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Planning of Train Operation with Different Objectives Utilizing Mixed-Integer Nonlinear Programming Models (비선형정수계획법을 이용한 운행전략에 따른 열차운영계획 수립)

  • 김기현;서선덕
    • Journal of Korean Society of Transportation
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    • v.20 no.7
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    • pp.117-133
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    • 2002
  • 열차운영계획은 수송수요 산정, 운행노선계획, 열차시간표 작성 기관차 및 인원의 할당 등 광범위한 내용을 포괄하고 있으나, 본 논문에서는 계획의 초기단계에서 결정 가능한 운행노선계획을 대상으로 범위를 설정하였다. 운영목표에 따른 전략은 사용자, 운영자, 사회전체의 입장에서 고려될 수 있는데, 이러한 전략에 의해 운행 될 수 있는 열차운행패턴을 운영비용의 최소화, 통행시간의 최소화. 운영자 수익의 최대화 모형으로 해결하고자 하였다. 2004년 이후에 운행이 예상되는 고속철도/기존철도는 운영계획의 변경이 예상되는 바, 상기의 목표에 따라 열차운영패턴을 작성하여 개발된 효과척도의 적용을 통해 정책적인 적용가능성을 평가하였으며 기존 계획된 철도청의 운영계획과도 아울러 비교, 최적대안을 선정하였다. 본 고에서는 수리계획모형인 비선형정수계획모형(MINLP)으로서 국내 철도망에 부합하는 운영계획을 작성하였으며, 이에 따른 열차-km는 수익최대화 모형, 인-km는 철도청의 열차운영계획이 가장 많은 것으로 나타났다. 인-hour는 수익 최대화 모형과 통행시간 최소화 모형이 가장 적은 것으로 나타났는데, 이는 장거리 노선의 편성이 증가된 것으로 사료된다. 이러한 결과를 산출함에 있어. 어려운 점은 각 구간의 기하급수적 증가, 결정변수의 초기값 선정 등이 있으나, 그동안 연구된 각종 경험적 기법의 적용과 실제 편성 가능한 변수의 적용을 통해 이를 해결하였다. 추후 설정된 모형의 비교에 적합한 효과척도의 개발과 전국적으로 사례구간의 확장 및 모형의 최적대안 선택 시 효과척도의 가중치에 대한 연구가 필요할 것으로 사료된다.

Priority analysis of dam candidate sites with the strategic environmental assessment including the missing information (결측정보가 있는 전략환경평가를 이용한 댐 후보지 우선순위 분석)

  • Park, Dae-Ryong;Eom, Myeong-Jin
    • Proceedings of the Korea Water Resources Association Conference
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    • 2018.05a
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    • pp.437-437
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    • 2018
  • 본 연구는 댐 후보지에 대한 우선순위 분석이 결측 정보에 따라 다기준 의사결정 방법 및 결측정보 접근방법에 따라 어떻게 달라지는지를 조사하였다. 전략환경평가(Strategic Environmental Assessment, SEA)는 한국의 댐 건설 장기 계획에서 환경 및 생태학적 영향을 기반으로 한 지속가능한 댐 후보지 선정에 적용되고 있다. 그러나 특정 정보가 결측된 경우 SEA는 댐 후보지를 선정하는 데 어려움이 있다. 본 연구에서는 다기준 의사결정 방법으로 AHP, ELECTRE III, PROMETHEE II, Compromise Programming을 적용하였고, 결측 정보 보완을 위해 이항분포와 균등분포형을 사용하였다. 본 연구에서는 전국의 댐 선정 후보지에 적용하여 다중 기준 의사 결정기법과 정보 생성 방법에 의존하여 결과를 비교하였다. 그 결과, 이항분포형을 적용한 결과가 균등분포형을 적용한 결과보다 보다 명백한 우선순위를 보여 주었다. 또한, 다기준 의사결정방법에 따라서는 댐선정 후보지 결과가 달라지지 않는 것으로 나타났다. 따라서, 다기준 의사결정방법 적용시, 결측 정보를 생성하기 위해 이항분포를 사용하면 균등분포 적용시보다 우선순위를 제공하는데 더 효과적이라고 판단된다.

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Development and Application of Teaching-learning Strategies PBL based Physical Computing Programming using Reflective Journal and Feedback (성찰저널과 피드백을 적용한 PBL 기반의 피지컬 컴퓨팅 프로그래밍 교수·학습 전략 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.49-62
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    • 2018
  • This study we developed teaching and learning strategy applying PBL based physical computing programming using reflection journal and feedback, and verified its effectiveness. For the analysis, the survey with 18 sections study contents was performed for 6 weeks by dividing 91 students in 5th grade of elementary school into experimental group and control group respectively. As a result, this study proved that the students who made the structured reflections journals and receiving the feedback at the same time showed the improvement in logical thinking ability in the physical computing based programming learning situation with PBL applied. Based on the results of this study, the sophisticated teaching and learning strategy that can enhance the programming learning effect based on physical computing was developed and its applicability was proved.

Defining Essence and Research Scope of Design Marketing (디자인마케팅의 본질과 연구영역에 관한 연구)

  • Lee, Jin-Ryeol
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.197-208
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    • 2006
  • Modern corporations are changing their strategies from 4P-based marketing strategies which have been used for logic-based consumers in the past to perception-based marketing strategies which will be performed for current emotion-based consumers. Therefore, the importance of emotional marketing, which means the integrated strategies approaching consumers by combining logic-based marketing strategies and emotion-based design strategies, has been increased. However, existing researches have not tried to suggest the essence and research scope of design marketing and verify the applicability of each research sectors but only tried to apply some marketing tools in design process. Regarding this, this study suggests that the essence of design marketing has to be defined first then various and systematic academic reviews have been performed on each research sectors of it before design marketing tools are applied in design practices. In addition, this study suggests 3 research categories of design marketing based on traditional marketing. They are first, understanding consumer's decision making precess for design and next, introducing and applying various research tools ant last, applying various strategic tools for strategy-making based on situation understanding. Finally, this study suggests future research directions on 3 research categories mentioned above.

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Global 기업의 ERP 구축/운영전략 및 적용사례

  • Park, Jung-Hoon;Son, Kyung-Jun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.241-250
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    • 2005
  • Global 경영환경이 가속화됨에 따라 기업은 해외 법인 설립을 지속적으로 추진하고 있으며 이에 따라 본사와 해외 법인간 효율/효과적인 collaboration 체계를 구축하고 해외법인의 경쟁력을 신속히 강화시키기 위해 해외법인에 ERP를 확산하고 있다. 본 연구에서는 전사 표준 process의 확산 및 유지, 전사 PI 추진, ERP 구축 및 운영에 따른 TCO의 최소화 관점에서 global 기업의 성공적인 ERP 구축전략(Global Single Instance 추진 전략)과 운영전략을 제시한다. Global 기업들이 본 연구에서 제시하는 방법과 전략으로 ERP의 성공적인 구축 및 확산과 운영에 대한 방향성을 얻을 수 있을 것으로 기대한다.

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시장전략 수립을 위한 SD 적용(자치단체 서버 시장 사례)

  • 박상현;연승준;김상욱
    • Proceedings of the Korean System Dynamics Society
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    • 2002.08a
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    • pp.51-66
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    • 2002
  • 대부분의 기업들이 시장에서의 경쟁우위를 확보하기 위하여 끊임없이 시장을 분석하고 이에 기초한 시장전략을 수립하고 있다. 그러나 기업의 전략적 의사결정은 종종 잘못된 시장분석으로 인하여 전혀 예상하지 못한 결과를 가져오는 경우가 있다. 이는 전체적인 시각에서 시장의 구조적 특성을 분석하기보다는 현상을 조사하는 수준에 머물거나 현재의 상황만을 고려할 뿐 시간의 흐름에 따른 동태적 변화와 지연된 피드백의 효과를 반영하지 못한 채 단기적 관점에서 시장 전략을 수립하는데 그 원인이 있다고 볼 수 있다. 이에 따라 본 논문은 자치단체 서버 시장을 대상으로 모 기업이 시장 전략을 수립하는 과정을 사례로 시스템 사고와 시뮬레이션 모델이 이러한 문제를 해결하는데 얼마나 효과적인지 설명하고자 한다.

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Adaptive Strategy Game Engine Using Non-monotonic Reasoning and Inductive Machine Learning (비단조 추론과 귀납적 기계학습 기반 적응형 전략 게임 엔진)

  • Kim, Je-Min;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.83-90
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    • 2004
  • Strategic games are missing special qualities of genre these days. Game engines neither reason about behaviors of computer objects nor have learning ability that can prepare countermeasure in variously command user's strategy. This paper suggests a strategic game engine that applies non-monotonic reasoning and inductive machine learning. The engine emphasizes three components -“user behavior monitor”to abstract user's objects behavior,“learning engine”to learn user's strategy,“behavior display handler”to reflect abstracted behavior of computer objects on game. Especially, this paper proposes two layered-structure to apply non-monotonic reasoning and inductive learning to make behaviors of computer objects that learns strategy behaviors of user objects exactly, and corresponds in user's objects. The engine decides actions and strategies of computer objects with created information through inductive learning. Main contribution of this paper is that computer objects command excellent strategies and reveal differentiation with behavior of existing computer objects to apply non-monotonic reasoning and inductive machine learning.

A Study on Deriving Strategic Tasks of Continuing Education Institutions for Librarians Applying PEST-3Cs-SWOT (PEST-3Cs-SWOT 방법론을 적용한 사서 계속교육 기관의 전략과제 도출에 관한 연구)

  • Jung, Youngmi;Noh, Younghee
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.343-376
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    • 2022
  • Continuing education for professionals is the most basic requirement for continuous professional development. The enhancement of the professionalism of librarians will also be possible through the establishment of a systematic continuing education strategy of the national level. In this study, we tried to derive a strategy for continuing education for librarians in Korea by analyzing the internal and external environment of national institutions that are the center of continuing education for librarians. To this end, we proposed a complex framework of PEST-3Cs-SWOT as a systematic environmental analysis methodology and tried to apply it. For PEST analysis, literature related to library, librarian, and librarian education was extensively reviewed, and for 3Cs analysis, in-depth interviews with internal employees, questionnaire data analysis on the demand survey of training subjects, and case studies of similar institutions in Korea and abroad were conducted. Based on this, SWOT analysis was conducted, and finally, 4 strengths-opportunity strategic tasks, 5 weaknesses-opportunity strategic tasks, 5 strength-threat strategic tasks, and 3 weaknesses-threat strategic tasks were derived. This study will be meaningful in that it presents strategic tasks for continuing education institutions in Korea, and at the same time suggests and applies a complex analysis methodology that can be applied to tasks similar to development plans and strategy establishment.

Development and Validation of Distributed Cognition Theory Based Instructional Strategy in Science Class Using Technology (테크놀로지 활용 과학 수업에서 분산인지 이론 기반 수업 전략의 개발 및 타당화)

  • Ja-Heon Noh;Jun-Ho Son;Jong-Hee Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.17 no.1
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    • pp.1-19
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    • 2024
  • This study is a design and development study that developed instructional strategies based on distributed cognitive theory for science classes using technology according to procedures that ensured reliability and validity. To develop instructional strategies, development study and validation study were conducted according to design and development research methodology procedures. In the development study, an initial instructional strategy was developed through prior literature review and prior expert review. In the validation study, the instructional strategy was validated using internal validation (expert validation, usability evaluation) and external validation (field application evaluation) methods, and the final instructional strategy was developed. The final instructional strategy consisted of 3 instructional principles, 9 instructional strategies, and 38 detailed guidelines. Through this study, the researcher suggested the suitability of instructional strategies for science classes using technology, the usefulness of blocks and teaching and learning processes, the possibility of using technology as a cognitive tool, the need for teachers' efforts to cultivate teaching capabilities using technology, and the needs lesson plan that takes into account conditions affecting the application of instructional strategies.

The Development and Application of Tutoring Strategy for On-line Programming Learning Based on Affective Learning Style of the Informatics Gifted (정보영재의 정의적 학습양식에 기반한 온라인 프로그래밍 학습 튜터링 전략의 개발 및 적용)

  • Kim, Jiseon;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.33-44
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    • 2016
  • In this study, learning preferences of the informatics gifted participating in on-line programming practice has been investigated and the tutoring strategy based on learning styles was developed and verified its effectiveness. On-line programming learning is the environment in which learning is done through interaction with a tutor. For determination of the students' learning styles, Grasha-Reichmann's learning style was utilized. Key elements, learning activity and feedback, of tutoring strategy were derived based on learning style and developed on-line programming learning tutoring strategy. To verify the effectiveness, six-class period of learning C-language of 173 middle and high school students based on learning styles was applied for 12 weeks. As a result, the experiment group applied with a tutoring strategy based on the learning style showed significant improvements in terms of satisfaction and achievement than the control group.