an electric assistive walking system for elder people with restricted walking capabilities. The system uses a handlebar as a trigger and regards grabbing a handlebar as expressing will to walk. And the system uses a user's linear velocity and angular velocity as linear velocity and angular velocity of a system, checked by laser range finder. To achieve this, we propose a method to find a virtual central point of a human body by estimating a central point between two legs. The experiments are carried out by comparing user's linear velocity and angular velocity, and system's linear velocity and angular velocity. The results show that the error of linear velocity and angular velocity between a user and a system are 1% and 2.77%, which means the linear velocity and angular velocity of a user can be applied to a system. And it is confirmed that the proposed fusion method can prevent a user from being dragged by an assistive walking system or a malfunction caused by lack of experience

A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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Augmented Presentation Framework Design and System Implementation for Immersive Information Visualization and Delivery (몰입적 정보 표현과 전달을 위한 증강 프레젠테이션 디자인 및 시스템 구현)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.5-13
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    • 2017
  • Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.

Pharmacophore Modeling, Virtual Screening and Molecular Docking Studies for Identification of New Inverse Agonists of Human Histamine H1 Receptor

  • Thangapandian, Sundarapandian;Krishnamoorthy, Navaneethakrishnan;John, Shalini;Sakkiah, Sugunadevi;Lazar, Prettina;Lee, Yu-No;Lee, Keun-Woo
    • Bulletin of the Korean Chemical Society
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    • v.31 no.1
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    • pp.52-58
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    • 2010
  • Human histamine H1 receptor (HHR1) is a G protein-coupled receptor and a primary target for antiallergic therapy. Here, the ligand-based three-dimensional pharmacophore models were built from a set of known HHR1 inverse agonists using HypoGen module of CATALYST software. All ten generated pharmacophore models consist of five essential features: hydrogen bond acceptor, ring aromatic, positive ionizable and two hydrophobic functions. Best model had a correlation coefficient of 0.854 for training set compounds and it was validated with an external test set with a high correlation value of 0.925. Using this model Maybridge database containing 60,000 compounds was screened for potential leads. A rigorous screening for drug-like compounds unveiled RH01692 and SPB00834, two novel molecules for HHR1 with good CATALYST fit and estimated activity values. The new lead molecules were docked into the active site of constructed HHR1 homology model based on recently crystallized squid rhodopsin as template. Both the hit compounds were found to have critical interactions with Glu177, Phe432 and other important amino acids. The interpretations of this study may effectively be deployed in designing of novel HHR1 inverse agonists.

"Poor Theatre, Poor Art" - Jerzy Grotowsky's Play and Arte Povera ('가난한 연극, 가난한 미술' - 그로토프스키 연극이론과 아르테 포베라)

  • Kang, Young-Joo
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.109-133
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    • 2007
  • What a concept of theatricality in modern art became more controversial is through a review "art and object-hood" on Michael Fried's minimal art, as having been already known broadly. As he had been concerned, the art following the minimalism is accepting as the very important elements such as the introduction of temporality, the stage in the exhibition space, and the audience's positive participation, enough to be no exaggeration to say that it was involved in almost all the theatricality. Particularly even in the installation art and the environment art, which have substantially positioned since the 1970s, the space is staged, and the audience's participation is greatly highlighted due to the temporal character and the site-specific in works. In such way, the theatricality in art work is today regarded as one of the most important elements. In this context, it is thought to have significance to examine theatricality, which is shown in the works of Arte Povera artists, who had been active energetically between 1967-1971. That is because the name of this group itself is what was borrowed from "Poor Theatre" in Jerzy Grotowski, who is a play director and theorist coming from Poland, and because of having many common points in the aspect of content and form. It reveals that the art called Arte Povera is sharing many critical minds in the face of commanding the field called a play and other media. Grotowski's theatre theory is very close to the theory and substance in Arte Povera in a sense that liberates a play, which was locked in literature, above all, renews the relationship between stage and seat and between actor and audience, and pursues a human being's change in consciousness through this. That is because Arte Povera also emphasizes the communication with the audience through appealing to a human being's perception and through the direct and living method, not the objective art concept of centering on the work. In addition, the poor play or poor art all has tendency that denies a system, which relies upon economic and cultural system, and seeks for what is anti-cultural, elemental, and fundamental. It is very similar even in a sense that focuses on the exploration process itself rather than the result, excludes the transcendental concept, and attaches importance to empiricism. However, Arte Povera accepts contradictoriness and complexity, and suggests eclecticism and tolerance, thereby being basically the nomadic art and the art difficult to be captured constitutively. On the other hand, there is difference in a sense that the poor play is characterized by purity, asceticism, seriousness, and solemnity. If so, which significance does this theatricality, which was introduced to art, ultimately have? As all the arts desire to be revealed with invisible things beyond the visual thing, theatricality comes to play a very important role at this time. If all the artists and audiences today came to acquire actual or virtual freedom much more, that can be said to be a point attributable to that art relied upon diverse conditions in a play.

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A Study on the Role of Christianity and the Educational Direction in the Fourth Industrial Revolution (4차 산업혁명시대의 기독교의 역할과 교육방향에 관한 연구)

  • Kim, Hee Young
    • Journal of Christian Education in Korea
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    • v.67
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    • pp.377-414
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    • 2021
  • Since Schwab mentioned the Fourth Industrial Revolution at the World Economic Forum Annual Meeting 2016, discussions have been ongoing about it and the future society. The Fourth Industrial Revolution exceeds the development of technology and influences society, culture, and lifestyle. Moreover, in the face of the COVID-19 crisis, society continues to experience and realize the era of the Fourth Industrial Revolution. Although we hope that this era will surely improve human life, we are also concerned about human alienation and social and economic polarization that may emerge as a consequence. How, then, does Christianity contribute to the public space and set the direction for education in this day and age? This study focused on the role of Christianity and the direction of education during the Fourth Industrial Revolution. First, I examine problems in terms of the inner and outer aspects of individuals and communities that may occur during the Fourth Industrial Revolution through the perspectives of Mitchell, a psychologist, Bellah, a sociologist, McGrath, a theologian, and Bostrom, a philosopher. Through their theories, we can view the lives of individuals in the real, virtual, and transcendental worlds of this era. I find that Christianity can provide a transcendent norm in this world, give meaning to life, and change people and the world. Therefore, I suggest the creation and expression of symbols as a direction for education. For this form of education, I recommend five steps, namely, observing, entering, discovering, participating, and making symbols. In this manner, people can represent the kingdom of God in the real world.