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초.중등학생을 위한 VR/AR 코딩 교육 프레임워크 연구
남현우,남현우 한국전시산업융합연구원 2018 한국과학예술융합학회 Vol.36 No.-
This Study proposal for VR/AR coding education framework for elementary and secondary school students in this study was made through a study of the development of a framework for the efficient development of VR/AR coding education contents/ authoring tool/commercialization and an optimized access guide based on the user convenience. For this study, investigated and analyzed the preceding studies related to VR/AR, the general coding education software and VR/AR coding education software using literature analysis and Focus Group Interview (FGI) based on the necessity of VR/AR coding education. Research results and contents are as follows. Based on an analysis of element technology analysis to establish a VR/AR coding education framework strategy, this study, first, proposed strategies for an environment for developing a VR/AR visualization tool, an environment for language/execution specialized in VR/AR and an environment for verifying the language specialized in VR/AR in a VR/AR coding education authoring tool framework. Second, this study proposed planning for VR/AR demonstration contents education, which is a strategy for the framework of VR/AR coding education contents, the resulting values of a survey of the demands and requirements of the consumers and producers of contents, tutorial-based VR/AR coding education contents, a library, and a coding education market. Third, this study proposed a strategy for the commercialization of the framework related to VR/AR coding education. The findings of this study provide be possible to produce various VR/AR coding education contents through the improvement and popularization of the national VR/AR coding education, which will affect the development of the industries linked forward and backward to VR/AR coding. 본 연구에서 진행된 초중등학생을 위한 VR/AR 코딩교육 프레임워크에 대한 제안은 초중등학생의 사용자 편의성을 기반으로 효율적으로 VR/AR 코딩 교육 콘텐츠/ 저작도구/사업화를 개발하기 위한 프레임워크 개발, 최적화 접근 가이드에 대한 연구로 실시되었다. 본 논문은VR/AR 코딩 교육에 따른 필요성에 의거하여 문헌분석과 집단심층면접(FGI) 방법을 이용하여 VR/AR과 관련된 선행연구, 일반 코딩 교육 소프트웨어, VR/AR 코딩교육 소프트웨어 고찰 분석을 실시하였다. 연구 결과 및 내용은 다음과 같다. VR/AR 코딩교육프레임워크 전략을 수립하기 위한 요소 기술 분석을 바탕으로 첫째, VR/AR 코딩교육 저작도구 프레임워크에서는 VR/AR 시각화 도구 개발 환경, VR/AR 특화 언어/ 실행 환경, VR/AR 특화 언어 검증 환경 전략을 제안하였으며, 둘째, VR/AR 코딩교육 콘텐츠 프레임워크 전략인 VR/AR 시범콘텐츠 교육 기획, 콘텐츠 수요자, 콘텐츠 생산자의 수요조사 및 요구사항 결과 값, 튜토리얼에기반한 VR/AR 코딩 교육 콘텐츠, 라이브러리, 코딩 교육 마켓을 제안하였다. 셋째, VR/AR 코딩교육과 관련된프레임워크 사업화 전략을 제안하였다. 이러한 본 연구의결과는 VR/AR 코딩 국가교육 위상 및 보편화를 통해다양한 VR/AR 코딩 교육콘텐츠가 생산 가능해 질 것이며, VR/AR 코딩 교육산업 발전에 영향을 미칠 것이라는점에서 의의가 있다
남현우,임재성,김준순,이건주,구대림,이철희 대한신경과학회 2016 Journal of Clinical Neurology Vol.12 No.2
Background and Purpose Discrepancies between objectively measured sleep and subjective sleep perception in patients with insomnia have been reported. However, few studies have investigated sleep-state misperception in patients with obstructive sleep apnea (OSA). We designed this study to 1) delineate the factors that could afect this discrepancy and 2) infer an underlying mechanism in patients with OSA. Methods We recruited patients who visited our sleep clinic for the evaluation of their snoring and/or observed OSA. Participants completed a structured questionnaire and underwent overnight polysomnography. On the following day, fve sessions of the multiple sleep latency test (MSLT) were applied. We divided the patients into two groups: normal sleep perception and abnormal perception. The abnormal-perception group included patients whose perceived total sleep time was less than 80% of that measured in polysomnography. Results Fify OSA patients were enrolled from a university hospital sleep clinic. Excessive daytime sleepiness, periodic limb movement index (PLMI), and the presence of dreaming were positively associated with poor sleep perception. REM sleep near the sleep termination exerted important efects. Respiratory disturbance parameters were not related to sleep perception. Tere was a prolongation in the sleep latency in the frst session of the MSLT and we suspected that a delayed sleep phase occurred in poor-sleep perceivers. Conclusions As an objectively good sleep does not match the subjective good-sleep perception in OSA, physicians should keep in mind that OSA patients who perceive that they have slept well does not mean that their OSA is less severe.
다중해상도 기법을 이용한 고속 블록 정합 알고리즘에 대한 연구
남현우 同德女子大學校 情報科學硏究所 2005 정보과학연구 Vol.9 No.-
고속 블록 정합 알고리즘에서 동작 벡터를 탐색하기 위한 탐색 패턴은 탐색 속도와 화질을 좌우하는 중요한 요소이다. 본 논문에서는 새로운 3단계 탐색기법(NTSS : New Three Step Search)의 탐색 패턴에 다중해상도 기법(MR : Multiple Resolution)을 이용한 3-Level NTSS 알고리즘을 제안하였다. 실험 결과, 제안된 알고리즘은 전역 탐색기법(FS : Full Search)과 다중해상도 기법을 적용한 3단계 탐색기법(TSS : Three Step Search)에 비해 각각 94%, 26%의 높은 성능 향상을 보였으며 화질 또한 PSNR(Peak Signal to Noise Ratio) 기준으로 약 0.05~0.14[dB] 의 향상을 보였다. In the fast block matching algorithm, search patterns for finding motion vectors have a large impact on both the searching speed and the image quality. In this paper, I propose a new fast block matching algorithm using NTSS Algorithm with the 3 Level multi-resolution technique. Through experiments, compared with FS and TSS with the 3 Level multi-resolution technique, the proposed algorithm improves as high as 94%, 26% in terms of average number of search point per motion vector estimation and improves about 0.05~0.14[dB] in terms of PSNR.