• Title/Summary/Keyword: 한국 수학

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Incineration Process of Double Base Propellant for Demilitarization (더블 베이스 추진제의 비군사화 소각공정)

  • Lee, Si-Hwang;Baek, Seung-Won;Moon, Il;Park, Jung-Su;Oh, Min
    • Clean Technology
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    • v.22 no.3
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    • pp.190-195
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    • 2016
  • The thermal decomposition of waste energetic materials such as TNT, RDX and composition B in a commercial rotary kiln has previously been carried out. As part of the demilitarization process, the thermal decomposition of homogeneous double base propellant (DB) used in M8 and consisting predominantly of nitrocellulose and nitroglycerine is examined with respect to a number of operating conditions. A single condensed phase reaction with 4 species and 365 gas phase reactions and 59 species are considered. Simulation results show the sensitivity of the thermal decomposition of DB with temperature and velocity. At relatively low velocity with constant inlet hot air temperature, temperature in the rotary kiln was found to be highest, 953 K and 1300 K for cases 3 and 6 respectively. Illustrating that optimum operating temperature can be achieved by controlling the inlet velocity without additional cooling systems.

Deciphering the Genetic Code in the RNA Tie Club: Observations on Multidisciplinary Research and a Common Research Agenda (RNA 타이 클럽의 유전암호 해독 연구: 다학제 협동연구와 공동의 연구의제에 관한 고찰)

  • Kim, Bong-kook
    • Journal of Science and Technology Studies
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    • v.17 no.1
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    • pp.71-115
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    • 2017
  • In 1953, theoretical physicist George Gamow attempted to explain the process of protein synthesis by hypothesizing that the base sequence of DNA encodes a protein's amino acid sequence and, in response, proposed the nucleic acid-protein information transfer model, which he dubbed the "diamond code." After expressing interest in discussing the daring hypothesis, contemporary biologists, including James Watson, Francis Crick, Sydney Brenner, and Gunther Stent, were soon invited to join the RNA Tie Club, an informal research group that would also count biologists and various researchers in physics, mathematics, and computer engineering among its members. In examining the club's formation, growth, and decline in multidisciplinary research on deciphering the genetic code in the 1950s, this paper first investigates whether Gamow's idiosyncratic approach could be adopted as a collaborative research forum among contemporary biologists. Second, it explores how the RNA Tie Club's research agenda could have been expanded to other relevant research topics needing multidisciplinary approach? Third, it asks why and how the RNA Tie Club dissolved in the late 1950s. In answering those questions, this paper shows that analyses on the intersymbol correlation of the overlapping code functioned to integrate diverse approaches, including sequence decoding and statistical analysis, in research on the genetic code. As those analyses reveal, the peculiar approaches of the RNA Tie Club could be regarded as a useful method for biological research. The paper also concludes that the RNA Tie Club dissolved in the late 1950s due to the disappearance of the collaborative research agenda when the overlapping code hypothesis was abandoned.

Comparison of Objective Metrics and 3D Evaluation Using Upsampled Depth Map (깊이맵 업샘플링을 이용한 객관적 메트릭과 3D 평가의 비교)

  • Mahmoudpour, Saeed;Choi, Changyeol;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.20 no.2
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    • pp.204-214
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    • 2015
  • Depth map upsampling is an approach to increase the spatial resolution of depth maps obtained from a depth camera. Depth map quality is closely related to 3D perception of stereoscopic image, multi-view image and holography. In general, the performance of upsampled depth map is evaluated by PSNR (Peak Signal to Noise Ratio). On the other hand, time-consuming 3D subjective tests requiring human subjects are carried out for examining the 3D perception as well as visual fatigue for 3D contents. Therefore, if an objective metric is closely correlated with a subjective test, the latter can be replaced by the objective metric. For this, this paper proposes a best metric by investigating the relationship between diverse objective metrics and 3D subjective tests. Diverse reference and no-reference metrics are adopted to evaluate the performance of upsampled depth maps. The subjective test is performed based on DSCQS test. From the utilization and analysis of three kinds of correlations, we validated that SSIM and Edge-PSNR can replace the subjective test.

An Analysis on Shortest Path Search Process of Gifted Student and Normal Student in Information (정보영재학생과 일반학생의 최단경로 탐색 과정 분석)

  • Kang, Sungwoong;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.243-254
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    • 2016
  • This study has produced a checker of the shortest path search problem with a total of 19 questions as a web-based computer evaluation based on the 'TRAFFIC' questions of PISA 2012. It is because the computer has been settled as an indispensable and significant instrument in the process of solving the problems of everyday life and as a media that is underlying in assessment. Therefore, information gifted students should be able to solve the problem using the computer and give clear enough commands to the computer so that it can perform the procedure. In addition, since it is the age that the computational thinking is affecting every sectors, it should give students new educational stimuli. The relationship between the rate of correct answers and the time took to solve the problem through the shortest route search process showed a significant correlation the variable that affected the problem solving as the difficulty of the question rises due to the increase of nodes and edges turned out to be the node than the edge. It was revealed that information gifted students went through algorithmic thinking in the process of solving the shortest route search problem. And It could be confirmed cognitive characteristics of the information gifted students such as 'ability streamlining' and 'information structure memory'.

Modeling of Chloride Ingress in Reinforced Concrete Structures (철근 콘크리트 구조물의 염소이온 침투 모델)

  • Koo, Hyun-Bon;Kim, Eui-Tae;Lee, Kwang-Myong
    • Journal of the Korea Concrete Institute
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    • v.15 no.1
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    • pp.25-34
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    • 2003
  • The degradation of reinforced concrete (RC) structures due to physical and chemical attacks has been a major issue in construction engineering. Deterioration of RC structures by chloride attack followed by reinforcement corrosion is one of the serious problems. An objective of this study is to develop a form of mathematical model of chloride ingress into concrete. In order to overcome some limits of the previous approaches, a chloride ingress model, consisting of chloride solution intrusion through the capillary pore and chloride ion diffusion through the pore water, was proposed. Moreover, the variability of chloride ion diffusivity due to the degree of hydration of cement, relative humidity in pore, exposure condition, and variation of chloride binding, was considered in the model. In order to verify the proposed model, the results predicted by the proposed model were compared with analysis results of Life-365, a computer program for predicting the service life of reinforced concrete structures exposed to chlorides. In conclusion, the proposed model would be promising to predict the chloride ion profile and to estimate the service life of RC structures.

An Exploratory Study about the Activity Framework for 3D Printing in Education and Implementation (3D 프린팅 활용 교육 프레임워크 제안 및 적용의 탐색적 연구)

  • So, Hyo-Jeong;Lee, Ji-hyang;Kye, Bokyung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.451-462
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    • 2017
  • This study selected 3D printing that is highly likely to be adopted in schools. This research was conducted in two stages: 1) proposing the learning activity framework for utilizing 3D printing in education, and 2) exploring the potential of integrating 3D printing in the school field. The '3D printing learning activity framework' proposed in this study includes four phases that are categorized according to the complexity of problem-solving processes and collaborative interaction: Step 1 as production through replication, Phase 2 as means of imaginary expression, Phase 3 as near problem-solving, and Phase 4 as expanded problem-solving. Next, we conducted the field study with 23 students in the 6th grade math class where they learned the various solid shapes and volumes through 3D printing-integrated activities. The lesson was considered as Phase 1, which is the production through replication. Overall, the results showed that the participants had positive perceptions about the efficacy of 3D printing activities, the quality of learning experience, and satisfaction. On the other hand, it was found that the usability of 3D printers and CAD program needs further improvement The contribution of this study can be found in the learning activity framework that can guide 3D printing activity design in school, and in the exploration of enhancing the connection between 3D printing activities and curricular relevance beyond simple interest toward a novel technology.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

The Performance Analysis of GPU-based Cloth simulation according to the Change of Work Group Configuration (워크 그룹 구성 변화에 따른 GPU 기반 천 시뮬레이션의 성능 분석)

  • Choi, Young-Hwan;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.18 no.3
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    • pp.29-36
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    • 2017
  • In these days, 3D dynamic simulation is closely related to many industries. In the past, physically-based 3D simulation was used mainly in the car crash or construction related fields, but it also plays an important role in movies or games today. Many mathematical computations are needed to represent the 3D object realistically, but it is difficult to process a large amount of calculations for simulation of application based on CPU in real-time. Recently, with the advanced graphic hardware and improved architecture, GPU can be utilized for the general purposes of computation function as well as graphic computation. Many approaches using GPU have been applied for various research fields. In this paper, we analyze the performance variation of two cloth simulation algorithms based on GPU according to the change of execution properties of GPU shaders in oder to optimize the performance of GPU-based cloth simulation. Cloth simulation is implemented by the spring centric algorithm and node centric algorithm with GPU parallel computing using compute shader of GLSL 4.3. We compare the performance of between these algorithms according to the change of the size and dimension of work group. The experiment is repeated to 10 times during 5,000 frames for each test and experimental results are provided by averaging of FPS. The experimental result shows that the node centric algorithm is executed in higher speed than the spring centric algorithm.

Multi-View Video System using Single Encoder and Decoder (단일 엔코더 및 디코더를 이용하는 다시점 비디오 시스템)

  • Kim Hak-Soo;Kim Yoon;Kim Man-Bae
    • Journal of Broadcast Engineering
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    • v.11 no.1 s.30
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    • pp.116-129
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    • 2006
  • The progress of data transmission technology through the Internet has spread a variety of realistic contents. One of such contents is multi-view video that is acquired from multiple camera sensors. In general, the multi-view video processing requires encoders and decoders as many as the number of cameras, and thus the processing complexity results in difficulties of practical implementation. To solve for this problem, this paper considers a simple multi-view system utilizing a single encoder and a single decoder. In the encoder side, input multi-view YUV sequences are combined on GOP units by a video mixer. Then, the mixed sequence is compressed by a single H.264/AVC encoder. The decoding is composed of a single decoder and a scheduler controling the decoding process. The goal of the scheduler is to assign approximately identical number of decoded frames to each view sequence by estimating the decoder utilization of a Gap and subsequently applying frame skip algorithms. Furthermore, in the frame skip, efficient frame selection algorithms are studied for H.264/AVC baseline and main profiles based upon a cost function that is related to perceived video quality. Our proposed method has been performed on various multi-view test sequences adopted by MPEG 3DAV. Experimental results show that approximately identical decoder utilization is achieved for each view sequence so that each view sequence is fairly displayed. As well, the performance of the proposed method is examined in terms of bit-rate and PSNR using a rate-distortion curve.

Teachers' Perception on Differentiation of Gifted Education in Invention from Gifted Education in Science (발명영재교육의 정체성 및 필요성에 대한 교사들의 인식)

  • Lee, Jaeho;Park, Kyungbin;Jin, Sukun;Chun, Miran;Ryu, Jiyoung;Lee, Hangeun;Lee, Yunjo;Lee, Kyungpyo
    • Journal of Gifted/Talented Education
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    • v.24 no.4
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    • pp.597-612
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    • 2014
  • The purpose of this study was to investigate how teachers recognize the differentiation of gifted education in invention to gifted education in science. An online survey was conducted to more than 500 hundred school teachers to ask (1) if gifted education in invention is necessary as an independent area of gifted education, (2) if gifted education in invention should be differentiated in identification, education programs, councelling, facilities and so on to gifted education in science, and (3) what problems gifted education in invention are facing and how we can promote gifted education in invention. Findings by this study are like the following: 1. Almost all teachers, regardless of whether their duty is related to gifted education in invention or not, recognized the necessity of gifted education in invention as an independent area of gifted education, especially from gifted education in science. 2. Teachers recognized the differentiation of gifted education in invention in diverse aspects of gifted education, like identification, educational programming, and so on, especially to gifted education in science. 3. Teachers recognized the shortage of trained teachers as the most critical obstacles to gifted education in invention, and also thought training programs for teachers as the most important means that can promote gifted education in invention.