• Title/Summary/Keyword: Space Component

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Fire Severity Mapping Using a Single Post-Fire Landsat 7 ETM+ Imagery (단일 시기의 Landsat 7 ETM+ 영상을 이용한 산불피해지도 작성)

  • 원강영;임정호
    • Korean Journal of Remote Sensing
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    • v.17 no.1
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    • pp.85-97
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    • 2001
  • The KT(Kauth-Thomas) and IHS(Intensity-Hue-Saturation) transformation techniques were introduced and compared to investigate fire-scarred areas with single post-fire Landsat 7 ETM+ image. This study consists of two parts. First, using only geometrically corrected imagery, it was examined whether or not the different level of fire-damaged areas could be detected by simple slicing method within the image enhanced by the IHS transform. As a result, since the spectral distribution of each class on each IHS component was overlaid, the simple slicing method did not seem appropriate for the delineation of the areas of the different level of fire severity. Second, the image rectified by both radiometrically and topographically was enhanced by the KT transformation and the IHS transformation, respectively. Then, the images were classified by the maximum likelihood method. The cross-validation was performed for the compensation of relatively small set of ground truth data. The results showed that KT transformation produced better accuracy than IHS transformation. In addition, the KT feature spaces and the spectral distribution of IHS components were analyzed on the graph. This study has shown that, as for the detection of the different level of fire severity, the KT transformation reflects the ground physical conditions better than the IHS transformation.

Development of Evaluation Checklist of School Play Environment Based on Convention on the Rights of the Child : Focus Group Interview (아동권리협약에 근거한 학교 놀이 환경 평가 체크리스트 개발: 초점집단 면접연구를 중심으로)

  • Hwang, Ock-Kyeung;Kim, Jeong-Wha;Myung, Jun-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.286-294
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    • 2019
  • The purpose of this study is to determine what children's rights to play are. For this purpose, we extracted the core contents of schools' play environments and we developed a checklist that schools can use to evaluate their own play environments. We reviewed the UN Committee on the Rights of Children and the General Comments No. 17. Through this process, we found 16 core contents that the play environment should have. We conducted focus group interviews with children, parents and teachers, who are principle people involved with school play. The focus group interviews discussed the basic elements of the school play environment. The contents' validity was reviewed by a group of professionals. Based on this, we created an evaluation checklist with 10 major areas of the school play environment. The 10 areas of the school play environment evaluation scale are as follows. The ten areas of the play environment assessment scale for the school environment to ensure children's right to play are sufficient play time, sufficient play space, a child's best interests and the child's participation, nondiscrimination, diversity and freedom, challenge and adventure, safety, school policy, the play has an educating component, and community cooperation.

Invigorating Makerspaces in Korea: Empirical Analysis on Operating Components of Makerspaces (한국형 메이커스페이스 활성화를 위한 운영요소 분석 연구)

  • Kwon, Hyeog-In;Kim, Ju-Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.2
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    • pp.105-118
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    • 2019
  • New manufactural innovation was generated with combination with Do It Yourself(DIY) culture and Information and Communication Technology(ICT). It led people to make their creative idea in real things and share them. This social movement has been called as 'Maker' culture. As maker culture was developed, the places named 'Makerspace' with high-tech equipment and sharing environment have been widely spread and gotten spotlight. Futhermore, makerspaces have been diffused rapidly in Korea; because of its importance for the fourth industrial revolution. However, the operation of makerspaces is not matured as much as its popularity, so problems occurred in operating aspects. The number of related studies is not enough to foster domestic maker culture in Korea. Of that, studies on operation of makerspaces were limited and the quantity of survey sample was insufficient. Therefore, firstly, in this study, operation elements of makerspaces were extracted by literature review. And, survey for examining the extracted elements was conducted to four policy makers and researchers, four makerspace operators and four makers. Final survey was carried out by Importance-Performance Analysis(IPA) method to fifty recipients composed of policy makers and researchers, operators, and makers. In result, importance located above performance in every elements and in-depth interview was followed to understand domestic surroundings and suggest way to invigorate makerspaces in Korea. The suggestion shows as follows. First, online and offline platform for makers should be expanded; second, makerspace should connect private sponsorship with makers or their projects; third, policy direction has to be improved from venturing business to diffusion of maker culture; fourth, basic maker education should be enlarged.

A Study on the Improvement of Skin Loss Area in Skin Color Extraction for Face Detection (얼굴 검출을 위한 피부색 추출 과정에서 피부색 손실 영역 개선에 관한 연구)

  • Kim, Dong In;Lee, Gang Seong;Han, Kun Hee;Lee, Sang Hun
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.1-8
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    • 2019
  • In this paper, we propose an improved facial skin color extraction method to solve the problem that facial surface is lost due to shadow or illumination in skin color extraction process and skin color extraction is not possible. In the conventional HSV method, when facial surface is brightly illuminated by light, the skin color component is lost in the skin color extraction process, so that a loss area appears on the face surface. In order to solve these problems, we extract the skin color, determine the elements in the H channel value range of the skin color in the HSV color space among the lost skin elements, and combine the coordinates of the lost part with the coordinates of the original image, To minimize the number of In the face detection process, the face was detected using the LBP Cascade Classifier, which represents texture feature information in the extracted skin color image. Experimental results show that the proposed method improves the detection rate and accuracy by 5.8% and 9.6%, respectively, compared with conventional RGB and HSV skin color extraction and face detection using the LBP cascade classifier method.

Urban Vitality Assessment Using Spatial Big Data and Nighttime Light Satellite Image: A Case Study of Daegu (공간 빅데이터와 야간 위성영상을 활용한 도시 활력 평가: 대구시를 사례로)

  • JEONG, Si-Yun;JUN, Byong-Woon
    • Journal of the Korean Association of Geographic Information Studies
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    • v.23 no.4
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    • pp.217-233
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    • 2020
  • This study evaluated the urban vitality of Daegu metropolitan city in 2018 using emerging geographic data such as spatial big data, Wi-Fi AP(access points) and nighttime light satellite image. The emerging geographic data were used in this research to quantify human activities in the city more directly at various spatial and temporal scales. Three spatial big data such as mobile phone data, credit card data and public transport smart card data were employed to reflect social, economic and mobility aspects of urban vitality while public Wi-Fi AP and nighttime light satellite image were included to consider virtual and physical aspects of the urban vitality. With PCA (Principal Component Analysis), five indicators were integrated and transformed to the urban vitality index at census output area by temporal slots. Results show that five clusters with high urban vitality were identified around downtown Daegu, Daegu bank intersection and Beomeo intersection, Seongseo, Dongdaegu station and Chilgok 3 district. Further, the results unveil that the urban vitality index was varied over the same urban space by temporal slots. This study provides the possibility for the integrated use of spatial big data, Wi-Fi AP and nighttime light satellite image as proxy for measuring urban vitality.

A Study on the Development of H2 Fuel Cell Education Platform: Meta-Fuelcell (연료전지 교육 플랫폼 Meta-Fuelcell 개발에 관한 연구)

  • Duong, Thuy Trang;Gwak, Kyung-Min;Shin, Hyun-Jun;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.29-35
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    • 2022
  • This paper proposes a fuel cell education framework installed on a Metaverse environment, which is to reduce the burden of education costs and improve the effect of education or learning. This Meta-Fuel cell platform utilizes the Unity 3D Web and enables not only theoretical education but also hands-on training. The platform was designed and developed to accommodate a variety of unit education contents, such as ppt documents, videos, etc. The platform, therdore, integrates ppt and video demonstrations for theoretical education, as well as software content "STACK-Up" for hands-on training. Theoretical education section provides specialized liberal arts knowledge on hydrogen, including renewable energy, hydrogen economy, and fuel cells. The software "STACK-Up" provides a hands-on practice on assembling the stack parts. Stack is the very core component of fuel cells. The Meta-Fuelcell platform improves the limitations of face-to-face education. It provides educators with the opportunities of non-face-to-face education without restrictions such as educational place, time, and occupancy. On the other hand, learners can choose educational themes, order, etc. It provides educators and learners with interesting experiences to be active in the metaverse space. This platform is being applied experimentally to a education project which is to develop advanced manpower in the fuel cell industry. Its improvement is in progress.

A study on coding mathematics curriculum and teaching methods that converges school mathematics and school informatics (수학교과와 정보교과를 융합하는 코딩수학 교육과정 및 교육방법 연구)

  • Kang, Ha Ram;Lim, Chae Lyeong;Cho, Han Hyuk
    • The Mathematical Education
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    • v.60 no.4
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    • pp.467-491
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    • 2021
  • This study is a study on the coding mathematics curriculum that converges elementary and middle school mathematics and information subjects and a minimum coding game-based education method for this. For the past 3 years, the coding mathematics curriculum and educational methods to effectively operate the curriculum were studied by applying them to 6th graders of elementary school and 1st graders of middle school. As a result of the first year of research, the coding mathematics curriculum was modified to a coding environment including the mathematical concept of a three-dimensional coordinate space, and the three-dimensional object was improved to be output as a real 3D print. As a result of the 2nd year study, it was improved so that even low-level students can build buildings by introducing different level commands for each component of the building so that self-directed learning is possible. As a result of the 3rd year study, a teaching-learning strategy based on a minimal coding game was designed to induce an increase in the level of computational thinking, and evaluation and feedback for diagnosing computational thinking were developed. Educational methods to promote self-directed learning and computing thinking ability, and researched coding mathematics curriculum are meaningful for the research and practice of the convergence education of school mathematics and informatics.

A Basic Study on the Generation of Tire & Road Wear Particles by Differences in Tire Wear Performance (타이어 마모성능 차이에 의한 타이어 마모입자 생성에 관한 기초 연구)

  • Kang, Tae-Woo;Kim, Hyeok-Jung
    • Journal of the Korean Recycled Construction Resources Institute
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    • v.9 no.4
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    • pp.561-568
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    • 2021
  • In this study, in order to observe the change in the amount of Tire and Road Wear Particles and the ratio of tire components in it according to the tire wear resistance performance, carried out the evaluation by varying the vulcanization reaction design of the tire tread rubber. In addition, in order to improve the reliability of the evaluation of Tire and Road Wear Particles, the evaluation was performed indoor laboratory test equipment that simulates the condition on real driving to exclude various environmental influences including minerals, driver's habits, road surface, weather, tire structure and pattern designs. After the evaluation in closed space, it is estimated that the amount of collected Tire and Road Wear Particles is 84% compared to 100% of the tire and road wear loss weight, of which 96.4~97.7% was around the road and 2.3~3.6% was in the air. As a result of analy sis of the collected Tire and Road Wear particles, the tire component existed 63~75% in the Tire and Road Wear Particles depending on the wear resistance performance of the tire.

DNN Model for Calculation of UV Index at The Location of User Using Solar Object Information and Sunlight Characteristics (태양객체 정보 및 태양광 특성을 이용하여 사용자 위치의 자외선 지수를 산출하는 DNN 모델)

  • Ga, Deog-hyun;Oh, Seung-Taek;Lim, Jae-Hyun
    • Journal of Internet Computing and Services
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    • v.23 no.2
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    • pp.29-35
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    • 2022
  • UV rays have beneficial or harmful effects on the human body depending on the degree of exposure. An accurate UV information is required for proper exposure to UV rays per individual. The UV rays' information is provided by the Korea Meteorological Administration as one component of daily weather information in Korea. However, it does not provide an accurate UVI at the user's location based on the region's Ultraviolet index. Some operate measuring instrument to obtain an accurate UVI, but it would be costly and inconvenient. Studies which assumed the UVI through environmental factors such as solar radiation and amount of cloud have been introduced, but those studies also could not provide service to individual. Therefore, this paper proposes a deep learning model to calculate UVI using solar object information and sunlight characteristics to provide an accurate UVI at individual location. After selecting the factors, which were considered as highly correlated with UVI such as location and size and illuminance of sun and which were obtained through the analysis of sky images and solar characteristics data, a data set for DNN model was constructed. A DNN model that calculates the UVI was finally realized by entering the solar object information and sunlight characteristics extracted through Mask R-CNN. In consideration of the domestic UVI recommendation standards, it was possible to accurately calculate UVI within the range of MAE 0.26 compared to the standard equipment in the performance evaluation for days with UVI above and below 8.

Innovative Technologies in Higher School Practice

  • Popovych, Oksana;Makhynia, Nataliia;Pavlyuk, Bohdan;Vytrykhovska, Oksana;Miroshnichenko, Valentina;Veremijenko, Vadym;Horvat, Marianna
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.248-254
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    • 2022
  • Educational innovations are first created, improved or applied educational, didactic, educative, and managerial systems and their components that significantly improve the results of educational activities. The development of pedagogical technology in the global educational space is conventionally divided into three stages. The role of innovative technologies in Higher School practice is substantiated. Factors of effectiveness of the educational process are highlighted. Technology is defined as a phenomenon and its importance is emphasized, it is indicated that it is a component of human history, a form of expression of intelligence focused on solving important problems of being, a synthesis of the mind and human abilities. The most frequently used technologies in practice are classified. Among the priority educational innovations in higher education institutions, the following are highlighted. Introduction of modular training and a rating system for knowledge control (credit-modular system) into the educational process; distance learning system; computerization of libraries using electronic catalog programs and the creation of a fund of electronic educational and methodological materials; electronic system for managing the activities of an educational institution and the educational process. In the educational process, various innovative pedagogical methods are successfully used, the basis of which is interactivity and maximum proximity to the real professional activity of the future specialist. There are simulation technologies (game and discussion forms of organization); technology "case method" (maximum proximity to reality); video training methodology (maximum proximity to reality); computer modeling; interactive technologies; technologies of collective and group training; situational modeling technologies; technologies for working out discussion issues; project technology; Information Technologies; technologies of differentiated training; text-centric training technology and others.