• Title/Summary/Keyword: 개념 설계

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Analysis of the Thermal and Structural Stability for the CANDU Spent Fuel Disposal Canister (CANDU 처분용기의 열적-구조적 안정성 평가)

  • Lee, Jong-Youl;Cho, Dong-Geun;Kim, Seong-Gi;Choi, Heui-Joo;Lee, Yang
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
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    • v.6 no.3
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    • pp.217-224
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    • 2008
  • In deep geological disposal system, the integrity of a disposal canister having spent fuels is very important factor to assure the safety of the repository system. This disposal canister is one element of the engineered barriers to isolate and to delay the radioactivity release from human beings and the environment for a long time so that the toxicity does not affect the environment. The main requirement in designing the deep geological disposal system is to keep the buffer temperature below 100$^{\circ}C$ by the decay heat from the spent fuels in the canister in order to maintain the integrity of the buffer material. Also, the disposal canister can endure the hydraulic pressure in the depth of 500 m and the swelling pressure of the bentonite as a buffer. In this study, new concept of the disposal canister for the CANDU spent fuels which were considered to be disposed without any treatment was developed and the thermal stability and the structural integrity of the canister were analysed. The result of the thermal analysis showed that the temperature of the buffer was 88.9$^{\circ}C$ when 37 years have passed after emplacement of the canister and the spacings of the disposal tunnel and the deposition holes were 40 m and 3 m, respectively. In the case of structural analysis, the result showed that the safety factors of the normal and the extreme environment were 2.9 and 1.33, respectively. So, these results reveal that the canister meets the thermal and the structural requirements in the deep geological disposal system.

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A Study on the Culture Transformation about "Takyung-Takjok" in Traditional Landscape Ruins (탁영·탁족의 문화 변용을 통해 본 정원유구)

  • Rho, Jae-Hyun;Suh, Hyo-Suk;Choi, Jong-Hee;Han, Sang-Yub
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.34 no.1
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    • pp.97-106
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    • 2016
  • This study is to suggest the necessity of landscaping alternatives for succession of Takjok(濯足) culture by considering the background and meaning of Takjok's cultural phenomenon shown in old literatures, paintings and ruins of landscape architecture as a front morphemes. Its result is as follows. 1. An old idiom, 'Takyung Takjok(濯纓濯足)' implying a disinterested living attitude from the mundane world and an attitude complying with the nature, has been sublimated to 'Takjokjiyu(濯足之遊)' which means living in comfortable retirement through life in seclusion(隱逸). 2. The meaning of Takjok did not expand into, not only Takyung Takjok, but also into Takcheong(濯淸), Tako(濯吾), and Taksa(濯斯) with continued expansion in its meaning. The spaces the meaning of Takyung Takjok is implied on have also newly expanded into the artificial spaces, including Jeong(亭-pavilion) Jae(齋-house) Heon(軒-eaves), and Ji(池-pond), as well as the natural spaces, including Am(巖-rock) Dae(臺-flat foundation) Dam(潭-deep pond) Ban(盤-dish rock) Seok(石-stone) So(沼-shallow pond) San(山-mountain) Bong(峰-peak), and Cheon(泉-water hole). 3. As seen here, the cultural phenomenon of Takyung Takjok, which have derived from the Dangho(堂號) of buildings, the names of natural objects in Palgyung and Gugok(eight sceneries and nine curves), facilities of Byeolseo garden and Seowon, and the Amgakseo in nature, is worth noting. 4. It should be considered that Takjok includes ordinary people's wisdom to resist the hot weather as well as classical scholar's ideal and the veneration of antiquity. From this perspective, water space, Takjok rocks, and use of water based on the environmental supportability should be newly focused as a recreational space and it reminds us that the spirit of Takjok is a classical mental healing method.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

Building a Korean Sentiment Lexicon Using Collective Intelligence (집단지성을 이용한 한글 감성어 사전 구축)

  • An, Jungkook;Kim, Hee-Woong
    • Journal of Intelligence and Information Systems
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    • v.21 no.2
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    • pp.49-67
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    • 2015
  • Recently, emerging the notion of big data and social media has led us to enter data's big bang. Social networking services are widely used by people around the world, and they have become a part of major communication tools for all ages. Over the last decade, as online social networking sites become increasingly popular, companies tend to focus on advanced social media analysis for their marketing strategies. In addition to social media analysis, companies are mainly concerned about propagating of negative opinions on social networking sites such as Facebook and Twitter, as well as e-commerce sites. The effect of online word of mouth (WOM) such as product rating, product review, and product recommendations is very influential, and negative opinions have significant impact on product sales. This trend has increased researchers' attention to a natural language processing, such as a sentiment analysis. A sentiment analysis, also refers to as an opinion mining, is a process of identifying the polarity of subjective information and has been applied to various research and practical fields. However, there are obstacles lies when Korean language (Hangul) is used in a natural language processing because it is an agglutinative language with rich morphology pose problems. Therefore, there is a lack of Korean natural language processing resources such as a sentiment lexicon, and this has resulted in significant limitations for researchers and practitioners who are considering sentiment analysis. Our study builds a Korean sentiment lexicon with collective intelligence, and provides API (Application Programming Interface) service to open and share a sentiment lexicon data with the public (www.openhangul.com). For the pre-processing, we have created a Korean lexicon database with over 517,178 words and classified them into sentiment and non-sentiment words. In order to classify them, we first identified stop words which often quite likely to play a negative role in sentiment analysis and excluded them from our sentiment scoring. In general, sentiment words are nouns, adjectives, verbs, adverbs as they have sentimental expressions such as positive, neutral, and negative. On the other hands, non-sentiment words are interjection, determiner, numeral, postposition, etc. as they generally have no sentimental expressions. To build a reliable sentiment lexicon, we have adopted a concept of collective intelligence as a model for crowdsourcing. In addition, a concept of folksonomy has been implemented in the process of taxonomy to help collective intelligence. In order to make up for an inherent weakness of folksonomy, we have adopted a majority rule by building a voting system. Participants, as voters were offered three voting options to choose from positivity, negativity, and neutrality, and the voting have been conducted on one of the largest social networking sites for college students in Korea. More than 35,000 votes have been made by college students in Korea, and we keep this voting system open by maintaining the project as a perpetual study. Besides, any change in the sentiment score of words can be an important observation because it enables us to keep track of temporal changes in Korean language as a natural language. Lastly, our study offers a RESTful, JSON based API service through a web platform to make easier support for users such as researchers, companies, and developers. Finally, our study makes important contributions to both research and practice. In terms of research, our Korean sentiment lexicon plays an important role as a resource for Korean natural language processing. In terms of practice, practitioners such as managers and marketers can implement sentiment analysis effectively by using Korean sentiment lexicon we built. Moreover, our study sheds new light on the value of folksonomy by combining collective intelligence, and we also expect to give a new direction and a new start to the development of Korean natural language processing.

A Study of the Effect of Store Selection factors on the Customer's Satisfaction and Revisit Intention (한·중 대형마트 구매자 점포선택요인에 관한 비교연구)

  • Noh, Jung-Koo;Lee, Ji-Eun;WANG, Chun-Chun
    • Management & Information Systems Review
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    • v.33 no.5
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    • pp.97-115
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    • 2014
  • The purpose of this study is to illustrating how the store selection factors affect the customer's satisfaction about the store and the intention of revisit base on the analyzing the store selection factors. At the same time, the difference between the influence on the customer's satisfaction and revisit intention of that in Korea and in China is also compared. Accordingly, through the notional understanding of configuration variables and the investigation of previous research, the Research hypothesis was set and the relevance between the two was inspected. The survey was aimed at the Korean customers who visit the large supermarkets in Korea and Chinese customers who visit the large supermarkets in China. After that, the reliability and validity of the collected data was verified and the research hypothesis was validated by structure equation modeling. The result of this study can by concluded as follows: First, in Korea the customer's satisfaction is showed to be affected by store selection factors, product property, service property and physical environment. Second, in China the customer's satisfaction is showed to be affected by store selection factors, product property, service property and physical environment. Third, in Korea the revisit intention is showed to be affected by customer's satisfaction. Forth, in China the revisit intention is showed to be affected by customer's satisfaction. Fifth, it shows little difference between the store selection factors of the customers visiting large supermarkets in Korea and in China. According to the research results above, the implications can be drawn as the customer's satisfaction of those who visit the large supermarkets may be affected by store selection factors (store property, product property, service property and physical environment). In recent years, more and more overseas large supermarkets are opening in both Korea and China and the competition among each is become more intense day by day. Every larger supermarket is trying their best to refine their store property, product property, service property and physical environment, in order to enhance the customer's satisfaction. The biggest factor that affects the customer's satisfaction and revisit intention in Korea is service property, So that the services requires proper measures and improvement. In China, the factor that affects most on the customer's satisfaction and revisit intention is physical environment. In order to enhance the customer's positive consciousness of stores, the physical environment needs to be well constructed. Lastly, in the compared research between Korea and China, the distribution of survey responders was limited from certain areas. Therefore, the further study can be implemented by more research in various geographical areas and more development in store selection factors.

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Analysis on the Influence of Moment Distribution Shape on the Effective Moment of Inertia of Simply Supported Reinforced Concrete Beams (철근콘크리트 단순보의 유효 단면2차모멘트에 대한 모멘트 분포 형상의 영향 분석)

  • Park, Mi-Young;Kim, Sang-Sik;Lee, Seung-Bae;Kim, Chang-Hyuk;Kim, Kang-Su
    • Journal of the Korea Concrete Institute
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    • v.21 no.1
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    • pp.93-103
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    • 2009
  • The concept of the effective moment of inertia has been generally used for the deflection estimation of reinforced concrete flexural members. The KCI design code adopted Branson's equation for simple calculation of deflection, in which a representative value of the effective moment of inertia is used for the whole length of a member. However, the code equation for the effective moment of inertia was formulated based on the results of beam tests subjected to uniformly distributed loads, which may not effectively account for those of members under different loading conditions. Therefore, this study aimed to verify the influences of moment shapes resulting from different loading patterns by experiments. Six beams were fabricated and tested in this study, where primary variables were concrete compressive strengths and loading distances from supports, and test results were compared to the code equation and other existing approaches. A method utilizing variational analysis for the deflection estimation has been also proposed, which accounts for the influences of moment shapes to the effective moment of inertia. The test results indicated that the effective moment of inertia was somewhat influenced by the moment shape, and that this influence of moment shape to the effective moment of inertia was not captured by the code equation. Compared to the code equation, the proposed method had smaller variation in the ratios of the test results to the estimated values of beam deflections. Therefore, the proposed method is considered to be a good approach to take into account the influence of moment shape for the estimation of beam deflection, however, the differences between test results and estimated deflections show that more researches are still required to improve its accuracy by modifying the shape function of deflection.

A Study on the Estimation of Values of Individual Services of an Arboretum using the CE Method - Focused on Gyeongnam Arboretum - (CE 기법을 적용한 수목원의 편익제공 가치 추정 연구 - 경남수목원을 대상으로 -)

  • Kang, Kee-Rae
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.1
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    • pp.51-59
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    • 2013
  • This study was conducted to compare the sizes of effective values, which users recognize, according to the kinds of physical and psychological services provided by an arboretum, by estimating them in monetary values. As an analysis tool for this purpose, the CE(Choice Experiments) method, which is able to estimate effective value's size depending on each variable, was employed. For drawing up profiles for estimation of the values of individual services, 25 profiles were extracted using the orthogonal design of the SPSS statistical package, and questions of 75 pairs were created not to make each of the profiles overlapped. Then, each user was given three questions at five sets each and 3,510 data were used for the analysis. As the result, in relation to the attribute, 'The kinds of trees should be diversified 50% more than now.', firstly, users showed the biggest willingness to pay, based on the present level, and expressed intentions to pay 7,956 won, additionally. Secondly, the value of the path design that was unique than the present road design was estimated in 6,025 won, and when individual attendants guided visitors in the arboretum, they expressed intentions to pay nearly three times more expenses than when they were guided as a group. These results show that users in the Gyeongnam Arboretum recognized the highest effective values towards the collection and display of trees that are arboretum's original functions, and it was followed by the unique road design to observe a variety of dense trees well. This research could be useful in comparing or measuring particular effective values of users that central operators of arboretums want to know. Moreover, it would be suggested as an advanced research for providing basic data about value estimation of individual environmental goods not only in arboretums, but also in other fields.

Developing Systems Thinking-based STEAM Programs and Analyzing its Effects on Middle School Students (중학생을 위한 시스템 사고 기반 STEAM 교육 프로그램의 개발 및 효과 분석)

  • Kim, Yuran;Jeon, Jaedon;Eom, Jooyoung;Lee, Hyonyong
    • Journal of the Korean earth science society
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    • v.41 no.1
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    • pp.75-91
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    • 2020
  • The purposes of this study are 1) to develop a pre-education program for teaching the basic concepts of systems thinking and STEAM program based on systems thinking and 2) to investigate the effects of the program on middle school students' systems thinking. The subjects were 4 seventh-graders and 4 ninth-graders in a middle school located in the province of Gyeongsangbuk-do. Data related to students' systems thinking was analyzed using the rubrics developed by Hung(2008). The results were reviewed by experts to verify the validity of the rubrics and the reliability of students' system thinking. In addition, the data analyzed with the rubrics, students' awareness of systems thinking, word associations, causal maps and interviews were systematically analyzed to investigate the effects of the program on students' systems thinking. The findings of this study were as follows: First, a pre-education program and teachers' guidebook for teaching and learning the concept of systems thinking and causal maps were developed. The pre-education program consisted of familiar TV entertainment program-Infinite Challenge (Muhandojeon)-with a theme of Global Warming. Second, a STEAM education program based on systems thinking which was composed of 5 steps: Analysis-Design-Build-Assessment-Systems thinking. The major theme of the program was an air extinguisher. The developed STEAM education program had positive effects on improving middle school students' systems thinking abilities such as understanding systems, relations within a system and system generalization. Therefore, it was concluded that the STEAM program could be instrumental for cultivating students' STEAM literacy with improved systems thinking.

Empirical Survey for the Evaluation of Content Relevance in the 7th Technology & Home Economics Subject (제7차 기술$\cdot$가정 교육내용 적정성 평가 - 가정과교육 영역을 중심으로 -)

  • Wang Seok-Soon
    • Journal of Korean Home Economics Education Association
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    • v.17 no.4 s.38
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    • pp.133-156
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    • 2005
  • This study clarifies the concept of the education content relevance in order to evaluate the content relevance of Technology & Home Economics in a secondary school, and design its standards based on the preceding study. In other words, four standards such as the amount of studying content, the degree of difficulty, the validity of contents and the sequence of contents are established. Also, a survey on the current status of nationwide units targeting students, teachers, and professors was conducted to collect actual data about relevance evaluation. The results are as follows. First, as for the evaluation in terms of the amount of studying content, the majority of respondents answered that it decreased by about $30\%$ when compared to the 6th Technology & Home Economics Curriculum However, middle school teachers pointed out that the number of classes is not enough considering the fact that it's an activity-oriented subject. So, they acknowledged that the amount of study time during a Technology Sl Home Economics class is 'quite a lot.' Second, the evaluation in the degree of difficulty is divided into two responses. Teachers responded that it's reasonable overall, but according to students, it's difficult. Especially, the chapters that students don't understand well including 'The Elements of Draftsmanship,"' 'Understanding of Machinery,' 'Electronics & Electricity Technology,' and 'Energy & Transportation Technology.' In the Home Economics area, 'The Design of Home Life' is the only chapter that students don't understand well. Third, as for the validity of contents, the chapters that were not considered as important considering the objective of Technology Sl Home Economics Curriculum include 'The Elements of Draftsmanship,' 'Computer & Processing,' and 'The Management of Resources and Environment.' Fourth, as for the sequence of contents, the survey was conducted including the name of the course asone of the survey items. The majority of teachers wanted it as it is, but the Professors of education colleges who wanted the 3rd name to connect the course with the elementary school course was a little more $(50.5\%)$ than the ones who don't want any changes $(45.5\%)$. The follow-up study should correct and complement the standards that this study suggested through analytic and critical review according to the character & goal of the subject. Based on such standards, the evaluation of content relevance should be continued to realize the quality control of the curriculum systematically.

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A Study on the Impact of Visual Merchandising Cognitive Dimension of Food & Beverage Stores on Consumer Behavior Intention: Focusing on the Mediating Effect of Emotional Response (외식음료매장의 비주얼머천다이징 인지차원이 소비자 행동의도에 미치는 영향: 감정반응 매개효과를 중심으로)

  • Park, Hyoung Kuk;Yang, Dong Woo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.5
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    • pp.103-118
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    • 2018
  • This study would provide the basic data informative for establishing a VMD strategy, covering design and marketing for business owners and prospective entrepreneurs, including the persons concerned with the food and beverage industries by investigating the relationships of the impacts of several factors in the cognitive dimension factors of VMD in food and beverage stores on consumers' emotional response and behavior intention and the mediating effect of emotional responses, applying the concept of VMD to the food and beverage industries. To check this research purpose, data were collected through a survey, conducted with various consumers in their 20s through 60s who have experienced the use of food and beverage stores. The period of the survey was from September 20 through October 10, 2017, 202 copies of questionnaires were collected without missing values and used as data for the final analysis. As for the analysis of the data, using SPSS statistical software, frequency analysis and descriptive statistics, analysis of reliability and validity, correlation analysis, single and multiple regression analysis were conducted. According to the results of this study, first, the relationship of the impact between the VMD cognitive dimension of food and beverage stores and customers' emotional responses was statistically significant. In concrete, all factors of VMD cognitive dimension, including the factors of suitability and daily escape had positive (+) impacts on positive emotions. Second, as a result of an analysis of the impact of emotional responses felt in the process of visiting the food and beverage stores on customers' behavior intention, it turned out that positive emotions had a positive (+) impacts on visit intention and recommendation intention while negative emotions did not have any impacts on visit intention and recommendation intention. Third, as a result of an analysis of the impact of VMD cognitive dimension on behavior intention, the suitability and balance of the VMD cognitive dimension had positive (+) impacts on visit intention while daily escape and functionality had positive (+) impacts on recommendation intention. Fourth, as a result of checking if emotional responses had a mediating effect in the relationship between the VMD cognitive dimension and behavior intention, positive emotions had a full mediating effect while there was no mediating effect of negative emotions between the VMD cognitive dimension and behavior intention. In conclusion, this study found that the VMD cognitive dimension of food and beverage stores affected consumers' emotional responses and that emotional responses were a factor affecting behavior intention and proved that consumers' emotional responses differed depending on the factors in the cognitive dimension. Thus, in food and beverage stores, it would be necessary to make effective designs of the stores and differentiate the presentation of them through utilizing detailed factors of the cognitive dimension of VMD. Also, the results of this study could be utilized as the appropriate marketing tools for customers in food and beverage stores and as the basic data for establishing the strategy.