• Title/Summary/Keyword: 모바일 명함

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The Estimation of IDF Curve Considering Climate Change (기후변화를 고려한 IDF곡선 추정방안에 대한 연구)

  • Kim, Byung-Sik;Kyoung, Min-Soo;Lee, Keon-Haeng;Kim, Hyung-Soo
    • Proceedings of the Korea Water Resources Association Conference
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    • 2007.05a
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    • pp.774-779
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    • 2007
  • IDF 곡선은 전통적으로 지점에서의 과거 관측 강우량 시계열 자료를 수집하여 작성하여 왔으며, 이때 과거 강우량 자료는 정상성을 지니고 있고 미래를 대변한다는 가정을 전제로 한다. 그러나 이미 많은 연구자들에 의해 기후변화가 전구적으로 발생하고 있으며 우리나라에서도 더 이상 기후변화의 사실여부는 이제 더이상 논란 꺼리가 아니다. 특히, 기후변화의 영향을 직접적으로 받을 수밖에 없는 수자원 분야에서는 1990년대부터 잦은 홍수와 가뭄의 반복으로 곤란을 겪고 있다. 특히, 우리나라는 협소한 국토면적과 과다한 인구로 토지나 수자원 등 국토자원 이용의 강도가 다른 나라에 비하여 현저하게 높기 때문에 지구온난화에 따른 기후변화와 같은 약간의 기후변동으로도 심각한 문제가 발생할 가능성이 내포되어 있다. 특히, 기후변화는 유역 규모의 강우 발생 패턴과 강우량의 증가 및 감소에 영향을 미치게 되며 이로 인해 강우 시계열 자료는 비정상성과 경향성을 지니게 된다. 그러나 지금까지는 IDF 곡선의 작성시 강우의 경향성을 무시해 왔다. 본 연구에서는 기후변화가 IDF 곡선에 미치는 영향을 분석하기 위하여 GCM 기후변화 시나리오를 이용하여 IDF 곡선을 작성하였다. 이를 위하여 먼저, YONU CGCM의 제한실험과 점증실험을 실시하여 전구적 규모의 기후변화 시나리오를 작성하였으며, 통계학적 축소기법과 추계학적 일기발생기법을 이용하여 대상지점의 일 수문기상 시계열을 모의하였다. 그리고 BLRP(Bartlett Lewis Rectangular Pulse) 모형과 분해(koutsoyiannis, 2000) 기법을 이용하여 모의된 일 강우 자료를 시자료로 분해하였으며 이를 이용하여 IDF 곡선을 작성하였다. 그 결과, 기후변화 시 지속기간별 재현기간별 강우량이 현재에 크게 비해 증가됨을 확인할 수 있었다.으며 여러명이 동시에 서버에 접속을 하기 때문에 컴퓨터에 부하가 많이 걸리는 모델링이나 복잡한 분석은 실시하기 어려우며, 대용량 데이터를 전송할 수 있는 대역폭이 확보 되어야 한다. 또한, Internet 환경으로 개발을 해야되기 때문에 데스크탑용 GIS에 비해 개발속도가 느리며 개발 초기비용이 많이 들게 된다. 하지만, 네트워크 기술의 발달과 모바일과의 연계 등으로 이러한 약점을 극복할 수 있을 것으로 판단된다. 따라서 본 논문에서는 인터넷 GIS를 이용하여 홍수재해 정보를 검색, 처리, 분석, 예경보할 수 있는 홍수방재정보 시스템을 구축토록 하였다.비해 초음파 감시하 치골상부 방광천자가 정확하고 안전한 채뇨법으로 권장되어야 한다고 생각한다.應裝置) 및 운용(運用)에 별다른 어려움이 없고, 내열성(耐熱性)이 강(强)하므로 쉬운 조건하(條件下)에서 경제적(經濟的)으로 공업적(工業的) 이용(利用)에 유리(有利)하다고 판단(判斷)되어진다.reatinine은 함량이 적었다. 관능검사결과(官能檢査結果) 자가소화(自家消化)시킨 크릴간장은 효소(酵素)처리한 것이나 재래식 콩간장에 비하여 품질 면에서 손색이 없고 저장성(貯藏性)이 좋은 크릴간장을 제조(製造)할 수 있다는 결론을 얻었다.이 있음을 확인할 수 있었다.에 착안하여 침전시 슬러지층과 상등액의 온도차를 측정하여 대사열량의 발생량을 측정하고 슬러지의 활성을 측정할 수 있는 방법을 개발하였다.enin과 Rhaponticin의 작용(作用)에 의(依)한 것이며, 이는 한의학(韓醫學) 방제(方劑) 원리(原理)인 군신좌사(君臣佐使) 이론(理論)에서 군약(君藥)이 주증(主症)에 주(主)로 작용(作用)하는 약물(藥物)이라는 것을 밝혀주는 것이라고 사료(思料)된다.일전 $13.447\;{\mu}g/hr/g$, 섭취 7일중 $8.123

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Effects of Consumer Innovativeness on the Evaluation of the Online Fashion Advertisement Sustainability (온라인 패션광고의 지속가능성 평가에 대한 소비자 혁신성 효과)

  • Son, Mi Young;Yoon, Namhee
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.43-54
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    • 2016
  • The purpose of this research was to analyze the effect of consumer innovativeness on the evaluation of online fashion advertisement sustainability and on purchase intentions of advertising products. Online survey have been conducted of 573 people who had experience of online advertisements. The data collected from the surveys were analyzed by the factor analysis, the t-test and the multiple regression analysis. the results are as follows: Firstly, it has been identified that the concept of sustainability of online fashion advertisement consists of four sub-elements of the objectivity of advertisement expressions, the non-harmfulness of advertisement expressions, the protection of personal information, and the non-infringement of web use. Secondly, the group that has a higher consumer innovativeness shows a significantly higher experience of online advertisements as well as more many internet use hours than those who have a lower consumer innovativeness. In addition, comparing with the group that shows lower consumer innovativeness, the group who has higher consumer innovativeness shows a significantly higher recognition of the protection of personal information, the non-infringement of web use and the objectiveness of advertisement expressions among the sub-elements of online fashion advertisement. Lastly, the objectiveness of advertisement expressions and the non-infringement of web use significantly affect the intentions of the group that has high consumer innovativeness to purchase advertised products, and the purchase intentions of those who have low consumer innovativeness are significantly affected by the objectiveness of advertisement expressions and the protection of personal information.

Factors Affecting Breast Cancer Screening Behavior among Women of Childbearing Age (가임기 여성의 유방암 검진행위 영향요인)

  • Dan, Hyunju;Jung, Heeja
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.265-272
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    • 2022
  • This study is a descriptive study to identify the factors affecting breast cancer screening behavior in women of childbearing age. The participants were 2,000 women between the ages of 19 and 40, and data collection was conducted through online and mobile surveys from September 2020 to August 2021. As a result of multivariable ordinal logistic regression analysis, age 20-29 (OR=2.145, CI=1.219-3.777), over 30 (OR=5.663, CI=2.784-11.521), annual income less than 10 million won (OR=1.606, CI=1.070-2.413), over 30 million won (OR=2.422, CI=1.550-3.785), family history of breast cancer (OR=2.421, CI=1.154-5.080), family history of ovarian cancer (OR=4.321, CI=1.382-13.516), subjective perception of health status was 'moderate' (OR=1.466, CI=1.064-2.020), and 'not healthy' (OR=1.854, CI=1.188-2.895) increased the breast cancer screening behavior. Therefore, based on this study, adequate policy should be adopted to strengthen the breast cancer screening behavior of young women of childbearing age.

A Study on the Metaverse as an Arts Educational Medium - Focusing on ifland of the SKT Metaverse Platform (예술교육 매체로서 메타버스 사례 연구 - SK텔레콤 ifland를 중심으로)

  • KIM, JOY
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.391-396
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    • 2021
  • The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.

Clustering Method based on Genre Interest for Cold-Start Problem in Movie Recommendation (영화 추천 시스템의 초기 사용자 문제를 위한 장르 선호 기반의 클러스터링 기법)

  • You, Tithrottanak;Rosli, Ahmad Nurzid;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.1
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    • pp.57-77
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    • 2013
  • Social media has become one of the most popular media in web and mobile application. In 2011, social networks and blogs are still the top destination of online users, according to a study from Nielsen Company. In their studies, nearly 4 in 5active users visit social network and blog. Social Networks and Blogs sites rule Americans' Internet time, accounting to 23 percent of time spent online. Facebook is the main social network that the U.S internet users spend time more than the other social network services such as Yahoo, Google, AOL Media Network, Twitter, Linked In and so on. In recent trend, most of the companies promote their products in the Facebook by creating the "Facebook Page" that refers to specific product. The "Like" option allows user to subscribed and received updates their interested on from the page. The film makers which produce a lot of films around the world also take part to market and promote their films by exploiting the advantages of using the "Facebook Page". In addition, a great number of streaming service providers allows users to subscribe their service to watch and enjoy movies and TV program. They can instantly watch movies and TV program over the internet to PCs, Macs and TVs. Netflix alone as the world's leading subscription service have more than 30 million streaming members in the United States, Latin America, the United Kingdom and the Nordics. As the matter of facts, a million of movies and TV program with different of genres are offered to the subscriber. In contrast, users need spend a lot time to find the right movies which are related to their interest genre. Recent years there are many researchers who have been propose a method to improve prediction the rating or preference that would give the most related items such as books, music or movies to the garget user or the group of users that have the same interest in the particular items. One of the most popular methods to build recommendation system is traditional Collaborative Filtering (CF). The method compute the similarity of the target user and other users, which then are cluster in the same interest on items according which items that users have been rated. The method then predicts other items from the same group of users to recommend to a group of users. Moreover, There are many items that need to study for suggesting to users such as books, music, movies, news, videos and so on. However, in this paper we only focus on movie as item to recommend to users. In addition, there are many challenges for CF task. Firstly, the "sparsity problem"; it occurs when user information preference is not enough. The recommendation accuracies result is lower compared to the neighbor who composed with a large amount of ratings. The second problem is "cold-start problem"; it occurs whenever new users or items are added into the system, which each has norating or a few rating. For instance, no personalized predictions can be made for a new user without any ratings on the record. In this research we propose a clustering method according to the users' genre interest extracted from social network service (SNS) and user's movies rating information system to solve the "cold-start problem." Our proposed method will clusters the target user together with the other users by combining the user genre interest and the rating information. It is important to realize a huge amount of interesting and useful user's information from Facebook Graph, we can extract information from the "Facebook Page" which "Like" by them. Moreover, we use the Internet Movie Database(IMDb) as the main dataset. The IMDbis online databases that consist of a large amount of information related to movies, TV programs and including actors. This dataset not only used to provide movie information in our Movie Rating Systems, but also as resources to provide movie genre information which extracted from the "Facebook Page". Formerly, the user must login with their Facebook account to login to the Movie Rating System, at the same time our system will collect the genre interest from the "Facebook Page". We conduct many experiments with other methods to see how our method performs and we also compare to the other methods. First, we compared our proposed method in the case of the normal recommendation to see how our system improves the recommendation result. Then we experiment method in case of cold-start problem. Our experiment show that our method is outperform than the other methods. In these two cases of our experimentation, we see that our proposed method produces better result in case both cases.

The Purchasing Status of the Avatars and Digital Fashion Items in Metaverse and Consumers' Purchase Satisfaction and the Future Purchase Intentions According to Usage Motivation (메타버스 디지털 아이템 이용 실태 및 이용동기에 따른 만족도 및 추후 구매의사)

  • Kim, Nam Eun;Lee, Jeong Ran
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.133-148
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    • 2022
  • This study aims to explore the status and motives for using avatars and digital fashion items in the metaverse and to examine consumers' purchase satisfaction and future purchase intentions. We intend to provide implications for the development of avatars and fashion items, and the direction of the fashion industry and clothing education. For this purpose, the purchasing status, consumer motives for using avatars and digital fashion items, purchase satisfaction, and future purchase intentions were investigated, through a survey with 149 consumers aged 19 years or older, with the experience of using avatars. The results are as follows. First, the percentage of avatar ownership was high among women aged between 19 and 29, and those with low or high incomes. The younger group was more likely to make mobile phone purchases than the older group, and the older group was more likely to use credit cards. Even those respondents who owned avatars did not purchase frequently or spent a lot on items. On the other hand, in the case of fashion item purchases, the group spending more than 8,000 won was aged between 19 and 29, and the frequency and amount of purchases increased as income increase. Second, among the motives for using avatars and fashion items, the pursuit of pleasure had the greatest influence, and men paid more attention to self-expression through avatars than women. Third, the motive for vicarious satisfaction influenced purchase satisfaction, and the factors that influenced future purchase intention were vicarious satisfaction and stress relief. The results of this study suggests that avatars and fashion items should be developed considering factors that can relieve stress for all age groups, create a sense of unity among metaverse users, and provide satisfaction in a virtual world that is different from reality. In addition, education on how to use fashion items and consumption attitudes in education related to clothing life will be required.