• Title/Summary/Keyword: 컴퓨터 환경

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Development of Control Algorithm for Greenhouse Cooling Using Two-fluid Fogging System (이류체 포그 냉방시스템의 제어알고리즘 개발)

  • Nam, Sang-Woon;Kim, Young-Shik;Sung, In-Mo
    • Journal of Bio-Environment Control
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    • v.22 no.2
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    • pp.138-145
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    • 2013
  • In order to develop the efficient control algorithm of the two-fluid fogging system, cooling experiments for the many different types of fogging cycles were conducted in tomato greenhouses. It showed that the cooling effect was 1.2 to $4.0^{\circ}C$ and the cooling efficiency was 8.2 to 32.9% on average. The cooling efficiency with fogging interval was highest in the case of the fogging cycle of 90 seconds. The cooling efficiency showed a tendency to increase as the fogging time increased and the stopping time decreased. As the spray rate of fog in the two-fluid fogging system increased, there was a tendency for the cooling efficiency to improve. However, as the inside air approaches its saturation level, even though the spray rate of fog increases, it does not lead to further evaporation. Thus, it can be inferred that increasing the spray rate of fog before the inside air reaches the saturation level could make higher the cooling efficiency. As cooling efficiency increases, the saturation deficit of inside air decreased and the difference between absolute humidity of inside and outside air increased. The more fog evaporated, the difference between absolute humidity of inside and outside air tended to increase and as the result, the discharge of vapor due to ventilation occurs more easily, which again lead to an increase in the evaporation rate and ultimately increase in the cooling efficiency. Regression analysis result on the saturation deficit of inside air showed that the fogging time needed to change of saturation deficit of $10g{\cdot}kg^{-1}$ was 120 seconds and stopping time was 60 seconds. But in order to decrease the amplitude of temperature and to increase the cooling efficiency, the fluctuation range of saturation deficit was set to $5g{\cdot}kg^{-1}$ and we decided that the fogging-stopping time of 60-30 seconds was more appropriate. Control types of two-fluid fogging systems were classified as computer control or simple control, and their control algorithms were derived. We recommend that if the two-fluid fogging system is controlled by manipulating only the set point of temperature, humidity, and on-off time, it would be best to set up the on-off time at 60-30 seconds in time control, the lower limit of air temperature at 30 to $32^{\circ}C$ and the upper limit of relative humidity at 85 to 90%.

Database Security System supporting Access Control for Various Sizes of Data Groups (다양한 크기의 데이터 그룹에 대한 접근 제어를 지원하는 데이터베이스 보안 시스템)

  • Jeong, Min-A;Kim, Jung-Ja;Won, Yong-Gwan;Bae, Suk-Chan
    • The KIPS Transactions:PartD
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    • v.10D no.7
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    • pp.1149-1154
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    • 2003
  • Due to various requirements for the user access control to large databases in the hospitals and the banks, database security has been emphasized. There are many security models for database systems using wide variety of policy-based access control methods. However, they are not functionally enough to meet the requirements for the complicated and various types of access control. In this paper, we propose a database security system that can individually control user access to data groups of various sites and is suitable for the situation where the user's access privilege to arbitrary data is changed frequently. Data group(s) in different sixes d is defined by the table name(s), attribute(s) and/or record key(s), and the access privilege is defined by security levels, roles and polices. The proposed system operates in two phases. The first phase is composed of a modified MAC (Mandatory Access Control) model and RBAC (Role-Based Access Control) model. A user can access any data that has lower or equal security levels, and that is accessible by the roles to which the user is assigned. All types of access mode are controlled in this phase. In the second phase, a modified DAC(Discretionary Access Control) model is applied to re-control the 'read' mode by filtering out the non-accessible data from the result obtained at the first phase. For this purpose, we also defined the user group s that can be characterized by security levels, roles or any partition of users. The policies represented in the form of Block(s, d, r) were also defined and used to control access to any data or data group(s) that is not permitted in 'read ' mode. With this proposed security system, more complicated 'read' access to various data sizes for individual users can be flexibly controlled, while other access mode can be controlled as usual. An implementation example for a database system that manages specimen and clinical information is presented.

A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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Transfer and Validation of NIRS Calibration Models for Evaluating Forage Quality in Italian Ryegrass Silages (이탈리안 라이그라스 사일리지의 품질평가를 위한 근적외선분광 (NIRS) 검량식의 이설 및 검증)

  • Cho, Kyu Chae;Park, Hyung Soo;Lee, Sang Hoon;Choi, Jin Hyeok;Seo, Sung;Choi, Gi Jun
    • Journal of Animal Environmental Science
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    • v.18 no.sup
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    • pp.81-90
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    • 2012
  • This study was evaluated high end research grade Near infrared spectrophotometer (NIRS) to low end popular field grade multiple Near infrared spectrophotometer (NIRS) for rapid analysis at forage quality at sight with 241 samples of Italian ryegrass silage during 3 years collected whole country for evaluate accuracy and precision between instruments. Firstly collected and build database high end research grade NIRS using with Unity Scientific Model 2500X (650 nm~2,500 nm) then trim and fit to low end popular field grade NIRS with Unity Scientific Model 1400 (1,400 nm~2,400 nm) then build and create calibration, transfer calibration with special transfer algorithm. The result between instruments was 0.000%~0.343% differences, rapidly analysis for chemical constituents, NDF, ADF, and crude protein, crude ash and fermentation parameter such as moisture, pH and lactic acid, finally forage quality parameter, TDN, DMI, RFV within 5 minutes at sight and the result equivalent with laboratory data. Nevertheless during 3 years collected samples for build calibration was organic samples that make differentiate by local or yearly bases etc. This strongly suggest population evaluation technique needed and constantly update calibration and maintenance calibration to proper handling database accumulation and spread out by knowledgable control laboratory analysis and reflect calibration update such as powerful control center needed for long lasting usage of forage analysis with NIRS at sight. Especially the agriculture products such as forage will continuously changes that made easily find out the changes and update routinely, if not near future NIRS was worthless due to those changes. Many research related NIRS was shortly study not long term study that made not well using NIRS, so the system needed check simple and instantly using with local language supported signal methods Global Distance (GD) and Neighbour Distance (ND) algorithm. Finally the multiple popular field grades instruments should be the same results not only between research grade instruments but also between multiple popular field grade instruments that needed easily transfer calibration and maintenance between instruments via internet networking techniques.

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.

Changes in Growth and Bioactive Compounds of Lettuce According to CO2 Tablet Treatment in the Nutrient Solution of Hydroponic System (수경재배 양액 내 탄산정 처리에 의한 상추의 생육 및 생리활성물질 함량 변화)

  • Bok, Gwonjeong;Noh, Seungwon;Kim, Youngkuk;Nam, Changsu;Jin, Chaelin;Park, Jongseok
    • Journal of Bio-Environment Control
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    • v.30 no.1
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    • pp.85-93
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    • 2021
  • In hydroponic cultivation, in order to investigate the change of lettuce growth and physiologically active substances through CO2 tablet treatment in nutrient solution, we used a solid carbonated tablets commercially available in the Netherlands. The experiment consisted of 0.5-fold, 1-fold, and 2-fold treatment groups with no treatment as a control. As a result, the atmospheric CO2 concentration in the chamber after CO2 tablet treatment showed the highest value at 472.2 µL·L-1 in the 2-fold treatment zone immediately after treatment, and the pH in the nutrient solution decreased the most to pH 6.03 in the 2-fold treatment zone. After that, over time, the CO2 concentration and pH recovered to the level before treatment. Leaf width and leaf area of lettuce showed the highest values of 17.1cm and 1067.14 ㎠ when treated 2-fold with CO2 tablet, while fresh weight and dry weight of the above-ground part were highest at 63.87 g and 3.08 g in 0.5-fold treatment. The root length of lettuce was the longest (28.4 cm) in the control, but there was no significant difference in the fresh weight and the dry weight among the treatments. Apparently, it was observed that the root length of the lettuce was shortened by CO2 tablet treatment and a lot of side roots occurred. In addition, there was a growth disorder in which the roots turned black, but it was found that there was no negative effect on the growth of the above-ground part. As a result of analyzing the bioactive compounds of lettuce by CO2 tablet treatment, chlorogenic acid and quercetin were detected. As a result of quantitative analysis, chlorogenic acid increased by 249% compared to the control in 1-fold treatment, but quercetin decreased by 37%. As a result of comparing the DPPH radical scavenging ability showing antioxidant activity, the control and 0.5-fold treatment showed significantly higher values than the 1-fold and 2-fold treatments. This suggests that carbonated water treatment is effective in increasing the growth and bioactive compounds of hydroponic lettuce.

Changes in Meteorological Variables by SO2 Emissions over East Asia using a Linux-based U.K. Earth System Model (리눅스 기반 U.K. 지구시스템모형을 이용한 동아시아 SO2 배출에 따른 기상장 변화)

  • Youn, Daeok;Song, Hyunggyu;Lee, Johan
    • Journal of the Korean earth science society
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    • v.43 no.1
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    • pp.60-76
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    • 2022
  • This study presents a software full setup and the following test execution times in a Linux cluster for the United Kingdom Earth System Model (UKESM) and then compares the model results from control and experimental simulations of the UKESM relative to various observations. Despite its low resolution, the latest version of the UKESM can simulate tropospheric chemistry-aerosol processes and the stratospheric ozone chemistry using the United Kingdom Chemistry and Aerosol (UKCA) module. The UKESM with UKCA (UKESM-UKCA) can treat atmospheric chemistryaerosol-cloud-radiation interactions throughout the whole atmosphere. In addition to the control UKESM run with the default CMIP5 SO2 emission dataset, an experimental run was conducted to evaluate the aerosol effects on meteorology by changing atmospheric SO2 loading with the newest REAS data over East Asia. The simulation period of the two model runs was 28 years, from January 1, 1982 to December 31, 2009. Spatial distributions of monthly mean aerosol optical depth, 2-m temperature, and precipitation intensity from model simulations and observations over East Asia were compared. The spatial patterns of surface temperature and precipitation from the two model simulations were generally in reasonable agreement with the observations. The simulated ozone concentration and total column ozone also agreed reasonably with the ERA5 reanalyzed one. Comparisons of spatial patterns and linear trends led to the conclusion that the model simulation with the newest SO2 emission dataset over East Asia showed better temporal changes in temperature and precipitation over the western Pacific and inland China. Our results are in line with previous finding that SO2 emissions over East Asia are an important factor for the atmospheric environment and climate change. This study confirms that the UKESM can be installed and operated in a Linux cluster-computing environment. Thus, researchers in various fields would have better access to the UKESM, which can handle the carbon cycle and atmospheric environment on Earth with interactions between the atmosphere, ocean, sea ice, and land.

Revision of Nutrition Quotient for Korean adults: NQ-2021 (한국 성인을 위한 영양지수 개정: NQ-2021)

  • Yook, Sung-Min;Lim, Young-Suk;Lee, Jung-Sug;Kim, Ki-Nam;Hwang, Hyo-Jeong;Kwon, Sehyug;Hwang, Ji-Yun;Kim, Hye-Young
    • Journal of Nutrition and Health
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    • v.55 no.2
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    • pp.278-295
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    • 2022
  • Purpose: This study was undertaken to revise and update the Nutrition Quotient (NQ) for Korean adults, a tool used to evaluate dietary quality and behavior. Methods: The first 31 items of the measurable food behavior checklist were adopted based on considerations of the previous NQ checklist, recent literature reviews, national nutrition policies, and recommendations. A pilot survey was conducted on 100 adults aged 19 to 64 residing in Seoul and Gyeonggi Province from March to April 2021 using a provisional 26- item checklist. Pilot survey data were analyzed using factor analysis and frequency analysis to determine whether checklist items were well organized and responses to questions were well distributed, respectively. As a result, the number of items on the food behavior checklist was reduced to 23 for the nationwide survey, which was administered to 1,000 adults (470 men and 530 women) aged 19 to 64 from May to August 2021. The construct validity of the developed NQ (NQ-2021) was assessed using confirmatory factor analysis, linear structural relations. Results: Eighteen items in 3 categories, that is, balance (8 items), moderation (6 items), and practice (4 items), were finally included in NQ-2021 food behavior checklist. 'Balance' items addressed the intake frequencies of essential foods, 'moderation' items the frequencies of unhealthy food intakes or behaviors, and 'practice' items addressed eating behaviors. Items and categories were weighted using standardized path coefficients to calculate NQ-2021 scores. Conclusion: The updated NQ-2021 appears to be suitable for easily and quickly assessing the diet qualities and behaviors of Korean adults.

Enhancing the performance of the facial keypoint detection model by improving the quality of low-resolution facial images (저화질 안면 이미지의 화질 개선를 통한 안면 특징점 검출 모델의 성능 향상)

  • KyoungOok Lee;Yejin Lee;Jonghyuk Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.171-187
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    • 2023
  • When a person's face is recognized through a recording device such as a low-pixel surveillance camera, it is difficult to capture the face due to low image quality. In situations where it is difficult to recognize a person's face, problems such as not being able to identify a criminal suspect or a missing person may occur. Existing studies on face recognition used refined datasets, so the performance could not be measured in various environments. Therefore, to solve the problem of poor face recognition performance in low-quality images, this paper proposes a method to generate high-quality images by performing image quality improvement on low-quality facial images considering various environments, and then improve the performance of facial feature point detection. To confirm the practical applicability of the proposed architecture, an experiment was conducted by selecting a data set in which people appear relatively small in the entire image. In addition, by choosing a facial image dataset considering the mask-wearing situation, the possibility of expanding to real problems was explored. As a result of measuring the performance of the feature point detection model by improving the image quality of the face image, it was confirmed that the face detection after improvement was enhanced by an average of 3.47 times in the case of images without a mask and 9.92 times in the case of wearing a mask. It was confirmed that the RMSE for facial feature points decreased by an average of 8.49 times when wearing a mask and by an average of 2.02 times when not wearing a mask. Therefore, it was possible to verify the applicability of the proposed method by increasing the recognition rate for facial images captured in low quality through image quality improvement.