• Title/Summary/Keyword: Environment modeling

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Study on Three-Dimensional Analysis of Agricultural Plants and Drone-Spray Pesticide (농작물을 위한 드론 분무 농약 살포의 3차원 분석에 관한 연구)

  • Moon, In Sik;Kown, Hyun Jin;Kim, Mi Hyeon;Chang, Se Myong;Ra, In Ho;Kim, Heung Tae
    • Smart Media Journal
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    • v.9 no.4
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    • pp.176-186
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    • 2020
  • The size and shape of crops are diverse, and the growing environment is also different. Therefore, when one uses a drone to spray pesticides, the characteristics of each crop must be considered, and flight conditions such as the flight height and forwarding velocity of the drone should be changed. The droplet flow of pesticides is affected by various flight conditions, and a large change occurs in the sprayed area. As a result, an uneven distribution of liquid may be formed at the wake, and the transport efficiency will be decreased as well as there would be a risk of toxic scatter. Therefore, this paper analyzes the degree of distribution of pesticides to the crops through numerical analysis when pesticide is sprayed onto the selected three crops with different characteristics by using agricultural drones with different flight conditions. On the purpose of establishing a guideline for spraying pesticides using a drone in accordance with the characteristics of crops, this paper compares the amount of pesticides distributed in the crops at the wake of nozzle flow using the figure of merit, and the sum of transported liquid rate divided by the root mean square of the probability density function.

The Influences of Emotional Intelligence and Psychological Well-being at e-Sports Game on Life Satisfaction (정서지능과 e스포츠 게임에서의 심리적 웰빙이 삶의 만족도에 미치는 영향)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.23-30
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    • 2022
  • This study analyzed the effects of e-sports games on psychological well-being and life satisfaction of individuals by focusing on social and psychological aspects, recognizing e-sports games as subjective area activities based on psychological experiences as well as a means of leisure activities. To this end, 250 game users with actual experience in online games were analyzed using a structural equation modeling(SEM). The research results are as follows. First, except for other's emotion appraisal, which was a sub-factor of emotional intelligence of e-sports game users, self-emotional appraisal, use of emotion and regulation of emotion were found to have a significant positive effect on psychological well-being. Second, psychological well-being in e-sports games was found to have a significant positive relationship with life satisfaction, and psychological well-being was found to significantly mediate the relationship between emotional intelligence and life satisfaction. The findings of this study imply that managerial implications for related organizations as a platform that could support individual psychological well-being in a situation where the stress level of young adults as well as teenagers in a non-face-to-face environment is increasing.

Spatial Point Pattern Analysis of Riparian Tree Distribution After the 2020 Summer Extreme Flood in the Seomjin River (2020년 여름 섬진강 대홍수 이후 하천 수목 분포에 대한 공간 점 패턴 분석)

  • Lee, Keonhak;Cho, Eunsuk;Cho, Jonghun;Lee, Cheolho;Kim, Hwirae;Baek, Donghae;Kim, Won;Cho, Kang-Hyun;Kim, Daehyun
    • Ecology and Resilient Infrastructure
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    • v.9 no.2
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    • pp.83-92
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    • 2022
  • The 2020 summer extreme flood severely disturbed the riparian ecosystem of the Seomjin River. Some trees were killed by the flood impact, whereas others have recovered through epicormic regeneration after the disturbance. At the same time, several tree individuals newly germinated. This research aimed to explain the recovery of the riparian ecosystem by spatial proximity between each tree individual of different characteristics, such as "dead", "recovered", and "newly germinated". A spatial point pattern analysis based on K and g-functions revealed that the newly germinated trees and the existing trees were distributed in the spatially clumping patterns. However, further detailed analysis revealed that the new trees were statistically less attracted to the recovered trees than the dead trees, implying competitive interactions hidden in the facilitative interactions. Habitat amelioration by the existing trees positively affected the growth of the new trees, while "living" existing trees were competing with the new trees for resources. This research is expected to provide new knowledge in this era of rapid climate change, which likely induces stronger and more frequent natural disturbance than before. Environmental factors have been widely used for ecosystem modeling, but species interactions, represented by the relative spatial distribution of plant individuals, are also valuable factors explaining ecosystem dynamics.

Design and Implementation of Interface System for Swarm USVs Simulation Based on Hybrid Mission Planning (하이브리드형 임무계획을 고려한 군집 무인수상정 시뮬레이션 시스템의 연동 인터페이스 설계 및 구현)

  • Park, Hee-Mun;Joo, Hak-Jong;Seo, Kyung-Min;Choi, Young Kyu
    • Journal of the Korea Society for Simulation
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    • v.31 no.3
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    • pp.1-10
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    • 2022
  • Defense fields widely operate unmanned systems to lower vulnerability and enhance combat effectiveness. In the navy, swarm unmanned surface vehicles(USVs) form a cluster within communication range, share situational awareness information among the USVs, and cooperate with them to conduct military missions. This paper proposes an interface system, i.e., Interface Adapter System(IAS), to achieve inter-USV and intra-USV interoperability. We focus on the mission planning subsystem(MPS) for interoperability, which is the core subsystem of the USV to decide courses of action such as automatic path generation and weapon assignments. The central role of the proposed system is to exchange interface data between MPSs and other subsystems in real-time. To this end, we analyzed the operational requirements of the MPS and identified interface messages. Then we developed the IAS using the distributed real-time middleware. As experiments, we conducted several integration tests at swarm USVs simulation environment and measured delay time and loss ratio of interface messages. We expect that the proposed IAS successfully provides bridge roles between the mission planning system and other subsystems.

A Study on the War Simulation and Prediction Using Bayesian Inference (베이지안 추론을 이용한 전쟁 시뮬레이션과 예측 연구)

  • Lee, Seung-Lyong;Yoo, Byung Joo;Youn, Sangyoun;Bang, Sang-Ho;Jung, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.77-86
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    • 2021
  • A method of constructing a war simulation based on Bayesian Inference was proposed as a method of constructing heterogeneous historical war data obtained with a time difference into a single model. A method of applying a linear regression model can be considered as a method of predicting future battles by analyzing historical war results. However it is not appropriate for two heterogeneous types of historical data that reflect changes in the battlefield environment due to different times to be suitable as a single linear regression model and violation of the model's assumptions. To resolve these problems a Bayesian inference method was proposed to obtain a post-distribution by assuming the data from the previous era as a non-informative prior distribution and to infer the final posterior distribution by using it as a prior distribution to analyze the data obtained from the next era. Another advantage of the Bayesian inference method is that the results sampled by the Markov Chain Monte Carlo method can be used to infer posterior distribution or posterior predictive distribution reflecting uncertainty. In this way, it has the advantage of not only being able to utilize a variety of information rather than analyzing it with a classical linear regression model, but also continuing to update the model by reflecting additional data obtained in the future.

A study on the Influence of Enterprise Content Management System Success Factors and Task Characteristics on Intention to Use (기업콘텐츠관리시스템 성공 요인과 업무적 특성이 시스템 사용 의도에 미치는 영향)

  • Hwang, Inho
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.333-349
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    • 2021
  • As information is recognized as an important asset of an organization, organizations are increasing their resource input for knowledge management. In particular, the enterprise content management system(ECMS) is a solution for organization-oriented content management, and it has high utility by helping to achieve business performance through systematic utilization of content and improve the level of internal information security. The purpose of this study is to suggest a plan to improve the intention to use organizational employee's ECMS and to suggest the effect of the relationships between information system quality characteristics and work environment characteristics on intention to use. In this study, a research hypothesis was presented based on previous studies, a questionnaire was conducted on workers of organizations that adopted an ECMS, and the hypothesis was verified by applying structural equation modeling. As a result of the analysis, information and service quality of the ECMS and task interdependence increased the intention to use, but task conflict decreased the intention to use. In addition, task interdependence and task conflict moderated the positive relationship between the quality factors of the ECMS and the intention to use it. This study has implications in terms of suggesting the direction of the organization's behavior through factors that increase the use of ECMS.

A Study on the Influence of Innovative Structure to Corporate Entrepreneurship and Business Performance (혁신적 조직 구조 확립이 사내 기업가정신과 기업 성과에 미치는 영향)

  • Kim, Jin-soo;Hwang, Inho
    • Korean small business review
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    • v.42 no.3
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    • pp.245-274
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    • 2020
  • The 4th Industrial Revolution is rapidly changing the business environment and enterprises are required to accelerate various innovative activities for sustainable competitiveness. Recently corporate entrepreneurship is widely spread to organization for establishing innovative corporate culture and stimulating corporate ventures. However, many enterprises are not successful and productive due to lack of readiness of corporate entrepreneruship. Therefore, finding the factors influencing corporate entreprensurship, innovative activities and business performance is a very important research issues. A research model and hypothesis are developed by through literature review to analyze positive effects of corporate entrepreneurship to corporate performance and influential effects of factors such as innovation-based efforts at the organizational level, vision and organizational strategies and innovative operating system to corporate entrepreneurship and business performance. The result of Entrepreneurship Survey with Corporates conducted by Korea Entrepreneurship Foundation in 2017 is used for the research sample. Hypothesis test used 1,326 samples and the structural equation modeling is applied. The results show that corporate entrepreneurship improves innovative idea activity performance and business performance. And, establishing innovative vision and strategies and innovative organizational culture enhances corporate entrepreneurship. In addition, it was confirmed that the innovative operational system has a moderating effect that strengthens the positive influence relationship between corporate entrepreneurship and innovative idea performance. The results of this study have implications for previous research on corporate entrepreneurship in Korea by presenting the relationship between corporate entrepreneurship and business performance and the multilateral relationships between innovative organizational structure and corporate entrepreneurship.

Line Tracer Modeling for Educational Virtual Experiment (교육용 가상실험 라인 트레이서 모델링)

  • Ki, Jang-Geun;Kwon, Kee-Young
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.109-116
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    • 2021
  • Traditionally, the engineering field has been dominated by face-to-face education focused on experimental practice, but demand for online learning has soared due to the rapid development of IT technology and Internet communication networks and recent changes in the social environment such as COVID-19. In order for efficient online education to be conducted in the engineering field, where the proportion of experimental practice is relatively high compared to other fields, virtual laboratory practice content that can replace actual experimental practice is very necessary. In this study, we developed a line tracer model and a virtual experimental software to simulate it for efficient online learning of microprocessor applications that are essential not only in the electric and electronic field but also in the overall engineering field where IT convergence takes place. In the developed line tracer model, the user can set various hardware parameter values in the desired form and write the software in assembly language or C language to test the operation on the computer. The developed line tracer virtual experimental software has been used in actual classes to verify its operation, and is expected to be an efficient virtual experimental practice tool in online non-face-to-face classes.

Impacts of Perceived Innovativeness of Convenience Store on Consumer Brand Engagement and Store Loyalty (편의점의 혁신성이 인지적 인게지먼트와 정서적 인게이지먼트, 그리고 점포충성도에 미치는 영향)

  • LEE, Young-Eun;LEE, Yong-Ki
    • The Korean Journal of Franchise Management
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    • v.13 no.1
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    • pp.35-46
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    • 2022
  • Purpose: With the rapid changes in the technical development and the trend of consumption trend, the convenience store industry is facing an unprecedented competitive situation in the consumption environment where the boundary between online and offline is broken due to the stagnation of offline distribution channels and the spread of online shopping. The biggest innovation strategy of the major convenience store brands in recent years are introducing the O2O (Online to Offline) platform and presenting new products and services beyond the boundaries of online and offline to transform themselves into Omni Channel stores. The study is designed to analyze the effect of innovativeness of convenience store as a stimulus in O2O platform which customers perceive on store loyalty, the final response to external stimuli, through customer engagement with convenience store brands. Specifically, the innovativeness of convenience stores was divided into types of core activities in corporate marketing and focused on innovations in services, products(proposals), promotions and experiences. Research design, data, and methodology: Various hypotheses have been developed to achieve this research purpose. The data were collected from 1,128 questionnaires the age between 15 and 60 who had experience using retail store apps and delivery apps and were analyzed using SPSS 22.0 and SmartPLS 3.3.7 program. Measurement model analysis was carried out to assess convergent and discriminant validity. Also, common method bias was tested using the values of VIF (variance inflation factor). The hypotheses were tested using structural equation modeling with SmartPLS 3.3.7 program. Results: First, service innovation has a positive effect on cognitive engagement. Second, product, promotion and experience innovation have a positive effect on cognitive and affective engagement. Third, cognitive influences affective engagement. Finally, both cognitive and affective engagement affect store loyalty, but affective engagement has a stronger effect on store loyalty than cognitive engagement. Conclusions: All four types of innovation and cognitive engagement have a positive effect on emotional engagement, which has a stronger effect on store loyalty than cognitive engagement. Thus, while innovation can build loyalty through emotional engagement, innovation strategies must be designed and pursued with caution in terms of impact through cognitive engagement may not achieve the planned goals.

Keyword Analysis of Research on Consumption of Children and Adolescents Using Text Mining (텍스트마이닝을 활용한 아동, 청소년 대상 소비관련 연구 키워드 분석)

  • Jin, Hyun-Jeong
    • Journal of Korean Home Economics Education Association
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    • v.33 no.4
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    • pp.1-13
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    • 2021
  • The purpose of this study is to identify trends and potential themes of research on consumption of children and adolescents for 20 years by analyzing keywords. The keywords of 869 studies on consumption of children and adolescents published in journals listed in Korean Citation Index were analyzed using text mining techniques. The most frequent keywords were found in the order of youth, youth consumers, consumer education, conspicuous consumption, consumption behavior, and character. As a result of analyzing the frequency of keywords by dividing into five-year periods, it was confirmed that the frequency of consumer education was significantly higher betwn 2006 and 2010. Research on ethical consumption has been active since 2011, and research has been conducted on various topics instead of without a prominent keyword during the most recent 5-year period. Looking at the keywords based on the TF-IDF, the keywords related to the environment and the Internet were the main keywords between 2001 and 2005. From 2006 to 2010, the TF-IDF values of media use, advertisement education, and Internet items were high. From 2011 to 2015, fair trade, green growth, green consumption, North Korean defector youths, social media, and from 2016 to 2020, text mining, sustainable development education, maker education, and the 2015 revised curriculum appeared as important themes. As a result of topic modeling, eight topics were derived: consumer education, mass media/peer culture, rational consumption, Hallyu/cultural industry, consumer competency, economic education, teaching and learning method, and eco-friendly/ethical consumption. As a result of network analysis, it was found that conspicuous consumption and consumer education are important topics in consumption research of children and adolescents.