• Title/Summary/Keyword: 탈출 시간

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분포형 수문매개변수 산정을 위한 GIS의 활용 - 금강상류유역을 중심으로 -

  • 정승권;정동양
    • Proceedings of the Korea Water Resources Association Conference
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    • 2004.05b
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    • pp.809-813
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    • 2004
  • 강우시 유역 내에서 발생하는 수문특성을 구명하고자 하는 연구는 지속적으로 진행되고 있다. 특히 최근 몇년간 집중호우로 인한 홍수피해가 매우 실각한 수준으로 발생하였고, 이에 지방 소하천을 포함한 전국의 하천정비사업이 새로운 설계홍수빈도를 토대로 진행되고 있다. 우리나라의 강우특성은 여름철에 편중되는 특성을 지니고 있어 홍수시의 홍수방어 대책 등 치수에 많은 어려움이 있는 것이 현실이다. 집중호우로 인한 피해는 전 세계적인 문제로 제기되고 있으며, 이에 강우-유출 관계를 규명하고자 하는 노력이 지속적으로 이루어지고 있다. 강우-유출과정은 시간적, 공간적 다변성을 지닌 수문학적 인자에 의해 좌우되기 때문에 이러한 문제를 해결하기 위해 다년간의 강우-유출 자료를 바탕으로 알고리즘을 생성하고, 이를 바탕으로 정확한 모의가 가능한 수문 모형 및 시스템들을 개발하는데 노력을 기울이고 있다(심순보 등, 1998, 신사철 등, 2002). 그러나 이러한 모형들은 많은 매개변수와 다양한 정보들을 필요로 하게 되어 이들을 처리하는데 많은 어려움이 따른다. 따라서 최근에는 GIS(Geographical Information System)를 활용하여 유역과 분수계를 결정하고 하천형태학적인 특성인자를 추출하는 자동화된 유역정보 추출기술 개발에 대한 관심이 집중되고 있다(Bhaskar, 1992, Francisco, 1995, Yeon, 1999). 이에 본 연구에서는 GIS기법을 이용하여 지형자료로부터 하천연장, 배수면적, 지체시간, 도달시간 등 유역내의 분포형 수문매개변수를 추출하였고 추출된 매개변수를 통해 강우-유출식을 적용하여 분포형 유출량을 산정하는데 활용하고자 한다.ansverse Mercatro) 지구좌표계의 DEM 자료로 변환하였다. 또한 유역의 고도차를 이용한 흐름특성 분석을 위해 수치고도자료를 이용하여 유역흐름특성을 분석할 수 있는 TOPAZ(Topographic PArameteri-Zation) 프로그램을 이용하였다. TOPAZ 프로그램을 통해 분석된 각 격자별 분포형 수문 매개변수는 적합한 관계식을 통해 분포형 유출량을 모의하는데 적용된다.다 정확한 유입량 예측이 가능할 것으로 사료된다.이 작은 오차를 발생하였으며, 전체적으로 퍼프 모형이 입자모형보다는 훨씬 적은 수의 계산을 통해서도 작은 오차를 나타낼 수 있다는 것을 알 수 있었다. 그러나 Gaussian 분포를 갖는 퍼프모형은 전단흐름에서의 긴 유선형 농도분포를 모의할 수 없었고, 이에 관한 오차는 전단계수가 증가함에 따라 비선형적으로 증가하였다. 향후, 보다 다양한 흐름영역에서 장${\cdot}$단점 분석 및 오차해석을 수행한 후에 각각의 Lagrangian 모형의 장점만을 갖는 모형결합 방법을 제시할 수 있을 것으로 판단된다.mm/$m^{2}$로 감소한 소견을 보였다. 승모판 성형술은 전 승모판엽 탈출증이 있는 두 환아에서 동시에 시행하였다. 수술 후 1년 내 시행한 심초음파에서 모든 환아에서 단지 경등도 이하의 승모판 폐쇄 부전 소견을 보였다. 수술 후 조기 사망은 없었으며, 합병증으로는 유미흉이 한 명에서 있었다. 술 후 10개월째 허혈성 확장성 심근증이 호전되지 않아 Dor 술식을 시행한 후 사망한 예를 제외한 나머지 6명은 특이 증상 없이 정상 생활 중이다 결론: 좌관상동맥 페동맥이상 기시증은 드물기는 하나, 영유

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Implementation of Emergency Evacuation Support System in Panic-type Disaster (돌발성 재해에 대비한 긴급 피난 지원 시스템의 구현)

  • Hwang, Jun-Su;Choi, Young-Bok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1269-1276
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    • 2016
  • Recently, natural disasters including earthquakes, tsunamis, floods, and snowstorms, in addition to disasters of human origin such as arson, and acts of terror, have caused numerous injuries and fatalities around the world. During such disasters, victims need to obtain information such as the exact location of the disaster and appropriate evacuation routes in order to relocate to safe areas. In this study, We propose the algorithm for Emergency Rescue Evacuation Support System(ERESS). In case a emergency disaster occurs, ERESS is possible to detect it quickly using through the movement of people. The mobile terminal analyzes behavior and location of indoor pedestrian. And it sends the result to the server. The server determines whether an emergency situation occurred or not based on the received transmission information. When an emergency situation occurs, the server will notify it to the mobile terminal. Then, indoor pedestrian conduct emergency evacuation using mobile terminal.

Blockly webc Programming Convergent Learning System (Blockly webc 프로그래밍 융합 학습시스템)

  • Cho, Sang
    • Journal of the Korea Convergence Society
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    • v.6 no.1
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    • pp.23-28
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    • 2015
  • Teaching programming skills is not only required for computer related departments but through the area of engineering and natural science. Moreover recently teaching programming skill is emphasized in software education for primary schools and secondary schools. Since programming ability is considered an essencial element of national competitiveness, we need programming learning system which alleviates the difficulty. We implemented Blockly webc Programming Convergent Learning System which is based on the graphic tools called Blockly by Google. Inside system problem sets for the programming beginners are embedded in the system. These problem sets are gone under more than 20 years verification and these problem sets may be used to help beginning programmers escape novice coder in short time. Blockly webc Programming Convergent Learning System together with already developed Simple Visual Language2 Programming Learning System is expected to play an important role as a programming learning system for the beginners.

Barrel Rifling Shape Optimization by Using Design of Experiment Approach (실험계획법을 적용한 포의 강선 형상최적설계)

  • Kang, Dae-Oh;Woo, Yoon-Hwan;Cha, Ki-Up
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.36 no.8
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    • pp.897-904
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    • 2012
  • The rifling design problem has continuous-type shape variables and an integral number of riflings. In addition, it requires considerable time for analysis because its behavior should be described by a nonlinear finite element model (FEM). Therefore, this study presents an efficient design process for rifling based on a design of experiment (DOE) approach. First, Bose's orthogonal array is used to represent 25 runs for four design variables including three shape variables and one integer variable. Then, nonlinear FE analyses are performed. Next, to minimize the bullet resistance without affecting the bullet velocity and bullet rotational angle immediately before a bullet leaves the gun barrel, a what-if design is performed. In the proposed what-if design, a functional including the design objective and constraints is constructed and effect analysis is performed by using the functional. It is found that the new design obtained from the what-if design shows better results than the current one.

Studies on the Tricholyga sorbillans Wiedmann (다화성잠저승(Tricholyga sorbillans Wiedmann)에 관한 연구)

  • 김낙정;박광의;강석권
    • Journal of Sericultural and Entomological Science
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    • v.8
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    • pp.51-62
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    • 1968
  • This study was carried out to investigate the life cycle and the damage of Tricholyga sorbillans Wiedmann to silkworms(Bombyx mori L.). The results are summarized as follows. 1. This insect has 5 or 6 generations per year in Suwon area. 2. The egg, larval, and pupal stage are about 2, 8 and 18 days respectively. 3. The weather conditions considerably affect the life cycle, that is, the 3 rd generation is the shortest of all, lasting for 21 days and l4 hours, and the 5th generation is the longest for about 40 days. 4. The larvae come out of silkworm bodies, burrowing into the ground 3.5cm to 10.5cm in depth before changing into the pupae. 5. This insect does not overwinter as pupa, but seems to do as larva, parasiting on the field insects. 6. The damage of Tricholyga sorbillans Wiedmann to silkworm was 27.9%, it is so high that the silk worms could not be reared outside without a reasonable control method. 7. When the full-grown silkworm is parasited by one egg of these insects, there is not only enough possibility of spinning. but also without any effects of their larvae on the cocoon quality. 8. The damage of Tricholyga sorbillans Wiedmann throughout the country covers 6.36% in spring, 4.09% in fall, and 5.25% yearly mean.

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A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

Analysis of Fun Elements and User Preferences in Environment Adaptive Survival Games (환경 적응적 생존 게임의 재미 요소와 사용자 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.305-310
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    • 2019
  • Survival horror games aim to seek cathartic psychological escapism from the framed fear or hostile environment. However, if the goal of the game playing is only "survival" against hostile environment, the motivation of such environment adaptive games may not be based on the framed fear. We may call such games as "environment adaptive survival games". In this paper, we analyze the contents of six such survival games that have large user groups in Steam platform based on the pilot survey. We extract 13 almost common fun elements that induce the fun of such games. An online user survey was conducted through multiple survival game cafe to investigate who play such games. There was no gender differences in playing time but females prefer constructing tools as a fun element and play puzzle and simulation games more than males. We found that survival games could be welcomed by female users under 30 years old if 'horror' element was minimized.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

Effects of Energy Substrates in Culture Media on Developmental Capacity of Mouse Embryos (배양액에 첨가하는 에너지원이 생쥐 배 발생 능력에 미치는 영향)

  • Park, Kee-Sang;Lee, Hyun-Jung;Park, Sung-Baek;Kim, Ji-Chul;Lee, Taek-Hoo;Chun, Sang-Sik
    • Reproductive and Developmental Biology
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    • v.31 no.1
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    • pp.35-41
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    • 2007
  • This study was conducted to examine the effects of energy substrates in different conoentration of carbohydrates in the human oviduct and uterus on the in vitro development of mouse 2-cell embryos. Two-cell embryos were collected from ICR female mice at $46{\sim}50\;hr$ after 5 IU hCG injection and cultured in three different media [control: 0 mM, Guoup A: glucose (G) 0.5 mM + pyruvate (P) 0.32 mM + lactate (L) 10.5 mM, Group B: G 3.15 mM + P 0.1 mM + L 5.83 mM] for 72 hr. Rates of morula formation of group A (72.3%) and B (56.6%) were significantly higher higher (p<0.05) than that of control (34.9%) at 24 hr. However, blastocyst rate was significantly higher (p<0.05) in control (51.8%) than group A (39.8%) and B (28.9%) at hr. At 72 hr, no differences were found in the number of zona-intact, zona-escape and total blastocysts among groups. Mean and ICM cell numbers were significantly higher (p<0.05) in group A (78.0, 13.4) and B (64.4, 11.8) than control (53.1, 5.7), respectively, The percent of ICM were significantly higher (p<0.05) in group A (22.9%) and B (23.7%) than control (14.2%). No differences were round in the TE cell numbers ($34.1{\sim}45.1$). The ICM:TE ratio was significantly higher $34.1{\sim}45.1$ in control (1:6.0) than group A (1:3.4) and B (1:3.4). This study shows that energy substrates added to culture media especially, the oviductal level of carbohydrates increase the developmental capacity of 2-cell mouse embryos.