As endangered species are gradually increasing due to land development by humans, it is essential to secure sufficient protected areas (PAs) proactively. Therefore, this study checked priority conservation areas to select candidate PAs when considering the impact of land development. We determined the conservation priorities by analyzing four scenarios based on existing conservation areas and reflecting the development impact using MARXAN, the decision-making support software for the conservation plan. The development impact was derived using the developed area ratio, population density, road network system, and traffic volume. The conservation areas of endangered species were derived using the data of the appearance points of birds, mammals, and herptiles from the 3rd National Ecosystem Survey. These two factors were used as input data to map conservation priority areas with the machine learning-based optimization methodology. The result identified many non-PAs areas that were expected to play an important role conserving endangered species. When considering the land development impact, it was found that the areas with priority for conservation were fragmented. Even when both the development impact and existing PAs were considered, the priority was higher in areas from the current PAs because many road developments had already been completed around the current PAs. Therefore, it is necessary to consider areas other than the current PAs to protect endangered species and seek alternative measures to fragmented conservation priority areas.
The Journal of the Convergence on Culture Technology
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v.8
no.5
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pp.561-568
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2022
The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.
Journal of Korea Entertainment Industry Association
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v.13
no.2
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pp.133-143
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2019
When writing historical dramas, there was an argument that restoring the language of the times was the responsibility of the playwright, but no full-scale research was done. There was no collaborative study between playwrights and Korean Language scholars. So far, many playwrights have considered it the responsibility of Korean Language scholars to discover and restore language. However, it is a medium that can easily meet the public like a play or movie, and it should have a great responsibility for creation. Language changes with time, so restoring the language of the time in plays and scenarios can lead to difficulties in communicating with modern audiences. However, the change of language according to the times means that it captures the social image and fashion of the time Therefore, language restoration in historical dream means that scenes and backgrounds can be described more realistically. Restore of language is not just necessary to improve the creative environment; it should be understood as the responsibility of the artist to meet the ability of the audience to understand the language of the times already learned. The playwright who writes the historical drama should not only learn the grammar of the background era, but also find out the lost pronunciation and the changed vocabulary so that he can use various dialogues.
The Journal of the Convergence on Culture Technology
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v.9
no.1
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pp.703-709
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2023
It is most desirable to train with a real crane in an environment similar to that of a port for crane operation training in charge of loading and unloading in a port, but it has time and space limitations and cost problems. In order to overcome these limitations, VR(Virtual Reality) based crane training programs and related devices are receiving a lot of attention. In this paper, we designed and implemented a VR-based harbor crane simulator operating on an HMD. The simulator developed in this paper consists of a crane simulator program that operates on the HMD, an IoT driving terminal that processes trainees' crane operation input, and a training server that stores trainees' training information. The simulator program provides VR-based crane training scenarios implemented with Unity3D, and the IoT driving terminal developed based on Arduino is composed of two controllers and transmits the user's driving operation to the HMD. In particular, the crane simulator in this paper uses a training server to create a database of environment setting values for each educator, progress and training time, and information on driving warning situations. Through the use of such a server, trainees can use the simulator in a more convenient environment and can expect improved educational effects by providing training information.
Recently, there has been a significant interest in the development of autonomous driving simulation environment based on digital twin. In the development of such digital twin-based simulation environment, many researches has been conducted not only performance and functionality validation of autonomous driving, but also generation of virtual training data for deep learning. However, such digital twin-based autonomous driving simulation system has the problem of requiring a significant amount of time and cost for the system development and the data construction. Therefore, in this research, we aim to propose a method for rapidly designing and implementing a digital twin-based autonomous driving simulation system, using only the existing 3D models and high-definition map. Specifically, we propose a method for integrating 3D model of FBX and NGII HD Map for the Busan EDC area into CARLA, and a method for adding and modifying CARLA functions. The results of this research show that it is possible to rapidly design and implement the simulation system at a low cost by using the existing 3D models and NGII HD map. Also, the results show that our system can support various functions such as simulation scenario configuration, user-defined driving, and real-time simulation of traffic light states. We expect that usability of the system will be significantly improved when it is applied to broader geographical area in the future.
The Bayesian network (BN) model was applied to analyze the characteristic variables that affect compliance with safety inspections of farmed eel during the production stage, using the data from 30,063 cases of eel aquafarm safety inspection in the Integrated Food Safety Information Network (IFSIN) from 2012 to 2021. The dataset for establishing the BN model included 77 non-conforming cases. Relevant HACCP data, geographic information about the aquafarms, and environmental data were collected and mapped to the IFSIN data to derive explanatory variables for nonconformity. Aquafarm HACCP certification, detection history of harmful substances during the last 5 y, history of nonconformity during the last 5 y, and the suitability of the aquatic environment as determined by the levels of total coliform bacteria and total organic carbon were selected as the explanatory variables. The highest achievable eel aquafarm noncompliance rate by manipulating the derived explanatory variables was 24.5%, which was 94 times higher than the overall farmed eel noncompliance rate reported in IFSIN between 2017 and 2021. The established BN model was validated using the IFSIN eel aquafarm inspection results conducted between January and August 2022. The noncompliance rate in the validation set was 0.22% (15 nonconformances out of 6,785 cases). The precision of BN model prediction was 0.1579, which was 71.4 times higher than the non-compliance rate of the validation set.
KIPS Transactions on Computer and Communication Systems
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v.9
no.11
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pp.281-290
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2020
With the spread of smartphones, services that want to use personalized data are increasing. In particular, healthcare-related services deal with a variety of data, and data visualization techniques are used to effectively show this. As data visualization techniques are used, interactions in visualization are also naturally emphasized. In the PC environment, since the interaction for data visualization is performed with a mouse, various filtering for data is provided. On the other hand, in the case of interaction in a mobile environment, the screen size is small and it is difficult to recognize whether or not the interaction is possible, so that only limited visualization provided by the app can be provided through a button touch method. In order to overcome the limitation of interaction in such a mobile environment, we intend to enable data visualization interactions through conversations with chatbots so that users can check individual data through various visualizations. To do this, it is necessary to convert the user's query into a query and retrieve the result data through the converted query in the database that is storing data periodically. There are many studies currently being done to convert natural language into queries, but research on converting user queries into queries based on visualization has not been done yet. Therefore, in this paper, we will focus on query generation in a situation where a data visualization technique has been determined in advance. Supported interactions are filtering on task x-axis values and comparison between two groups. The test scenario utilized data on the number of steps, and filtering for the x-axis period was shown as a bar graph, and a comparison between the two groups was shown as a line graph. In order to develop a natural language processing model that can receive requested information through visualization, about 15,800 training data were collected through a survey of 1,000 people. As a result of algorithm development and performance evaluation, about 89% accuracy in classification model and 99% accuracy in query generation model was obtained.
When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.
Woo, So Young;Jung, Chung Gil;Kim, Jin Uk;Kim, Seong Joon
Journal of Korea Water Resources Association
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v.51
no.10
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pp.863-874
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2018
The purpose of this study is to evaluate the future climate change impact on stream aquatic ecology health of Han River watershed ($34,148km^2$) using SWAT (Soil and Water Assessment Tool) and random forest. The 8 years (2008~2015) spring (April to June) Aquatic ecology Health Indices (AHI) such as Trophic Diatom Index (TDI), Benthic Macroinvertebrate Index (BMI) and Fish Assessment Index (FAI) scored (0~100) and graded (A~E) by NIER (National Institute of Environmental Research) were used. The 8 years NIER indices with the water quality (T-N, $NH_4$, $NO_3$, T-P, $PO_4$) showed that the deviation of AHI score is large when the concentration of water quality is low, and AHI score had negative correlation when the concentration is high. By using random forest, one of the Machine Learning techniques for classification analysis, the classification results for the 3 indices grade showed that all of precision, recall, and f1-score were above 0.81. The future SWAT hydrology and water quality results under HadGEM3-RA RCP 4.5 and 8.5 scenarios of Korea Meteorological Administration (KMA) showed that the future nitrogen-related water quality in watershed average increased up to 43.2% by the baseflow increase effect and the phosphorus-related water quality decreased up to 18.9% by the surface runoff decrease effect. The future FAI and BMI showed a little better Index grade while the future TDI showed a little worse index grade. We can infer that the future TDI is more sensitive to nitrogen-related water quality and the future FAI and BMI are responded to phosphorus-related water quality.
Natural and anthropogenic factors cause forest types to continuously change. Since the ratio of forest area by forest type is important information for identifying the characteristics of national forest resources, an accurate understanding of the prospect of forest type change is required. The study aim was to use National Forest Inventory (NFI) time-series data to understand the characteristics of forest type change and to estimate future prospects of nationwide forest type change. We used forest type change information from the fifth and seventh NFI datasets, climate, topography, forest stand, and disturbance variables related to forest type change to analyze trends and characteristics of forest type change. The results showed that the forests in Korea are changing in the direction of decreasing coniferous forests and increasing mixed and broadleaf forests. The forest sites that were changing from coniferous to mixed forests or from mixed to broadleaf forests were mainly located in wet topographic environments and climatic conditions. The forest type changes occurred more frequently in sites with high disturbance potential (high temperature, young or sparse forest stands, and non-forest areas). We used a climate change scenario (RCP 8.5) to establish a forest type change model (SVM) to predict future changes. During the 40-year period from 2015 to 2055, the SVM predicted that coniferous forests will decrease from 38.1% to 28.5%, broadleaf forests will increase from 34.2% to 38.8%, and mixed forests will increase from 27.7% to 32.7%. These results can be used as basic data for establishing future forest management strategies.
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