• Title/Summary/Keyword: A2 scenario

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Impacts assessment of Climate changes in North Korea based on RCP climate change scenarios II. Impacts assessment of hydrologic cycle changes in Yalu River (RCP 기후변화시나리오를 이용한 미래 북한지역의 수문순환 변화 영향 평가 II. 압록강유역의 미래 수문순환 변화 영향 평가)

  • Jeung, Se Jin;Kang, Dong Ho;Kim, Byung Sik
    • Journal of Wetlands Research
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    • v.21 no.spc
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    • pp.39-50
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    • 2019
  • This study aims to assess the influence of climate change on the hydrological cycle at a basin level in North Korea. The selected model for this study is MRI-CGCM 3, the one used for the Coupled Model Intercomparison Project Phase 5 (CMIP5). Moreover, this study adopted the Spatial Disaggregation-Quantile Delta Mapping (SDQDM), which is one of the stochastic downscaling techniques, to conduct the bias correction for climate change scenarios. The comparison between the preapplication and postapplication of the SDQDM supported the study's review on the technique's validity. In addition, as this study determined the influence of climate change on the hydrological cycle, it also observed the runoff in North Korea. In predicting such influence, parameters of a runoff model used for the analysis should be optimized. However, North Korea is classified as an ungauged region for its political characteristics, and it was difficult to collect the country's runoff observation data. Hence, the study selected 16 basins with secured high-quality runoff data, and the M-RAT model's optimized parameters were calculated. The study also analyzed the correlation among variables for basin characteristics to consider multicollinearity. Then, based on a phased regression analysis, the study developed an equation to calculate parameters for ungauged basin areas. To verify the equation, the study assumed the Osipcheon River, Namdaecheon Stream, Yongdang Reservoir, and Yonggang Stream as ungauged basin areas and conducted cross-validation. As a result, for all the four basin areas, high efficiency was confirmed with the efficiency coefficients of 0.8 or higher. The study used climate change scenarios and parameters of the estimated runoff model to assess the changes in hydrological cycle processes at a basin level from climate change in the Amnokgang River of North Korea. The results showed that climate change would lead to an increase in precipitation, and the corresponding rise in temperature is predicted to cause elevating evapotranspiration. However, it was found that the storage capacity in the basin decreased. The result of the analysis on flow duration indicated a decrease in flow on the 95th day; an increase in the drought flow during the periods of Future 1 and Future 2; and an increase in both flows for the period of Future 3.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • 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.

Smart Electric Mobility Operating System Integrated with Off-Grid Solar Power Plants in Tanzania: Vision and Trial Run (탄자니아의 태양광 발전소와 통합된 전기 모빌리티 운영 시스템 : 비전과 시범운행)

  • Rhee, Hyop-Seung;Im, Hyuck-Soon;Manongi, Frank Andrew;Shin, Young-In;Song, Ho-Won;Jung, Woo-Kyun;Ahn, Sung-Hoon
    • Journal of Appropriate Technology
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    • v.7 no.2
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    • pp.127-135
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    • 2021
  • To respond to the threat of global warming, countries around the world are promoting the spread of renewable energy and reduction of carbon emissions. In accordance with the United Nation's Sustainable Development Goal to combat climate change and its impacts, global automakers are pushing for a full transition to electric vehicles within the next 10 years. Electric vehicles can be a useful means for reducing carbon emissions, but in order to reduce carbon generated in the stage of producing electricity for charging, a power generation system using eco-friendly renewable energy is required. In this study, we propose a smart electric mobility operating system integrated with off-grid solar power plants established in Tanzania, Africa. By applying smart monitoring and communication functions based on Arduino-based computing devices, information such as remaining battery capacity, battery status, location, speed, altitude, and road conditions of an electric vehicle or electric motorcycle is monitored. In addition, we present a scenario that communicates with the surrounding independent solar power plant infrastructure to predict the drivable distance and optimize the charging schedule and route to the destination. The feasibility of the proposed system was verified through test runs of electric motorcycles. In considering local environmental characteristics in Tanzania for the operation of the electric mobility system, factors such as eco-friendliness, economic feasibility, ease of operation, and compatibility should be weighed. The smart electric mobility operating system proposed in this study can be an important basis for implementing the SDGs' climate change response.

Psychological Stability Color for The Fire Escape Mobile App (심리적 안정감을 주는 화재 피난 모바일 앱(App) 컬러연구)

  • Lee, Sang ki;Park, Hae Rim
    • Journal of Service Research and Studies
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    • v.12 no.2
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    • pp.106-116
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    • 2022
  • As part of the Fire Evacuation Service scenario using mobile applications, this study aims to find the appropriate colors to be used in the interface of the application and to define and apply colors that can positively and reliably affect human unstable psychology in the course of evacuating the room in case of fire. In the situation of fire, proper design and placement of the colored escape guidance interface is important, taking into account the psychology of the occupants. However, literature and previous research have shown that colors used to induce evacuation are not suitable for effective evacuation in case of fire. In this study, the purpose of the study was to provide a color that would provide psychological stability in the event of a evacuation in consideration of the psychological issues of those who are still in need of shelter, and to use it to help induce an efficient evacuation in the event of a disaster. Using the image evaluation method, the form and color of images have been derived through frequency analysis to a number of unspecified people, and the main and secondary colors of images were analyzed through KSCA color analysis. Finally, the final application color was constructed through mutual verification between the results by comparing and analyzing the colors obtained through the image evaluation analysis results and the KSCA color analysis results. The results of the study showed that the green line can help stabilize the human mind through comparative analysis with prior research. Therefore, the main color for guiding calm and calm applications in case of fire escape is proposed in the green line. In this study, the experiment with image evaluation cannot accurately measure the effect of factors on color among complex factors. A subsequent study of this will help quantify images if it allows the subject matter of color and image to be defined to some extent through factor analysis.

Modeling the Effects of Forest Management Scenarios on Aboveground Biomass and Wood Production: A Study in Mt. Gariwang, South Korea (산림경영활동에 따른 수종별 지상부생물량 및 목재생산량 변화 모델링: 가리왕산 모델숲을 대상으로)

  • Wonhee Cho;Wontaek Lim;Won Il Choi;Hee Moon Yang;Dongwook W. Ko
    • Journal of Korean Society of Forest Science
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    • v.112 no.2
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    • pp.173-187
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    • 2023
  • The forest protection policies implemented in South Korea have resulted in the significant accumulation of forest. Moreover, the associated public interest has also been closely evaluated. As forests mature, there arises a need for forest management (FM) practices, such as thinning and harvesting. It is therefore essential to perform a scientific analysis of the long-term effects of FM. In this study, conducted in Mt. Gariwang, the effect of FM on forest succession and wood production (WP) were evaluated based on changes in aboveground biomass (AGB) using the LANDIS-II model. The FM consists of three scenarios (Selection, Shelterwood, and Two-stories), characterized based on the harvest intensity, frequency, and period. The model was applied to changes in the forest over 200 years. All scenarios show that the total AGB decreased immediately after thinning and harvesting. However, AGB recovery time differed among scenarios, with recovery to preharvest level occurring from 15 to 50 years after harvest; further, after 200 years, harvested forests had a greater total AGB than forests without FMs In particular, the changes in AGB of each species was different depending on its shade tolerance. The AGB of currently dominant shade-intolerant and mid-tolerant species decreased dramatically after harvesting. However, shade-tolerant species, dominant in the understory, continued to grow but were not harvested due to their small size. The cumulative WP for each scenario was estimated at 545.6, 141.6, and 299.9 tons/ha in Selection, Shelterwood, and Two-stories, respectively. The composition of WP differed according to harvest intensity and period. Most WP originated from shade-intolerant and mid-tolerant species in the early period. Later, most WP was from shade-tolerant species, which became dominant. The modeling approach used in this study is capable of analyzing the long-term effects of FM on changes in forests and WP. This study can contribute to decision making to guide FM methods for a variety of purposes, including WP and controlling forest composition and structure.

Impact of Net-Based Customer Service on Firm Profits and Consumer Welfare (기업의 온라인 고객 서비스가 기업의 수익 및 고객의 후생에 미치는 영향에 관한 연구)

  • Kim, Eun-Jin;Lee, Byung-Tae
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.123-137
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    • 2007
  • The advent of the Internet and related Web technologies has created an easily accessible link between a firm and its customers, and has provided opportunities to a firm to use information technology to support supplementary after-sale services associated with a product or service. It has been widely recognized that supplementary services are an important source of customer value and of competitive advantage as the characteristics of the product itself. Many of these supplementary services are information-based and need not be co-located with the product, so more and more companies are delivering these services electronically. Net-based customer service, which is defined as an Internet-based computerized information system that delivers services to a customer, therefore, is the core infrastructure for supplementary service provision. The importance of net-based customer service in delivering supplementary after-sale services associated with product has been well documented. The strategic advantages of well-implemented net-based customer service are enhanced customer loyalty and higher lock-in of customers, and a resulting reduction in competition and the consequent increase in profits. However, not all customers utilize such net-based customer service. The digital divide is the phenomenon in our society that captures the observation that not all customers have equal access to computers. Socioeconomic factors such as race, gender, and education level are strongly related to Internet accessibility and ability to use. This is due to the differences in the ability to bear the cost of a computer, and the differences in self-efficacy in the use of a technology, among other reasons. This concept, applied to e-commerce, has been called the "e-commerce divide." High Internet penetration is not eradicating the digital divide and e-commerce divide as one would hope. Besides, to accommodate personalized support, a customer must often provide personal information to the firm. This personal information includes not only name and address, but also preferences information and perhaps valuation information. However, many recent studies show that consumers may not be willing to share information about themselves due to concerns about privacy online. Due to the e-commerce divide, and due to privacy and security concerns of the customer for sharing personal information with firms, limited numbers of customers adopt net-based customer service. The limited level of customer adoption of net-based customer service affects the firm profits and the customers' welfare. We use a game-theoretic model in which we model the net-based customer service system as a mechanism to enhance customers' loyalty. We model a market entry scenario where a firm (the incumbent) uses the net-based customer service system in inducing loyalty in its customer base. The firm sells one product through the traditional retailing channels and at a price set for these channels. Another firm (the entrant) enters the market, and having observed the price of the incumbent firm (and after deducing the loyalty levels in the customer base), chooses its price. The profits of the firms and the surplus of the two customers segments (the segment that utilizes net-based customer service and the segment that does not) are analyzed in the Stackelberg leader-follower model of competition between the firms. We find that an increase in adoption of net-based customer service by the customer base is not always desirable for firms. With low effectiveness in enhancing customer loyalty, firms prefer a high level of customer adoption of net-based customer service, because an increase in adoption rate decreases competition and increases profits. A firm in an industry where net-based customer service is highly effective loyalty mechanism, on the other hand, prefers a low level of adoption by customers.

Development and Evaluation of the PBL Teaching/Learning Process Plan of 'Housing Culture and Practical Space Use' for Home Economics in Middle School (중학교 가정과 문제 중심 '주생활 문화와 주거 공간 활용' 교수·학습 과정안 개발과 평가)

  • Cho, Jiwon;Cho, Jaesoon
    • Journal of Korean Home Economics Education Association
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    • v.32 no.2
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    • pp.59-76
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    • 2020
  • The purpose of this study was to develop and evaluate the teaching/learning process plan of 'housing culture and practical space use' for home economics in middle school according to the problem based learning(PBL) model. The plan consisting of 4-lessons has been developed and implemented following the steps of ADDIE model. Various activity materials (4 scenarios, 6 individual activity sheets, 10 reading texts, and 5 working resources) and visual materials (4 sets of ppt and 4 moving pictures) as well as questionnaire were developed for the 4-session lessons. The plans were implemented to a single class of 21 junior students at H middle school in rural area, Kyeongnam, from 1st to 12th of April, 2019. Students highly enjoyed and were satisfied with the whole 4-lessons in aspects such as understanding of the contents, adequacy of materials and activities, and usefulness in one's own daily life. Additionally, they have more actively participated in the lessons than usual and even interested in learning more of such lessons. Students also reported that they highly accomplished the goal of each lesson as well as overall objectives. They showed interest in the major part of PBL lesson such as scenario and group activities. And they engaged themselves in drawing the share housing space plan with '5D planner' web program which they described as the best part of the lessons. The teaching/learning process plan developed in this study may be used as a theme of maker education, which is emerging these days. It can be concluded that the PBL teaching/learning process plans for 'housing values and practical space use' would contribute to improving students' attitude on living with others and ability to manage one's individual life.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

A Study on Floating Offshore LNG Bunkering System and its Economic Analysis (해상부유식 LNG 벙커링 시스템 R&D사업의 경제성 분석)

  • Seo, Sunyae;Cho, Sungwoo
    • Journal of Korea Port Economic Association
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    • v.30 no.4
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    • pp.69-89
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    • 2014
  • The business performance of port industry is steadily getting worse due to international environmental regulation. The port industry should be prepared according to ambient condition change. IMO(International Maritime Organization) is tightening up environmental regulation of vessel and maritime industry field. ECA(Emission Control Area), starting with the Baltic, has initialized and has been expanded. Korea must strengthen the control of vessel in accordance with IMO's restriction, if Korea is designated as emission control area. These situations cause the expansion of LNG-fuelled ships. Add to the larger trend of ships, Korean government should be done a preemptive action against LNG bunkering industry. This study proposes the concept of floating offshore LNG bunkering system and is conducted its economic feasibility evaluation based on empirical analysis. We examine the theoretical foundation and basic information via "A Planning Study on the Engineering Development of Floating Offshore LNG Bunkering Terminal" in 2013 and we evaluate the business potential by using the report above mentioned. The results of this study are as follows. The values of B/C analysis are between 0.679 and 2.516 depending on market share and R&D contributiveness. In case of 10.9%(market share), if market share are 50% and 60%, the value of B/C analysis are 0.697 and 0.837 respectively. Except in two cases, all remaining values are over 1.0. Moreover, the research is conducted sensitivity analysis to remove the project uncertainty. In order to maintain economical validity, a project manager have to establish business strategies which are not to cause increase of expense and sustain market share and R&D contributiveness in the scenario with normal levels.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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