• Title/Summary/Keyword: 융합규칙

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Application of deep learning method for decision making support of dam release operation (댐 방류 의사결정지원을 위한 딥러닝 기법의 적용성 평가)

  • Jung, Sungho;Le, Xuan Hien;Kim, Yeonsu;Choi, Hyungu;Lee, Giha
    • Journal of Korea Water Resources Association
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    • v.54 no.spc1
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    • pp.1095-1105
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    • 2021
  • The advancement of dam operation is further required due to the upcoming rainy season, typhoons, or torrential rains. Besides, physical models based on specific rules may sometimes have limitations in controlling the release discharge of dam due to inherent uncertainty and complex factors. This study aims to forecast the water level of the nearest station to the dam multi-timestep-ahead and evaluate the availability when it makes a decision for a release discharge of dam based on LSTM (Long Short-Term Memory) of deep learning. The LSTM model was trained and tested on eight data sets with a 1-hour temporal resolution, including primary data used in the dam operation and downstream water level station data about 13 years (2009~2021). The trained model forecasted the water level time series divided by the six lead times: 1, 3, 6, 9, 12, 18-hours, and compared and analyzed with the observed data. As a result, the prediction results of the 1-hour ahead exhibited the best performance for all cases with an average accuracy of MAE of 0.01m, RMSE of 0.015 m, and NSE of 0.99, respectively. In addition, as the lead time increases, the predictive performance of the model tends to decrease slightly. The model may similarly estimate and reliably predicts the temporal pattern of the observed water level. Thus, it is judged that the LSTM model could produce predictive data by extracting the characteristics of complex hydrological non-linear data and can be used to determine the amount of release discharge from the dam when simulating the operation of the dam.

A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.