• Title/Summary/Keyword: 가상군

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Determination of Design Channel Width for Small Stream in Youngwol (영월군 소하천 계획하폭 산정에 관한 연구)

  • Yoon, Min-Hyu;Ahn, Jeong-Hwan;Cho, Won-Cheol
    • Proceedings of the Korea Water Resources Association Conference
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    • 2009.05a
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    • pp.874-878
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    • 2009
  • 본 연구는 강원도 영월군 소하천의 계획하폭을 결정하기 위한 관계식에 관한 연구이다. 현재 국내에서 널리 사용되고 있는 계획하폭 산정공식은 모두 중규모 이상의 하천에 대하여 개발되어 하천 및 유역의 특징이 중규모 이상의 하천과 상이한 소하천에 적용하기에는 문제가 있다. 본 연구에서는 영월군내 소규모 하천을 대상으로 유역의 수리 수문학적 특성 인자인 유역면적, 유로연장, 계획홍수량, 하상경사, 그리고 manning의 공식의 특성 인자인 조도계수를 수집하고, 5개의 인자를 매개변수로 하는 다중 회귀 분석을 통해 우리나라 소하천의 다양한 특성을 갖는 계획하폭 관계식을 제안하였다. 유도한 관계식을 다양한 가상 수로에 적용시켜 계획하폭을 검증한 결과 기존에 사용하고 있는 중부지방 경험식, 하천설계기준에 비해 우수한 결과를 나타냈다. 본 연구에서 제안한 소하천의 계획하폭 산정공식은 소하천정비계획 수립시 계획하폭을 결정하기 위한 기초자료로 활용될 수 있을 것으로 기대한다.

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Patterson Method (heavy-atom method)

  • 서일환
    • Korean Journal of Crystallography
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    • v.12 no.1
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    • pp.31-36
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    • 2001
  • 결정학의 핵심 과제는 위상(phase) 문제의 해결이다. 이 위상 묹를 해결하는 한 방법으로 요즘의 고속 컴퓨터를 사용하는 시행착오법(trial and error method)을 가상해 볼 수 있다. 간단한 예를 들면, centrosymmetric인 삼사정계(triclinic system)에 속한 비교적 작은 유기화합물인 경우, 전형적으로 3000개 정도의 회절 강도가 측정된다. Centrosymmetric 공간군(space group)의 구조 인자(structure factor)는 위상이 0°이거나 180°이기 때문에, 구조 인자는 "+"이거나 "-"부호를 가지므로 3000개 각각에 두 가지 부호를 배당할 수 있다. 이 3000개의 부호를 조합할 수 있는 개수는 2/sup 3000/개로 이 개수만큼의 Fourier 지도들을 작도하면 그 중의 하나는 옳은 것이다. Fourier 지도 한 개를 작도하는데 1분이 소요된다고 가정하면, 이들을 모두 계산하는데 2/sup 2981/년의 계산 시간이 소요된다. (참고로 2/sup 10/=1084). 따라서 시행착오법으로는 도저히 불가능함을 알 수 있다. 더구나, noncentrosymmetricc 공간군에서는 더욱 어렵게 된다. 그리하여 위상 문제를 해결하려는 많은 시도가 행해졌는데, 그것들 중의 하나가 Patterson 방법이다.

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Future Weapon System Effectiveness Analysis with Defense Simulation Model (국방 시뮬레이션 모형을 활용한 미래전 무기체계 효과분석)

  • 유승근;문형곤
    • Proceedings of the Korea Society for Simulation Conference
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    • 2002.11a
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    • pp.137-141
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    • 2002
  • 향후 한국군의 전력발전을 위해 미래전 무기체계엔 대한 획득소요가 활발히 제기되고 있으며, 소요에 부응하기 위한 무기체계 효과분석이 요구되고 있다. 국내외적으로 이와 같은 미래전 무기체계 소요검증 및 효과분석을 위해 전투실험이 수행되고 있다. 현재 미래전 무기체계 분석수단으로 가상자료를 활용한 시뮬레이션이 널리 활용되고 있으며, 시뮬레이션을 활용한 전투실험은 향후 개발될 무기체계의 특성자료를 기준으로 실제 전장환경과 동일한 조건에서의 시뮬레이션을 통해, 각 무기체계의 효과를 정량적으로 분석할 수 있기 때문이다. 본 연구는 이와 같은 미래전 무기체계 효과분석시 활용될 수 있는 시뮬레이션 모형 활용기법을 제안하여 전투실험의 효과를 검증하고, 한국군의 미래 모의분석체계 발전에 기여하고자 한다.

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Development and Application of Virtual Geological Field Trip Program using 3D Panorama Virtual Reality Technique (3D 파노라마 가상 현실 기술을 이용한 지질 답사 학습 자료의 개발과 적용)

  • Kim, Hee-Soo
    • Journal of the Korean earth science society
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    • v.35 no.3
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    • pp.180-191
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    • 2014
  • In this study, a geological field trip learning program using 3 Dpanorama virtual reality (PVR) techniques is developed to learn about the Chaeseokgang area located in a national park near Byeonsan-bando, Jeonbuk, Korea. The developed $360^{\circ}{\times}180^{\circ}$ PVR program can show every face of observational points and interact as zoom-in, zoom-out and image rotation. For the educational effects of the materials, it is provided with a compass, a protractor for measuring the dip of strata and observation of specimen of observational points. It also assists students to learn by providing enlarged images, pop-up windows, and expert explanation main observational points. The program is applied to the class of 35 gifted students in middle school to investigate the effectiveness of the program. The results showed that positive responses of the students were 85% or more. It is suggests that this program be used as indirect situated learning material and a solution to geological field trip problems like cost, safety, distance, and so on geological learning of middle school science.

3D Model Extraction Method Using Compact Genetic Algorithm from Real Scene Stereoscopic Image (소형 유전자 알고리즘을 이용한 스테레오 영상으로부터의 3차원 모델 추출기법)

  • Han, Gyu-Pil;Eom, Tae-Eok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.38 no.5
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    • pp.538-547
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    • 2001
  • Currently, 2D real-time image coding techniques had great developments and many related products were commercially developed. However, these techniques lack the capability of handling 3D actuality, occurred by the advent of virtual reality, because they handle only the temporal transmission for 2D image. Besides, many 3D virtual reality researches have been studied in computer graphics. Since the graphical researches were limited to the application of artificial models, the 3D actuality for real scene images could not be managed also. Therefore, a new 3D model extraction method based on stereo vision, that can deal with real scene virtual reality, is proposed in this paper. The proposed method adapted a compact genetic algorithm using population-based incremental learning (PBIL) to matching environments, in order to reduce memory consumption and computational time of conventional genetic algorithms. Since the PBIL used a probability vector and competitive learning, the matching algorithm became simple and the computation load was considerably reduced. Moreover, the matching quality was superior than conventional methods. Even if the characteristics of images are changed, stable outputs were obtained without the modification of the matching algorithm.

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Exploring the Technology Fit of Digital Media on Product Shopping Task (디지털 매체 기술과 제품 구매 태스크의 적합성 탐색)

  • Han, Hyun-Soo;Joung, Seok-In
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.283-299
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    • 2011
  • In this paper, we draw upon Task-Technology Fit theory to investigate the fit attributes which impacted on customer preference over three virtual shopping channels which included TV home shopping, Internet shopping, and broadband applications, i.e. IPTV. The fit attributes also reflected the product category contingency, which is classified based on the degree of quality assessing difficulty on the web, such as quasi-commodity, look and feel goods, and look and feel with variable quality goods. Using the collected survey data, we employed stepwise regression analysis to validate the fit attributes in the context of performing virtual shopping task via those three distinctive media technologies. Furthermore, through ANOVA test with Duncan statistics, we reported comparative intensity of the valid fit attributes across the product categories and distinct media technologies. The results validated four critical fit attributes and significant distinctions among product categories and three virtual shopping channels. The findings provide practical insights in distribution channel design exploiting digital convergence technologies.

A Study on Virtual Training System for Army Thermal Equipment Maintenance Education (육군 화력장비 정비교육을 위한 가상훈련시스템 연구)

  • Song, Seong-Heon;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.205-207
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    • 2019
  • Special training soldier for thermal equipment during army heavy equipment maintenance education is small training equipment and many trainees have few opportunities for practical training, and there is a high risk of safety accidents during maintenance training. Because practical training is limited and repeated practice is difficult, a training system is needed. In this study, we propose a virtual training system that can reduce the training cost beyond the time and space, enable realistic experiential training, reflect the standard maintenance manual, and train teamwork. The virtual training system using the virtual augmented reality is a system that can reduce the cost beyond the space and time and can be practically practiced. The first-person virtual training system using HMD, which is the three-dimensional display system proposed in this study, is suitable for army thermal equipment maintenance education system. The proposed system is expected to be useful for maintenance training of other equipments and other groups because it has good scalability.

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Nursing Students and Clinical Nurses' Awareness of Virtual Reality(VR) Simulation and Educational Needs of VR-based Team Communication and Teamwork Skills for Patient Safety: A Mixed Method Study (간호대학생과 병원간호사의 가상현실기반 환자안전을 위한 팀 의사소통과 팀워크 기술에 대한 교육요구의 차이: 혼합연구설계)

  • Hur, Hea Kung;Jung, Ji Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.629-645
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    • 2022
  • The purpose of this study is to investigate the educational needs of virtual reality(VR)-based communication and teamwork skills for patient safety intended for nursing students and nurses. For this study, mixed method design was used with surveyed data collected 60 nursing students and 123 nurses. And fourteen nurses was conducted focus group interview. SPSS/WIN 25.0 and inductive content analysis for focus group interviews were utilized for data analysis. The results indicated that the awareness of VR and educational needs of team communication, and teamwork skills were above average, and nursing students required higher educational needs than nurses. Teamwork knowledge was moderate, and there was no significant difference between the two groups. Regarding nurse's communication in hospital, 4 themes of contributing factors and 2 themes of result factors that cause communication difficulties among nurses were derived from the qualitative data. Therefore, it is necessary to develop a virtual reality-based simulation program reflecting the educational needs of nursing students and nurses in order to improve team communication and teamwork skills for patient safety required for nursing students and nurses.

Effects of Nursing Skills Practice using VR(Virtual Reality) on Competency and Confidence in Nursing Skills, Learning Self-efficacy, and Satisfaction of Nursing Students (VR(Virtual Reality)을 활용한 술기실습이 간호대학생의 간호술 수행자신감, 학습자기효능감, 수행능력, 실습만족도에 미치는 효과)

  • Ha, Young-Ok;Kwon, Soo-Jin;Kim, Jui;Song, Jung-Hee
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.47-55
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    • 2022
  • The study was conducted to identify the effectiveness of nursing skills practice using VR(Virtual Reality) on competency and confidence in nursing skills, learning self-efficacy, and satisfaction of nursing students. This study used a randomized controlled trial design. The 35 patients in the experimental group took nursing skills practice using VR and The 35 patients in the control group took fundamental nursing skills practice. The data were conducted on confidence in nursing skills, learning self-efficacy, satisfaction, and nursing skills' competency. The collected data were analyzed using the SPSS WIN 23.0 program. As a result of the study, there were no significant differences between the experimental and control groups in competency and confidence in nursing skills, learning self-efficacy, and satisfaction. However, confidence in nursing skills and learning self-efficacy increased after practice in both groups. The results indicate that nursing skills practice using VR was effective in improving nursing skills.

Development and application of Scenario-based Admission Management VR contents for nursing students

  • Kim, Yu-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.209-216
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    • 2021
  • In this paper, I developed a scenario-based admission management virtual reality (SAM VR) content for practical training for nursing students and verified the effectiveness. The SAM VR contents used in the study was developed by the researcher using Gear VR and smartphone according to the standard practical procedure suggested by the Korea Acreditation Board of Nursing Education and Evaluation. In the 30 experimental groups who received practical training using SAM VR contents, learning flow, learning confidence, and learning satisfaction increased statistically significantly after the practical training (p<.001). In the control group, who received practical training in the traditional way, learning confidence increased after the practical training (p<.005), but there was no change in learning flow and learning satisfaction (p>.005). It was verified that the SAM VR contents are effective practical education contents for nursing students' learning flow, learning confidence and learning satisfaction.