• Title/Summary/Keyword: Communication Action

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A Study on the Response of Environmental Sanitation Problems in Action of the Volume Based Waste Charge System. (쓰레기 종량제 실시에 따른 환경위생 문제에 관한 조사)

  • 손종렬;문경환;김영환;류재근
    • Journal of environmental and Sanitary engineering
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    • v.13 no.1
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    • pp.82-90
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    • 1998
  • The study was carried out to investigate on the response of environmental sanitation problems in action of the volume based waste charge system in Seoul. The responses from the 396 persons who dwelled in Seoul was stimulatively answered, this system was considered as a successful one 69.6% of total answers, but little portion (21.2%) of those was unknown on the mean of this system. And we knew that this system was need to the communication and education through the press media about this one. After the action of the volume based waste charge system, the volume of refuse discharged in a day was decreased 30-50% than before. In the problems of environmental sanitation after this system, the number of sanitary insect(cockroach etc) and rat was decreased, also the production of order and dust caused by refuse was decreased in comparison with those before. This results were considered that the Separate Collection should be perfectly performed. In response, the regular envelope of refuge was serious problems, the improvement for this one was demanded, The kind of difficult refuse treated was waste foodstuffs> electric products> rubbers> furniture> bottles, cans>papers, pulps etc. and the next proposal for this system should be prepared. Conclusively, the volume based waste charge system should be remarkable system in terms of resources recycling as well as wastes reduction. Above all in order to conform this system the separate collection system should be systematically performed, the next improvable proposal of the detailed methods in this system should be prepared.

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Effects of Interleukin-$1\beta$, Tumor Necrosis Factor-$\alpha$ and Interferon-$\gamma$ on the Nitric Oxide Production and Osteoclast Generation in the Culture of Mouse Bone Marrow Cells

  • Kwon, Young-Man;Kim, Se-Won;Ko, Seon-Yle
    • International Journal of Oral Biology
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    • v.31 no.2
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    • pp.67-72
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    • 2006
  • Nitric oxide(NO) is a labile, uncharged, reactive radical that functions as a sensitive mediator of intercellular communication in diverse tissues. It has been reported that NO is produced by osteoblast and these results may suggest that NO is integrally involved in the regulation of osteoclast formation and osteoclast resorption activity by osteoblastic cells. We examined the effect of cytokines on NO release by mouse bone marrow cell. We also examined the effects of cytokines and sodium nitroprusside(SNP) on the formation of osteoclast-like cell from mouse bone marrow cells in culture. Cytokines stimulated NO production of mouse bone marrow cells, and N-nitro-L-arginine methyl ester, a specific inhibitor of NO synthase, suppressed the cytokine-induced NO production. SNP showed dual action in the generation of osteoclasts. The addition of $30{\mu}M$ SNP inhibited the formation of tartrate resistant acid phosphatase(TRAP)(+) multinucleated cell, whereas lower concentration($3{\mu}M$) of SNP enhanced it. Although the precise action of NO remains to be elucidated in detail, the action of NO in osteoclast generation in our studies seems to be associated, at least in part, with bone metabolism and bone pathophysiology.

A Generation Method of Comic Facial Expressions for Intelligent Avatar Communications (지적 아바타 통신을 위한 코믹한 얼굴 표정의 생성법)

  • ;;Yoshinao Aoki
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.227-230
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    • 2000
  • The sign-language can be used as an auxiliary communication means between avatars of different languages in cyberspace. At that time, an intelligent communication method can also be utilized to achieve real-time communication, where intelligently coded data (joint angles for arm gestures and action units for facial emotions) are transmitted instead of real pictures. In this paper, a method of generating the facial gesture CG animation on different avatar models is provided. At first, to edit emotional expressions efficiently, a comic-style facial model having only eyebrows, eyes, nose, and mouth is employed. Then generation of facial emotion animation with the parameters is also investigated. Experimental results show a possibility that the method could be used for the intelligent avatar communications between Korean and Japanese.

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A Novel Stiff Membrane Seesaw Type RF Microelectromechanical System DC Contact Switch on Quartz Substrate

  • Khaira, Navjot K.;Singh, Tejinder;Sengar, Jitendra S.
    • Transactions on Electrical and Electronic Materials
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    • v.14 no.3
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    • pp.116-120
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    • 2013
  • This paper proposes a novel RF MEMS dc-contact switch with stiff membrane on a quartz substrate. The uniqueness of this work lies in the utilization of a seesaw mechanism to restore the movable part to its rest position. The switching action is done by using separate pull-down and pull-up electrodes, and hence operation of the switch does not rely on the elastic recovery force of the membrane. One of the main problems faced by electrostatically actuated MEMS switches is the high operational voltages, which results from bending of the membrane, due to internal stress gradient. This is resolved by using a stiff and thick membrane. This membrane consists of flexible meanders, for easy movement between the two states. The device operates with an actuation voltage of 6.43 V, an insertion loss of -0.047 dB and isolation of -51.82 dB at 2 GHz.

Data Send-Receive Structure for Online Game Synchronization (온라인 게임 동기화를 위한 데이터 송수신 구조)

  • Ju, Woo-Suk
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.147-155
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    • 2010
  • On this paper, suggests a communication structure making possible to fast data send-receive for the gaming process synchronization. For these things, first of all, analyze the data send-receive speed effecting on the online game by the game genre. Moreover, we suggested a proper data communication structure like real-time online action game genre which gaming synchronization effects on the gaming process. Communication structure suggested on this paper is being used with TCP/UDP protocol, and it is applied to the network system and verify improved data send-receive speed. These data send-receive structure can be applied to the various online games.

Fault detection using heartbeat signal in the real-time distributed systems (실시간 분산 시스템에서 heartbeat 시그널을 이용한 장애 검출)

  • Moon, Wonsik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.3
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    • pp.39-44
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    • 2018
  • Communication in real-time distributed system should have high reliability. To develop group communication Protocol with high reliability, potential fault should be known and when fault occurs, it should be detected and a necessary action should be taken. Existing detection method by Ack and Time-out is not proper for real time system due to load to Ack which is not received. Therefore, group communication messages from real-time distributed processing systems should be communicated to all receiving processors or ignored by the message itself. This paper can make be sure of transmission of reliable message and deadline by suggesting and experimenting fault detection technique applicable in the real time distributed system based on ring, and analyzing its results. The experiment showed that the shorter the cycle of the heartbeat signal, the shorter the time to propagate the fault detection, which is the time for other nodes to detect the failure of the node.

A Study on the strategic methods for internal marketing of Family Restaurant (패밀리 레스토랑 내부마케팅 전략방안에 관한 연구)

  • 진양호;전진화
    • Culinary science and hospitality research
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    • v.7 no.2
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    • pp.1-24
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    • 2001
  • A Study on the strategic methods for internal marketing of Family Restaurant. We know that customer satisfaction in measuring the effect of marketing performance on employees in service industry. There are four strategies of internal marketing for service-employee, which are participation-promotion and manner-management of employee, classification to employee, communication strategy, motivation environment for employee. First, communication, sales and service technology of employee can be developed and improved through the education and training. Second, company can make better achievement by classifying life-style and individual desire. Third, communication strategy can improve service quality by development of team-work through the confidence and joint-responsibility. Fourth. the company make environment which employee can compete by offering incentive fairly and properly. In the conclusion, when employees serve customers in a depressed attitude, they neglect service process and bring about customer non-satisfaction. This have negative effect on external customer satisfaction in the short term. And so that customer-satisfaction can't exist without employee-satisfaction. that is job-satisfaction is the goal of company. therefore study about internal marketing action should be go on.

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A Study on the SAD Motion Reaction using Color Tone Cognizance Sensationalizing Method (색상인식 감각화를 활용한 SAD모션 반응에 관한 연구)

  • Kim Jung-Ui;Park Seong-Il;Ko Young-Hyuk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.966-969
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    • 2006
  • This paper proposed frequency that is done special quality Tuesday that can create wave length and size of RGB color by sound and method to convert to amplitude. Talk feedback of division side according to the change amount of motion energy through SAD by 4 in each frame of animation that is inputed by proposed method, and grasped stream and action of object. Also, meaning of animation through collar price that can do modelling by sound show.

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Goal-driven, Situation-aware middleware for Disaster Relief Robot (재난 구조 로봇을 위한 목적 주도의 정황 인지 미들웨어)

  • Shin, Youn-Kyun;Lee, Dong-Hyun;In, Hoh Peter
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06b
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    • pp.385-389
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    • 2007
  • 본 논문에서는 재난 구조 로봇의 목적을 수행하기 위한 Situation-aware Middleware 에 대해서 설명한다. 재난 구조 로봇은 정확한 정황인지와 빠른 정보 처리 능력이 필요하다. 하지만 실시간으로 수집되는 센서의 정보들은 재난 구조 로봇과 같은 인명 구조나 재해 수습을 위한 특정 목적을 수행하기 위해 설계된 지능형 로봇은 센서 정보의 시간과 무분별한 정보는 선별하여 수집해야 긴급 상황에서 효율적으로 대처 할 수 있다. 따라서 이 논문에서는 Q-MAR(QoS-Mission-Action-Resource)모델을 참조 하여, 특정 목적에 맞는 정황 정보들을 선별 수집 융합 하는 새로운 Goal-driven Situation-Aware Middleware(GDSAM)를 제안하여 이 문제를 해결 하고자 한다.

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Alternating Current Input LED Lighting Control System using Fuzzy Theory

  • Lee, Jae-Kyung;Yim, Jae-Hong
    • Journal of information and communication convergence engineering
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    • v.19 no.4
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    • pp.214-220
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    • 2021
  • In this study, we constructed several scenarios that are required for LED lighting, and we designed and implemented an LED lighting control system to operate these scenarios to confirm their behavior. An LED lighting control system is a hybrid control board that is designed by combining LED controllers and SMPS, consisting of an AC/DC power supply part that converts AC 220 V into DC 12 V, and a drive and control part that controls the scenario and color of the LED module. Conventional LED light controllers have an input power of DC 12 V, so when using the input AC 220 V, the SMPS must be connected to the LED light controller. To eliminate this inconvenience, a hybrid LED lighting control system was configured to combine LED lighting controllers and SMPS into one control system. Furthermore, we designed a control system to represent the most appropriate color according to the input of the distance and illumination using a fuzzy control system to conduct computer simulations.