• 제목/요약/키워드: Setting objective

검색결과 567건 처리시간 0.029초

Construction Claims Prediction and Decision Awareness Framework using Artificial Neural Networks and Backward Optimization

  • Hosny, Ossama A.;Elbarkouky, Mohamed M.G.;Elhakeem, Ahmed
    • Journal of Construction Engineering and Project Management
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    • 제5권1호
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    • pp.11-19
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    • 2015
  • This paper presents optimized artificial neural networks (ANNs) claims prediction and decision awareness framework that guides owner organizations in their pre-bid construction project decisions to minimize claims. The framework is composed of two genetic optimization ANNs models: a Claims Impact Prediction Model (CIPM), and a Decision Awareness Model (DAM). The CIPM is composed of three separate ANNs that predict the cost and time impacts of the possible claims that may arise in a project. The models also predict the expected types of relationship between the owner and the contractor based on their behavioral and technical decisions during the bidding phase of the project. The framework is implemented using actual data from international projects in the Middle East and Egypt (projects owned by either public or private local organizations who hired international prime contractors to deliver the projects). Literature review, interviews with pertinent experts in the Middle East, and lessons learned from several international construction projects in Egypt determined the input decision variables of the CIPM. The ANNs training, which has been implemented in a spreadsheet environment, was optimized using genetic algorithm (GA). Different weights were assigned as variables to the different layers of each ANN and the total square error was used as the objective function to be minimized. Data was collected from thirty-two international construction projects in order to train and test the ANNs of the CIPM, which predicted cost overruns, schedule delays, and relationships between contracting parties. A genetic optimization backward analysis technique was then applied to develop the Decision Awareness Model (DAM). The DAM combined the three artificial neural networks of the CIPM to assist project owners in setting optimum values for their behavioral and technical decision variables. It implements an intelligent user-friendly input interface which helps project owners in visualizing the impact of their decisions on the project's total cost, original duration, and expected owner-contractor relationship. The framework presents a unique and transparent hybrid genetic algorithm-ANNs training and testing method. It has been implemented in a spreadsheet environment using MS Excel$^{(R)}$ and EVOLVERTM V.5.5. It provides projects' owners of a decision-support tool that raises their awareness regarding their pre-bid decisions for a construction project.

지능형 건설물류관리 체계 구축을 위한 SOA 적용 모델 개발 (A SOA-based Application Model for Building Intelligent Construction Supply Chain Management Framework)

  • 신태홍;진상윤;윤수원;권순욱;김예상
    • 한국건설관리학회:학술대회논문집
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    • 한국건설관리학회 2008년도 정기학술발표대회 논문집
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    • pp.733-737
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    • 2008
  • 초대형 고층 빌딩 프로젝트에서 효과적인 건설물류관리는 성공적인 프로젝트 관리를 위해 필수적인 사항이다. 효율적인 물류관리를 위해서는 공사 참여 주체들 간의 원활한 의사소통을 지원하고 계획된 공사 일정에 따라 공장에서 생산된 자재를 현장의 유동적인 요인에 맞추어 적시 적소에 공급하기 위한 체계 개발이 필요하다. 최근 이러한 건설물류관리의 효율화를 위한 연구로 RFID, USN과 같은 유비쿼터스 기술적용 및 물류프로세스를 지원하기 위한 지능형 장비 개발과 관련한 연구가 진행되면서 지능형 장비간 통신에 의한 물류정보관리, 기 구축된 레거시 시스템의 연동관리, 프로젝트 참여주체자들의 정보확인 및 전송도구인 다양한 장치에 요구되는 정보관리 등 지능형 건설물류관리 환경이 기존과는 다른 복잡한 분산환경으로 구성되도록 시도됨으로써 이러한 환경을 지원할 수 있는 새로운 건설물류관리 정보관리체계 구축이 요구되고 있다. 따라서, 본 연구에서는 지능화된 건설현장의 건설물류관리 효율화를 위한 지능형 건설물류관리 체계 구축을 위해 복잡한 분산환경하에서 효과적인 정보통합의 대안으로 제시되고 있는 SOA(Service Oriented Architecture)에 대한 개념을 소개하고, 이를 기반으로 한 SOA 적용 모델을 제안하였다.

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Efficacy Evaluation of Anti-wrinkle Products in Japan

  • Masaki Hitoshi
    • 대한화장품학회지
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    • 제29권2호
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    • pp.67-77
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    • 2003
  • Two categories of cosmetic products, cosmetics and quasi-drugs, have been established by the Ministry of Health, Labor and Welfare (MHLW) in Japan. Japanese pharmaceutical law has defined that products categorized as cosmetics do not exhibit any effects on human skin. In fact, cosmetic products are not permitted to claim any efficacy. On the other hand, products in the quasi-drug category can claim several efficacies such as anti-inflammatory effects, whitening/lightning effects, hair growth effects and so on. Unfortunately, the Japanese MHLW has not yet approved the efficacy of anti-aging/anti-wrinkle effects as a claim point. However, the population is aging, and the demand for anti-aging/anti-wrinkle products is increasing year by year. Japanese cosmetic companies have proposed to the MHLW that anti-aging/anti-wrinkle agents be approved as a claim concept of a quasi-drug. However, unified evaluation methods for anti-aging/anti-wrinkle effects have not been established. Currently, each company evaluates the efficacy of products/materials using their own original methods. Thus, to request approval of the MHLW, the establishment of a unified evaluation method is needed. Consequently, the Japan Cosmetic Industry Association (JCIA) has established a task force to develop guidelines for evaluating anti-wrinkle effects in 1998. In conclusion, the JCIA would like to adopt visual and image analysis scales to evaluate the anti-wrinkle effects objectively. Generally, wrinkles are roughly classified into three groups as fine wrinkles, linear deep wrinkles and crow's feet. However, academic societies of dermatology or cosmetics have not yet established a definition of wrinkles in Japan. Thus, in advance of setting up an evaluation method, the definition of wrinkles f3r evaluation must be decided. Wrinkles are defined by the task force of the JCIA as follows; furrows that people can recognize visually and that appear on the forehead, the corners of the eyes and the backs of the neck with aging. In addition, furrows are emphasized by exposure to solar light and by dry conditions. Visual evaluation is the most sensitive method and can be applied to most types of wrinkles. However, visual evaluation is hard to express digitally as results. Besides, in the case of image analysis, comparisons of data obtained from distinct examinations can not be done, because data from image analysis are relative values. Thus, to enhance the reliability of the evaluations, the adoption of an objective scale was required. The principle of the evaluation method is to analyze images taken from silicone replicas of wrinkle areas using several parameters, such as the proportion of the wrinkle $area({\%})$, the mean depth of the wrinkles (mm), the mean depth of the deepest wrinkle (m) and the deepest point on the deepest wrinkle. Lights are shown on the skin replica from an orthogonal direction of the main orientation of the wrinkle, and the resulting shadow images are quantified by the image analysis method. To increase the precision of the data or to allow comparisons of independent examinations, a scale with furrows of several depths, 200, 400, 600, 800, and $1000{\mu}m$, is adapted in the evaluation system. I will explain the guidelines established by the JCIA in the presentation.

Evaluation of Flow Experience by using Psychophysiological Visual Feedbacks

  • Kim, Jung Yong;Min, Seung Nam;Park, Yong Duck
    • 대한인간공학회지
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    • 제32권6호
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    • pp.481-487
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    • 2013
  • Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.

Usability Evaluation of Touch Keyboard in Smart Watch Environment

  • Oh, Euitaek;Choi, Jinhae;Cho, Minhaeng;Hong, Jiyoung
    • 대한인간공학회지
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    • 제35권6호
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    • pp.569-580
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    • 2016
  • Objective: This study aims to identify the most effective keyboard layout in the area of performance for securing usability in a smart watch-using environment and to verify the usability of touch keyboard calibrated by hand. Background: It is necessary to understand the environmental characteristics in using the smart watch and to secure the usability of touch keyboard based on this understanding in order to take account of the users who use the touch screen in the extreme input conditions caused by the small screen of a smart watch. Method: 30 participants in this study were required to input characters using the QWERTY keyboard and 3x4 keypad (Naratgul, Chunjiin), which were familiar with them, in order to grasp the keyboard layout suitable in the smart watch- using environment; the performance (error rate, performance time) of this case was measured. In addition, 30 participants in this study were required to input the characters setting the QWERTY keyboard with calibrated touch area and the one with uncalibrated touch area, based on the characteristics of touch behavior, by finger typing the keyboard, with the performance (error rate and performance time) of this case measured. Results: QWERTY keyboard (93.3sec) is found to be 31.2% faster than Naratgul keyboard, a kind of 3x4 keypad, and 43.6% faster than Chunjiin keyboard, in the area of efficiency, in the results of the usability evaluation regarding the keyboard layout. QWERTY keyboard with calibrated touch area (7.5%) is found to be 23.5% improved compared to the QWERTY keyboard with uncalibrated touch area (9.8%) in the area of accuracy (error rate). The results of the usability evaluation regarding the QWERTY keyboard with touch area calibrated by finger typing the keyboard and QWERTY keyboard with calibrated touch area (80.7sec) is found to be 5.7% improved compared to QWERTY keyboard with uncalibrated touch area (85.6sec) in the area of efficiency (performance time). Conclusion: QWERTY keyboard is found to have an effective layout in the area of efficiency in the smart watch-using environment, and its improved usability is verified in the areas of accuracy and efficiency in the QWERTY keyboard with a touch area calibrated by finger typing the keyboard. Application: The results of this study may be used to set up the basic touch keyboard of the smart watch. The input usability is expected to secure the smart watch-using environment, which is an extreme input condition by applying QWERTY keyboard with touch area calibrated by finger typing the keyboard.

재난 후 소아청소년의 정신사회적 개입: 체계적 문헌고찰(1991~2015) (Psychosocial Interventions for Children and Adolescents after a Disaster: A Systematic Literature Review (1991-2015))

  • 이미선;황준원;이철순;김지연;이주현;김은지;장형윤;배승민;박장호;방수영
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제27권4호
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    • pp.278-305
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    • 2016
  • Objective: The aim of this systematic literature review is to analyze the psychosocial interventions for children and adolescents after disasters. Methods: We conducted a review of the extant research literature from 1991 to 2015 via a comprehensive search of the MEDLINE, EMBASE, Cochrane CENTRAL, PubMed and PsyclNFO databases. The keywords employed in this research included: 'child', 'adolescent', 'youth', 'disaster', 'posttraumatic', 'psychosocial', 'therapy' and 'intervention'. The researchers followed the PRISMA guidelines. A total of 850 articles were screened for their eligibility and fifty-nine were found to meet the study criteria. The final data analysis was performed based on the disaster type, study design, type of intervention, sample size, age, school grade, number of sessions, setting of intervention delivery, providers, approach and parent involvement. Results: Countries worldwide have experienced various kinds of disasters, including earthquakes, hurricanes, vessel accidents, tornados, tsunamis, volcanic eruptions, war, fire, terrorism, and traffic accidents. The types of psychosocial intervention that were conducted after these disasters included: psychological first aid, psychological debriefing, psychoeducation, trauma focused cognitive behavior therapy, eye movement desensitization reprocessing, prolonged exposure therapy, group play therapy and arts therapy, project interventions, school-based interventions and web-based interventions. Conclusion: The findings of the systematic literature review suggest that an appropriate psychosocial intervention could be utilized as evidence-based mental health treatment for children and adolescents after disasters.

텔레비전 리얼리티 게임쇼의 게임성과 실재성 <더 지니어스>의 공간 배치와 캐릭터에 나타난 게임적 리얼리티를 중심으로 (Study on Television Reality Game Show A Text/Context Analysis of the Set and Characters of )

  • 강보라;공다솜;윤태진
    • 한국언론정보학보
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    • 제72권
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    • pp.92-120
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    • 2015
  • 본 연구는 tvN의 예능오락 프로그램인 <더 지니어스>의 분석을 통해 리얼리티 게임쇼라는 비교적 새롭고 융합적인 장르가 '게임성'과 '실재성'을 어떻게 활용하는지, 그리고 어떤 새로운 성격의 리얼리티를 만들어내는지 알아보는 것을 목표로 삼았다. 먼저 리얼리티 게임쇼로서의 <더 지니어스>가 가진 특성들을 개략적으로 소개하고, 이 프로그램에 등장하는 '(세트)공간'과 '(출연진)캐릭터'의 분석을 통해 리얼리티 게임쇼의 장르적 특질들을 정리했다. 이 과정에서 '게임적 요소'와 '리얼리티 요소'가 핵심어로 간주되었다. 마지막으로 <더 지니어스>가 구성하는 리얼리티가 기존의 리얼리티쇼의 그것과 어떤 차별성이 있는지 생산과 수용의 두 측면에서 검토하였다. 이를 바탕으로, 리얼리티 게임쇼의 리얼리티가 단순한 게임의 현실 모방을 넘어 게임과 현실 사이에 개별적으로 존재했던 인식의 영역을 변증하는 계기를 마련하고 있음을 발견했다. 동시에 수용자는 '병행적 시점'을 유지하면서 게이머의 눈과 관찰자의 눈, 그리고 전지적 눈을 동원하여 리얼리티를 이해하고 해석한다. 리얼리티 게임쇼는 가상성(게임)과 실재성(리얼리티)이 만나는 지점이면서 동시에 텔레비전과 게임이 만나고, 시청행위와 게임 플레이가 만나는 지점이다. 이 혼란스러운 예능오락 프로그램 장르는 새로운 성격의 리얼리티를 만들어내기도 하지만 리얼리티를 바라보는 새로운 시각을 제안하기도 한다. 이상의 논의를 통해 비교적 주목을 덜 받아왔던 리얼리티 게임쇼가 만들어내는 장르적 지형에 대한 이해를 도모할 수 있기를 바란다.

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지역사회 이동성을 측정하는 한국어판 생활공간 평가(Korean Version of the Life-Space Assessment; K-LSA)의 임상적 유용성 및 사용성 검증 연구 (Validation Study of Clinical Utility and Usability on Korean Version of the Life-Space Assessment to Assess Community Mobility)

  • 김정희;장문영
    • 대한지역사회작업치료학회지
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    • 제8권1호
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    • pp.1-10
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    • 2018
  • 목적 : 본 연구의 목적은 노인의 지역사회 이동성을 측정하는 평가도구인 한국어판 생활공간 평가(Korean Version of the Life Space Assessment; K-LSA)의 임상적 유용성 및 사용성을 검증하는 것이다. 연구방법 : 작업치료사와 물리치료사 60명을 대상으로 K-LSA의 임상적 유용성 및 사용성 검증에 관한 설문조사를 실시하였다. 설문지는 임상적 유용성에 관한 객관식 문항 및 사용성에 관한 객관식과 주관식 문항을 포함하였다. 객관식 자료 분석은 빈도 분석 및 기술 통계로 처리하였고, 사용성에 대한 주관식 문항은 항목별로 공통적인 요소를 모아 분류하여 분석하였다. 결과 : K-LSA의 임상적 유용성에 긍정적 표현인 '보통(3점)'과 '그렇다(4점)'와 '매우 그렇다'로 응답한 비율이 95~100%이었고, 문항 별 점수 분포가 3.6~4.0점으로 나타났다. 또한 K-LSA의 사용성에 대한 질문에 긍정적 표현인 '보통'과 '쉽다'와 '매우 쉽다'로만 응답한 비율은 88.3~100%이었고, 문항 별 점수 분포가 3.6~4.0점으로 나타났다. 추가적으로 사용성에 대한 개방형 질문에서 생활공간 범위 3과 4에서 기준의 모호함이 언급되었다. 결론 : K-LSA는 국내 보건의료 분야에서 지역사회 이동성을 측정하는 평가도구로 임상적으로 유용하며, 사용이 용이한 도구이다. 따라서 치료사들이 노인의 사회 참여를 증진시키고, 지역사회 이동을 위한 중재 목표를 세우고, 교육하는데 기초자료로 LSA를 활용할 수 있을 것이다.

Cortical Bone Thickness for Mini-implant Placement in Korean

  • Kim, Kyu-Tag;Yu, Sun-Kyoung;Lee, Myoung-Hwa;Lee, Yun-Ho;Kim, Hye-Ryun;Kim, Heung-Joong
    • International Journal of Oral Biology
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    • 제36권2호
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    • pp.65-70
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    • 2011
  • Recently, mini-implant is popular in the orthodontic treatment due to its simplicity and convenient surgical procedure. The objective of this study is to provide the anatomical guideline for mini-implant placement by analysing the cortical bone thickness in Korean. Hemi-sections of sixteen maxillae and twenty-two mandibles with normal teeth were used. Interdental areas between the 1st premolar and the 2nd premolar (Group 1), the 2nd premolar and the 1st molar (Gruop 2), and the 1st molar and the 2nd molar (Group 3) were sectioned and then scanned. After setting the axis of teeth, the cortical bone thickness was measured at the distance of 2 mm, 4mm, 6 mm, and 8 mm from alveolar crest. The mean thickness of cortical bone in the maxilla according to distance from alveolar crest was $1.30\;{\pm}\;0.63\; mm$ (2 mm), $1.49\;{\pm}\;0.62\; mm$ (4mm), $1.72\;{\pm}\;0.64\; mm$ (6mm), and $1.90\;{\pm}\;0.90\; mm$ (8 mm) at the buccal side and $1.33\;{\pm}\;0.47 \;mm$, $1.31\;{\pm}\;0.45\; mm$, $1.37\;{\pm}\;0.55\; mm$, and $1.39\;{\pm}\;0.58 \;mm$ at the palatal side. In the mandible, that was $3.14\;{\pm}\;1.71 \;mm$, $4.31\;{\pm}\;2.22 \;mm$, $4.23\;{\pm}\;1.94 \;mm$, and $4.30\;{\pm}\;1.57\; mm$ at the buccal side and $1.98\;{\pm}\;0.88 \;mm$, $2.79\;{\pm}\;1.01\; mm$, $3.35\;{\pm}\;1.27$ mm, and $3.93\;{\pm}\;1.38\; mm$ at the lingual side. The buccal cortical bone thickness in the maxilla was decreased from Group 1 to Group 3, while the thickness of palatal side was no change. In the mandible, it did not show a tendency at the buccal side and it was decreased from Group 1 to Group 3 without significant difference at the lingual side. Therefore, the buccal side of the Group 1 and Group 2 in both the maxilla and mandible seems to be the most appropriate site for a mini-implant placement with taking the stability and retention.

아동의 놀이 향상을 위한 작업치료 중재에 관한 체계적 고찰 (Occupational Therapy Intervention for Improving Play of Children : A Systematic Review)

  • 이선희;박혜연
    • 대한감각통합치료학회지
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    • 제15권2호
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    • pp.93-106
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    • 2017
  • 목적 : 본 연구는 아동의 놀이 향상을 위한 작업치료 중재에 대한 내용을 체계적으로 분석하여 임상현장에 적용하기 위한 근거를 마련하고자 한다. 연구방법 : Pubmed, ProQuest, EBSCOhost, Scopus, RISS, KISS, 국립중앙도서관을 통하여 2007년 1월부터 2017년 4월까지의 논문을 검색하였다. 검색용어는 "Play AND Occupational Therapy AND(Intervention OR Treatment)"를 사용하였다. 2차 분류를 통하여 최종적으로 총 11편의 논문을 본 연구의 분석 대상으로 사용하였다. 결과 : 분석 대상 연구의 근거 수준은 단일 집단 비무작위 연구가 가장 많았으며, 중재 방법은 중재 목표로서의 놀이 중 놀이 중심 중재를 가장 많이 적용하였다. 중재가 적용된 환경은 가정과 치료 세팅에서 동시에 적용된 것을 가장 많이 시행하였다. Attention deficit hyperactivity disorder(ADHD) 아동을 대상으로 한 연구가 가장 많았으며, 평가도구는 Test of Playfulness(ToP)를 가장 빈번하게 사용하였다. 놀이와 동시에 측정된 종속변인으로는 언어 기술, 사회적 상호작용 기술, 의사소통 및 화용 기술, 문제-해결 기술, 양육자 반응성, 부모-아동 상호작용이었다. 결론 : 본 연구는 아동의 놀이 향상을 위한 작업치료 중재에 대해 종합적으로 알아봄으로써 작업치료에서의 놀이 사용의 현황을 제시하고자 하였다. 이를 바탕으로 추후에 놀이 향상을 위한 다양한 연구들이 더욱 활발하게 이루어져야 할 것이다.