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Modeling Nutrient Uptake of Cucumber Plant Based on EC and Nutrient Solution Uptake in Closed Perlite Culture (순환식 펄라이트재배에서 EC와 양액흡수량을 이용한 오이 양분흡수 모델링)

  • 김형준;우영회;김완순;조삼증;남윤일
    • Proceedings of the Korean Society for Bio-Environment Control Conference
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    • 2001.04b
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    • pp.75-76
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    • 2001
  • 순환식 펄라이트재배에서 배액 재사용을 위한 양분흡수 모델링을 작성하고자 EC 처리(1.5, 1.8, 2.1, 2.4, 2.7 dSㆍm-1)를 수행하였다. 생육 중기까지 EC 수준에 따른 양액흡수량은 차이가 없었지만 중기 이후 EC가 높을수록 흡수량이 감소되는 경항을 보였다(Fig. 1). NO$_3$-N, P 및 K의 흡수량은 생육기간 동안 처리간 차이를 유지하였는데 N과 K는 생육 중기 이후 일정 수준을 유지하였으나 P는 생육기간 동안 다소 증가되는 경향을 보였다. S의 흡수량은 생육 중기 이후 모든 처리에서 급격한 감소를 보였으며 생육 후기에는 처리간에 차이가 없었다(Fig. 2). 오이의 무기이온 흡수율에서와 같이 흡수량에서도 EC간 차이를 보여 EC를 무기이온 흡수량을 추정하는 요소로 이용할 수 있을 것으로 생각되었다. 무기이온 흡수량은 모든 EC 처리간에 생육 초기에는 차이를 보이지 않았으나 생육중기 이후에는 뚜렷한 차이를 보인 후 생육 후기의 높은 농도에서 그 차이가 다소 감소되는 경향을 보였다. 단위일사량에 따른 양액흡수량과 EC를 주된 변수로 한 오이의 이온 흡수량 예측 회귀식을 작성하였는데 모든 무기이온 흡수량 추정식의 상관계수는 S를 제외한 모든 이온에서 높게 나타났는데 특히 N, P, K 및 Ca에서 높았다. S이온에서의 상관계수는 0.47로 낮게 나타났으나 각 이온들의 회귀식에 대한 상관계수는 모두 1% 수준에서 유의성을 보여 위의 모델식을 순환식 양액재배에서 무기이온 추정식으로 사용이 가능할 것으로 생각되었다(Table 1). 이를 이용한 실측치와의 비교는 신뢰구간 1%내에서 높은 정의상관을 보여 실제적인 적용이 가능할 것으로 생각되었다(Fig 3)..ble 3D)를 바탕으로 MPEG-4 시스템의 특징들을 수용하여 구성되고 BIFS와 일대일로 대응된다. 반면에 XMT-0는 멀티미디어 문서를 웹문서로 표현하는 SMIL 2.0 을 그 기반으로 하였기에 MPEG-4 시스템의 특징보다는 컨텐츠를 저작하는 제작자의 초점에 맞추어 개발된 형태이다. XMT를 이용하여 컨텐츠를 저작하기 위해서는 사용자 인터페이스를 통해 입력되는 저작 정보들을 손쉽게 저장하고 조작할 수 있으며, 또한 XMT 파일 형태로 출력하기 위한 API 가 필요하다. 이에, 본 논문에서는 XMT 형태의 중간 자료형으로의 저장 및 조작을 위하여 XML 에서 표준 인터페이스로 사용하고 있는 DOM(Document Object Model)을 기반으로 하여 XMT 문법에 적합하게 API를 정의하였으며, 또한, XMT 파일을 생성하기 위한 API를 구현하였다. 본 논문에서 제공된 API는 객체기반 제작/편집 도구에 응용되어 다양한 멀티미디어 컨텐츠 제작에 사용되었다.x factorization (NMF), generative topographic mapping (GTM)의 구조와 학습 및 추론알고리즘을소개하고 이를 DNA칩 데이터 분석 평가 대회인 CAMDA-2000과 CAMDA-2001에서 사용된cancer diagnosis 문제와 gene-drug dependency analysis 문제에 적용한 결과를 살펴본다.0$\mu$M이 적당하며, 초기배발달을 유기할 때의 효과적인 cysteamine의 농도는 25~50$\mu$M인 것으로 판단된다.N)A(N)/N을 제시하였다(A(N)=N에 대한 A값). 위의 실험식을 사용하여 헝가리산 Zempleni 시료(15%

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3dimension Topography Generation and Accuracy Analysis Using GIS (GIS를 이용한 3차원 지형도 생성 및 정확도 분석)

  • Nim Young Bin;Park Chang suk;Lee Cheol Hee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.23 no.2
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    • pp.189-196
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    • 2005
  • Recently as map making skills developed and as digital maps prevailed, peoples began to take interest in the realistic 3dimension topography rather than the flat 2 dimension one. The experiment is done by using the topographical information from the digital maps, To analyze the preciseness of this 3dimension topography, analysis of the coordinate-changed standard map image and the location errors of the plane and height from digital values of the map's topography by layers and features, were done. The visual results of locational values differed by every programs of coordinate transformation. Errors of locations also appeared from the methods of correcting the visual sources, when deciding the standard source's datum point. The plan's accuracy of the image data coordinate transformation is about ${\pm}4.1m$. In ground distance, therefore, it is included in the allowed error of the 1:25,000 scale changed map, satisfying the plan's accuracy. Also, by the use of reasonably spaced grid, it satisfied the visual topographical accuracy. Because the 3 dimension topographical map can be produced effectively and rapidly by using various scale's standard map image and the digital map, the further practical use of 3 dimension topographic map made by using the existing topographies and changed maps has high expectations.

Visual Extensions on Brand Using Secondary Images of Animation - Focused on Disney's The Jungle Book and Alice in Wonderland (애니메이션의 2차 이미지를 활용한 브랜드의 시각적 확장 - 디즈니 정글북과 이상한 나라의 엘리스 사례를 중심으로)

  • Kim, Kyong-Ju
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.262-272
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    • 2017
  • This study will analyze a case that utilizes not just the characters, which are a primary licensing component in traditional animation licensing, however secondary images such as animation backgrounds, and one that has visually extended their brand. Secondary image plays an important role in developing the narration of the animation, and provides the space where the narrative takes place. It also gives important clues for the characters to be able to develop a narrative, through its chronological and geographical dimensions. This study distinguishes the components that can be used in the licensing process of an original animation into primary usage and secondary usage, and defines the scope of each. Focused on two collaboration cases, Disney's The Jungle Book & KENZO, and Disney's Alice in Wonderland & Marc by Marc Jacobs, It investigates the relationship of visual utilization between the expressive components related to secondary usage in the collaborative case of licensing, and the actual product. This study found the possibility of secondary images as a vehicle to deliver brand identity. As the spectrum of licensing elements is extended, it is necessary to develop an alternative licensing system for the new process of collaboration.

Analysis of the Contact Pressure Distribution and Kinetics of Knee Implant Using the Simulator (Simulator를 이용한 인공무릎관절 접촉면의 압력분포 및 운동성 분석)

  • 이문규;김종민;김동민;최귀원
    • Journal of Biomedical Engineering Research
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    • v.24 no.4
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    • pp.363-367
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    • 2003
  • Contact area and pressure are important factors which directly influence a life of knee implants. Since implant's mechanical functions should be experimentally evaluated for clinical use, many studies using a knee simulator and a pressure sensor system have been conducted. However it has not been reported that the contact pressure's distribution of a knee implant motion was estimated in real-time during a gate cycle. Therefore. the objective of this study was to analyze the contact pressure distribution for the motion of a joint using the knee simulator and I-scan sensor system. For this purpose, we developed a force-controlled dynamic knee simulator to evaluate the mechanical performance of artificial knee joint. This simulator includes a function of a soft tissue and has a 4-degree-of-freedom to represent an axial compressive load and a flexion angle. As axial compressive force and a flexion angle of the femoral component can be controlled by PC program. The pressure is also measured from I-scan system and simulator to visualize the pressure distribution on the joint contact surfaces under loading condition during walking cycle. The compressive loading curve was the major cause for the contact pressure distribution and its center move in a cycle as to a flexion angie. In conclusion, this system can be used to evaluate to the geometric interaction of femoral and tibial design due to a measured mechanical function such as a contact pressure, contact area and a motion of a loading center.

Design and Implementation of Media Manager in Multimedia Streaming Framework (스트리밍 프레임워크에서 미디어 관리자의 설계 및 구현)

  • Lee, Jae-Wook;Lee, Sung-Young;Hong, Een-Kee
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.4
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    • pp.273-287
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    • 2001
  • In this paper, we introduce our experience for designing and implementing a media manager in the Integrated Streaming Service Architecture (ISSA) developed by the authors. The media manager is regarded as a necessary module in the ISSA framework for the following reasons. It realizes that from which locations of the media source devices, the media streams are coming. Once it knows where the origin is, the media manager should recognizes what types of stream are. After that, it performs how to chose an appropriate CODEC to handle the recognized input streams efficiently, and what type of media playback device should be selected. In order to do such a job efficiently, the proposed media manager consists of two modules source module and sink module. The major role of a media source module is to make an abstraction for the media streams that are coming from various types of media device. This, in consequence, enables a media manager to consistently handle tlle media streams without considering wherever they come from. On the other hand, the media sink module distributes the input streams to an appropriate media device to playback. One of the remarkable virtues of the proposed media manager is an ability to supporting high value-added database services since it provides an interface between the ISSA and real-time multimedia database. Also, it provides the RTP!RTSP source filter and Winamp gateway modules which allow the flexibility to the system. Moreover, the media manager can adopt any types of new media which in fact will provide scalability to the ISSA.

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Congestion Control based on Genetic Algorithm in Wireless Sensor Network (무선 센서 네트워크에서 유전자 알고리즘 기반의 혼잡 제어)

  • Park, Chong-Myung;Lee, Joa-Hyoung;Jung, In-Bum
    • Journal of KIISE:Information Networking
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    • v.36 no.5
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    • pp.413-424
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    • 2009
  • Wireless sensor network is based on an event driven system. Sensor nodes collect the events in surrounding environment and the sensing data are relayed into a sink node. In particular, when events are detected, the data sensing periods are likely to be shorter to get the more correct information. However, this operation causes the traffic congestion on the sensor nodes located in a routing path. Since the traffic congestion generates the data queue overflows in sensor nodes, the important information about events could be missed. In addition, since the battery energy of sensor nodes exhausts quickly for treating the traffic congestion, the entire lifetime of wireless sensor networks would be abbreviated. In this paper, a new congestion control method is proposed on the basis of genetic algorithm. To apply genetic algorithm, the data traffic rate of each sensor node is utilized as a chromosome structure. The fitness function of genetic algorithm is designed from both the average and the standard deviation of the traffic rates of sensor nodes. Based on dominant gene sets, the proposed method selects the optimal data forwarding sensor nodes for relieving the traffic congestion. In experiments, when compared with other methods to handle the traffic congestion, the proposed method shows the efficient data transmissions due to much less queue overflows and supports the fair data transmission between all sensor nodes as possible. This result not only enhances the reliability of data transmission but also distributes the energy consumptions across the network. It contributes directly to the extension of total lifetime of wireless sensor networks.

Photo Mosaic Generation Algorithm Using the DCT Hash (DCT 해쉬를 이용한 모자이크 생성 알고리즘)

  • Lee, Ju-Yong;Jeong, Seungdo;Lee, Ji-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.61-67
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    • 2016
  • With the current high distribution rate of smart devices and the recent development of computing technology, user interest in multimedia, such as photos, videos, and so on, has rapidly increased, which is a departure from the simple pattern of information retrieval. Because of these increasing interests, image processing techniques, which generate and process images for diverse applications, are being developed. In entertainment recently, there are some techniques that present a celebrity's image as a mosaic comprising many small images. In addition, studies into the mosaic technique are actively conducted. However, conventional mosaic techniques result in a long processing time as the number of database images increases, because they compare the images in the databases sequentially. Therefore, to increase search efficiency, this paper proposes an algorithm to generate a mosaic image using a discrete cosine transform (DCT) hash. The proposed photo mosaic-generation algorithm is composed of database creation and mosaic image generation. In database creation, it first segments images into blocks with a predefined size. And then, it computes and stores a DCT hash set for each segmented block. In mosaic generation, it efficiently searches for the most similar blocks in the database via DCT hash for every block of the input image, and then it generates the final mosaic. With diverse experimental results, the proposed photo mosaic-creation algorithm can effectively generate a mosaic, regardless of the various types of images and sizes.

A Network Analysis of Ballistic Helmet Technology Keyword (방탄헬멧 기술분야 키워드에 대한 네트워크 분석)

  • Kang, Jinwoo;Park, Jaewoo;Kim, Jihoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.311-316
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    • 2017
  • The network analysis method has emerged as a new methodology for various disciplines, due to its ability to provide a representative knowledge network of references, co-authors and keywords. Bulletproof technology is an interdisciplinary field involving various disciplines, such as material mechanics, structural mechanics, and ballistics, so it is essential to keep up with the recent trends in technological research. In this research, the recent R&D trends in the field of bulletproof materials were analyzed using keyword based network analysis. From the results, the core keywords were identified as 'Composite', 'Model' and 'Head' using the scholar search engine, google scholar. The centrality analysis for the core keywords showed that bulletproof technology has developed in 3 different areas, viz. material, structure and effects. To the best of our knowledge, this is the first application of (network analysis?) to bulletproof technology. Moreover, we are also convinced that the results of this study will be useful for defense technology planning and determining the direction of R&D in the field of bulletproof technology.

A Management for IMS Network Using SDN and SNMP (SDN과 SNMP를 이용한 IMS 네트워크 관리)

  • Yang, Woo-Seok;Kim, Jung-Ho;Lee, Jae-Oh
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.694-699
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    • 2017
  • In accordance with the development of information and communications technology, a network user has to be able to use quality of service (QoS)-based multimedia services easily. Thus, information and communications operators began to focus on a technique for providing multimedia services. The IP Multimedia Subsystem (IMS) is a platform based on Internet Protocol (IP) as a technology for providing multimedia services and application services. The emerging 5G networks are described as having massive capacity and connectivity, adaptability, seamless heterogeneity, and great flexibility. The explosive growth in network services and devices for 5G will cause excessive traffic loads. In this paper, software-defined networking (SDN) is applied as a kind of virtualization technology for the network in order to minimize the traffic load, and Simple Network Management Protocol (SNMP) is used to provide more efficient network management. To accomplish these purposes, we suggest the design of a dynamic routing algorithm to be utilized in the IMS network using SDN and an SNMP private management information base (MIB). The proposal in this paper gives information and communications operators the ability to supply more efficient network resources.

Q-learning Using Influence Map (영향력 분포도를 이용한 Q-학습)

  • Sung Yun-Sick;Cho Kyung-Eun
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.649-657
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    • 2006
  • Reinforcement Learning is a computational approach to learning whereby an agent take an action which maximize the total amount of reward it receives among possible actions within current state when interacting with a uncertain environment. Q-learning, one of the most active algorithm in Reinforcement Learning, is consist of rewards which is obtained when an agent take an action. But it has the problem with mapping real world to discrete states. When state spaces are very large, Q-learning suffers from time for learning. In constant, when the state space is reduced, many state spaces map to single state space. Because an agent only learns single action within many states, an agent takes an action monotonously. In this paper, to reduce time for learning and complement simple action, we propose the Q-learning using influence map(QIM). By using influence map and adjacent state space's learning result, an agent could choose proper action within uncertain state where an agent does not learn. When this paper compares simulation results of QIM and Q-learning, we show that QIM effects as same as Q-learning even thought QIM uses 4.6% of the Q-learning's state spaces. This is because QIM learns faster than Q-learning about 2.77 times and the state spaces which is needed to learn is reduced, so the occurred problem is complemented by the influence map.

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