In this study, based on the System Dynamics (SD) methodology, the interrelationship between the factors inherent in the operation of the New Technology Certification System (NTCS) in Korea was identified by a causal map containing a feedback loop mechanism in connection with ‘new technology development investment’, ‘commercialization of new technology’, and ‘sales by new technology’. This conceptualized causal map was applied to the simulation of the operations of the New Excellent Technology and Environmental Technology Verification System (NET&ETV) run by the Ministry of Environment among various NTCSs in Korea. A SD computer simulation model was developed to analyze and predict the operational performance of the NET&ETV in terms of key performance indices such as ‘sales by new technology’. Using this model, we predicted the future operational status the NET&ETV and found a policy leverage that greatly influences the operation of the NET&ETV. Also the sensitivity of the key indicators to changes in the external variables in the model was analyzed to find policy leverage.
Recently, the use of tubes in the manufacturing of the automobile parts has increased and therefore many automotive manufactures have tried to use hydro-forming technology. The hydro-forming technology may cause many advantages to automotive applications in terms of better structural integrity of the parts, lower cost from fewer part count, material saving, weight reduction, lower spring-back, improved strength and durability and design flexibility. In this study, the whole process of sub-frame parts development by tube hydro-forming using steel material is presented. At the part design stage, it requires feasibility study and process design aided by CAE (computer aided design) to confirm hydro-formability in details. Overall possibility of hydro-formable sub-frame parts could be examined by cross sectional analyses. All the components of prototyping tools are designed and interference with press is examined from the point of geometry and thinning.
게임 개발은 다른 소프트웨어에 비해서 많은 개발자들이 참여하고 매우 복잡한 시스템으로 다른 소프트웨어와 비교해서 덜 정규화 되어 있다. 특히 컴퓨터게임은 초기 개발단계에서 시나리오에 대한 분석이 전체 개발 기간 및 비용에 지대한 영향을 주고, 게임 결과에 대한 잠재적 오류를 결정한다. 게임 개발은 다른 전문 분야의 지식을 가진 개발자들에게 시나리오에 대해서 동일한 개념과 상황 인식을 요구한다. 따라서 시나리오 분석에 대해서 이들 간의 정보 불일치로 인한 개발 시간 및 비용의 문제가 발생한다. 본 논문에서는 현재 게임 설계 단계에서 시나리오 분석 기술 현황을 살펴보고, 이를 바탕으로 컴퓨터 게임을 위한 시나리오 분석 기술의 발전 방향을 살펴보고자 한다.
게임은 가장 중요한 콘텐츠로 자리매김하였다. 이러한 중요성에 따라, 패턴 인식 기술을 활용한 컴퓨터 게임 제작 사례가 점점 늘고 있다. 이것은 게임 속에서 벌어지는 세계가 점점 복잡해지고 게임의 흥미도에 대한 사용자의 욕구 가 증대하기 때문에 생기는 자연스런 현상이다. 이 논문은 신경망과 HMM을 이용한 사례를 집중적으로 살펴보며, SVM과 결정 트리를 사용한 경우도 언급한다. 최근의 논문에 대해 어떻게 특징을 추출하였는가, 어떤 분류기를 사용하 고 그것의 구조가 어떤지, 그리고 활용한 결과로 얻은 효과에 집중하여 사례를 조사하였다. 토론에서는 향후 전개 방 향과 연구 주제에 대해 언급한다.
Wearable computers can be defined as next generation clothing integrated with various digital functions and devices. Unlike existing computers, they are viewed as human-centric computers customized for information utilization and other specific human needs. This study is intended to discover how consumers are accepting wearable computers, which are different from existing computers, based on Technology Acceptance Model(TAM) and to extend the model by adding variable regarding acceptance of wearable computers. A total of 683 copies of questionnaires, distributed to those aged 19 and older, both male and female, were collected online. The data was statistically analyzed for this study using the extended TAM. In order to test hypotheses, the structural equation model using the Lisrel 8.30 version was performed. For analyzing constructs(or traits) of research model, exploratory factor was conducted and the measurement model was assessed from the result. Reliability was assessed through confirmatory factor analysis and the calculation of Cronbach's alpha coefficients. Overall, model fit was assessed by statistical indexes: Chi-square value, GFI, AGFI, and RMR. This study analyzed the process of acceptance of wearable computers with the extended TAM that includes a variable, perceived value, on the basis of previous studies. The results of the analysis revealed that attitude toward wearable computer was directly influenced by perceived usefulness and perceived value but indirectly influenced by perceived ease of use. Acceptance intention of the wearable computer was directly influenced by perceived value and attitude toward wearable computer. To be more specific, perceived usefulness was significantly correlated with both attitude toward wearable computer and acceptance intention of the wearable computer. Perceived value was also significantly correlated with both attitude toward wearable computer and acceptance intention of the wearable computer. The results of this study also suggested that perceived ease of use was actually a causal antecedent to perceived usefulness and perceived value. This research revealed that extended TAM to investigate the acceptance of wearable computer was appropriate. This study is intended to provide a theoretical framework for adoption of wearable computer and suggest empirical analysis that can serve as a guide for wearable computer.
카툰 렌더링은 표현하고자 하는 물체의 내부를 2~3 단계로 나누어 단순화된 음영으로 처리하고, 모델의 윤곽선을 그려 마치 셀 애니메이션과 비슷한 효과를 내는 방법으로 아주 고전적인 기술이라 할 수 있다. 특히 컴퓨터 게임에서는 그 초기부터 카툰 렌더링이 사용되었고 현재에도 가장 많이 사용되는 기법이다. 역사적으로도 오래된 기법이므로 사용자에게 친근한 느낌을 주기 때문에 카툰 렌더링은 많은 캐주얼 게임의 성공에 중요한 역할을 하였다. 하지만 최근에는 많은 게임들이 카툰 렌더링을 사용함에 따라 그래픽 상으로 큰 차이를 낼 수 없게 되었다. 본 논문에서는 현재 사용되고 있는 카툰 렌더링 기술을 현황을 살펴보고, 이를 바탕으로 컴퓨터 게임을 위한 카툰 렌더링의 발전 방향에 대해 살펴보려 한다.
비사실적 렌더링 기술은 게임에서 렌더링 기법으로 가장 흔하게 사용되고 있다. 이는 게임에서 가장 중요한 특성인실시간 성능이라는 점에서 기인했다고 할 수 있다. 본 연구에서는 게임에 적용할 수 있는 비사실적 렌더링 기법에 대해 살펴보고, 현재 적용사례 및 이를 바탕으로 앞으로의 기술 발전 방향에 대해 살펴보고자 한다.
The soaring increase in the number of Internet users combined with the constant computerization of business process has created new opportunities for computer criminals and terrorist. Fortunately, the computer security field is also progressing at a brisk rate. In particular, the field of computer forensics brings new ways of preserving and analyzing evidence related to computer crime. Computer forensics is a new emerging professions of the 21st century. It is the collection, preservation, analysis, and presentation of computer related evidence. For this reason, the various technology of computer forensics is regarded as a powerful tool for suppressing computer crime. Our aims is to introduce the overview of computer forensics technology. We also present the survey results of the state of the art of computer forensics in the domestics and of foreign country.