• Title/Summary/Keyword: 충분 차원 축소

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제주 강정항 선박조종시뮬레이션 결과 분석 및 평가

  • Gong, In-Yeong;Lee, Yun-Seok;Park, Yeong-Su;Yun, Gwi-Ho
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2012.06a
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    • pp.305-307
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    • 2012
  • 제주 강정항 대상선박인 15만톤급 초대형 크루즈선(Queen Mary 2)의 안전 입출항 여부를 판별하기 위하여 항로 중심선 교각을 30도로 변경 풍속을 최대 27노트까지 적용하여 선박조종시뮬레이션을 수행하였다. 시뮬레이션 분석 결과 남방파제 부두는 별다른 문제없이 초대형 크루즈선의 안전한 입출항이 가능하였다. 서방파제 부두는 풍속 20knots까지는 안전성이 확보 되었으나, 풍속 27노트 조건에서는 서측 돌제부두를 축소 조정하거나 가변식으로 변경할 경우 안전성이 더욱 향상되는 것으로 판별되었다. 또한 현행 1.5L 미만에서도 충분하게 180도 선회가 가능함이 검증되었고, 자력으로 안전하게 운항할 수 있는 풍속 범위는 20노트로 판별되었으나 비상사태에 신속하게 대응하고 안전성 향상 차원에서 상시 대마력 예선 2척을 운용할 필요가 있다.

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2D CFD for determining optimal location of wind turbine on Korean mountain (한국형 산악지형에서의 풍력발전 최적지 선정을 위한 2차원 유동분석)

  • Kim, Dae-Hyeong;Kim, Pyo-Jin;Lee, Chang-Hun;Choe, Jeong-Il
    • Proceeding of EDISON Challenge
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    • 2012.04a
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    • pp.41-44
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    • 2012
  • 본 연구에서는 풍력발전에 충분한 가능성을 가진 산악 지형을 모델링하여 유동의 흐름을 분석하였다. 실제 지형(설악산, 점봉산)에 대한 1/500 축소모형을 Gaussian 함수로 표현하였다. EDISON_CFD을 사용하여 산악지형의 난류유동을 해석하였으며, 해석결과의 신뢰성 확인을 위해 격자분해능에 따른 속도분포를 비교하였다. 산악지형에 따른 유동현상을 속도분포 및 유선함수 등에 의해 분석하였다. 또한 풍력터빈 설치 높이 기준에 의거하여 지형변화에 따른 주 유동방향 속도분포를 살펴보았다. 지형효과에 따른 유동해석결과를 기반으로 풍력 발전 가능 영역이 논의되었다.

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Analysis of the Nonlinear Staged Construction in Tall Buildings Considering the Creep and Shrinkage (Creep과 Shrinkage를 고려한 초고층구조물 비선형 시공단계 해석)

  • Park, Tae-Jun;Park, Hak-Kil
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2010.04a
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    • pp.742-745
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    • 2010
  • 본 논문은 초고층구조물의 해석방법으로 탄성변형과 아울러 시간의존성을 가진 크리프와 건조수축에 의한 비탄성변형을 고려한 비선형 시공단계 해석법을 제시한다. 기존의 초고층구조물 해석에서 주로 행하는 기둥 축소량 해석은 실무자의 경험과 프로그램을 통한 간략화에 맞추어져 있다. 이는 실제 시공 시 발생하는 구조해석 요소들을 충분히 반영하지 못하여 계산 값과 실제 값 사이에 오차가 발생된다. 비선형 시공단계 해석은 실제 시공 때 발생되는 해석변수들을 고려한 단계별 해석의 수행이 가능하며, 시간의 의존성을 가진 creep과 shrinkage의 효과를 함께 고려하여 일괄해석의 문제점을 구조해석 단계에서 실제상황에 가까운 해석을 가능하게 할 수 있다. 이를 위해 시공단계해석이 가능한 범용 프로그램을 이용한 50층 규모의 3차원 골조 프레임 모델 예제 해석을 통하여 기존 해석법들과의 비교, 분석으로 시간의 의존성을 고려한 시공단계해석의 필요성을 제시한다. 본 논문에는 범용프로그램인 SAP2000(ver.14)와 CEB-FIP모델 코드를 사용 하였다.

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Graphical regression and model assessment in logistic model (로지스틱모형에서 그래픽을 이용한 회귀와 모형평가)

  • Kahng, Myung-Wook;Kim, Bu-Yong;Hong, Ju-Hee
    • Journal of the Korean Data and Information Science Society
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    • v.21 no.1
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    • pp.21-32
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    • 2010
  • Graphical regression is a paradigm for obtaining regression information using plots without model assumptions. The general goal of this approach is to find lowdimensional sufficient summary plots without loss of important information. Model assessments using residual plots are less likely to be successful in models that are not linear. As an alternative approach, marginal model plots provide a general graphical method for assessing the model. We apply the methods of graphical regression and model assessment using marginal model plots to the logistic regression model.

A Study on Multiple Resident Activity Recognition using Deep Learning in Smart Home (스마트 홈 환경에서의 딥 러닝을 활용한 다중 거주자 행동 인식에 관한 연구)

  • Ji, Hyo-Sang;Jang, Ki-Young;Auh, Joon-Sun;Yang, Sung-Bong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.830-832
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    • 2019
  • IoT 기술의 도래로 인하여 실생활에 사용되는 사물들에 Sensor가 부착되어 시간마다 Sensor data가 발생하는 세상이 열리게 되었다. 이러한 IoT Device들에 부착되어 있는 sensor를 통하여 수집이 된 data는 방대한 양을 가지기 때문에 Deep Learning에 적용하는데 충분하며 아주 중요한 역할을 한다. 이러한 IoT Device들은 우리의 실제 생활에 아주 가까이 다양한 환경으로 접할 수 있다. 예를 들어 스마트시티, 스마트팩토리, 스마트홈 등이 있다. 이러한 것들은 우리의 일상생활에 편리함과 직결되어 있다. 본 논문에서는 Smart home 환경에서의 Multi Resident Activity Recognition이다. Smart home의 가구에 부착되어 있는 센서에서 발생된 센서데이터를 활용하여 1) Training Similarity Network, 2) Embedding, 3) Clustering, 4) Recognizing 네 단계 프로세스를 거쳐 문제를 해결한다. 그 결과, 우리가 제안한 프로세스를 통하여 차원 축소 효과와 Un-seen data를 효과적으로 처리할수 있게 된다.

Narrative Inquiry : Practical experience of an Introduction to Engineering (공학입문 교과 실행경험에 관한 내러티브 탐구)

  • Park, Kyung-Moon;Kim, Taehoon
    • 대한공업교육학회지
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    • v.34 no.2
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    • pp.128-160
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    • 2009
  • Narratively I have described interactions between two teachers performing an introduction to the engineering class with various situations such as place, teacher, student and subject. I have specifically illuminated a three-dimensional narrative inquiry space embracing the culture of the university, the college of engineering and the ABEEK(Accreditation Board of Engineering Education of Korea)program. The result of the study is as follows: First, in order to stimulate the students' motivation, the teachers have to make not only their class PowerPoint slides match the size of the classroom, but the content of the slides must be condensed with core concepts. They also should utilized some video clips to empower students' interest in the subject within their classrooms. Second, the teachers should do various class activities in the classroom. Instead of spending most of the class time with his/her explanation, it would be advantageous for the teachers to allow the students to perform a task in class. Third, the teachers should ask their students about assignments which are helping students' understanding of the subject and planning of their future. Lastly, the teachers need to design the mid-term and the final tests inducing the students' motivation. Those tests also must test students' creativity and insight of the subject. Thus, the test should consist of an interpretive exercise and an essay type of item thus reducing the multiple choice types of items. There are several limitations to the study. First it is difficult to generalize what we found here because it is a case study. Second, we could not study in depth the effect of the interaction between the two teachers who were performing the introduction to the engineering course during the academic semester. Third, this study just probed into the difficulties of teaching the course. Hence, we have to understand more by focusing on each issue such as adapting to a new learning environment as a student from abroad, a practical experience boosting the students' interest in the introduction to the engineering course, also a practical experience on process based learning-versus result based learning, and an effective management of the student team presentation etc.

Development of Customer Sentiment Pattern Map for Webtoon Content Recommendation (웹툰 콘텐츠 추천을 위한 소비자 감성 패턴 맵 개발)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.67-88
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    • 2019
  • Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.