• Title/Summary/Keyword: Ubiquitous environment

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A Study On Design of ZigBee Chip Communication Module for Remote Radiation Measurement (원격 방사선 측정을 위한 ZigBee 원칩형 통신 모듈 설계에 대한 연구)

  • Lee, Joo-Hyun;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.18 no.4
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    • pp.552-558
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    • 2014
  • This paper suggests how to design a ZigBee-chip-based communication module to remotely measure radiation level. The suggested communication module consists of two control processors for the chip as generally required to configure a ZigBee system, and one chip module to configure a ZigBee RF device. The ZigBee-chip-based communication module for remote radiation measurement consists of a wireless communication controller; sensor and high-voltage generator; charger and power supply circuit; wired communication part; and RF circuit and antenna. The wireless communication controller is to control wireless communication for ZigBee and to measure radiation level remotely. The sensor and high-voltage generator generates 500 V in two consecutive series to amplify and filter pulses of radiation detected by G-M Tube. The charger and power supply circuit part is to charge lithium-ion battery and supply power to one-chip processors. The wired communication part serves as a RS-485/422 interface to enable USB interface and wired remote communication for interfacing with PC and debugging. RF circuit and antenna applies an RLC passive component for chip antenna to configure BALUN and antenna impedance matching circuit, allowing wireless communication. After configuring the ZigBee-chip-based communication module, tests were conducted to measure radiation level remotely: data were successfully transmitted in 10-meter and 100-meter distances, measuring radiation level in a remote condition. The communication module allows an environment where radiation level can be remotely measured in an economically beneficial way as it not only consumes less electricity but also costs less. By securing linearity of a radiation measuring device and by minimizing the device itself, it is possible to set up an environment where radiation can be measured in a reliable manner, and radiation level is monitored real-time.

Design and Analysis of Online Advertising Expenditure Model based on Coupon Download (쿠폰 다운로드를 기준으로 하는 온라인 광고비 모델의 설계 및 분석)

  • Jun, Jung-Ho;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.1-19
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    • 2010
  • In offline environment, unlike traditional advertising model through TV, newspaper, and radio, online advertising model draws instantaneous responses from potential consumers and it is convenient to assess. This kind of characteristics of Internet advertising model has driven the growth of advertising model among various Internet business models. There are, conventionally classified, CPM (Cost Per Mile), CPC (Cost Per Click), and CPS (Cost Per Sales) models as Internet advertising expenditure model. These can be examined in manners regarding risks that stakeholders should stand and degree of responsibility. CPM model that is based on number of advertisement exposure is mechanically exposed to users but not actually recognized by users resulting in risk of wasted expenditure by advertisers without any advertising effect. While on aspect of media, CPS model that is based on conversion action is the most risky model because of the conversion action such as product purchase is determined by capability of advertisers not that of media. In this regard, while there are issue of CPM and CPS models disadvantageously affecting only one side of Internet advertising business model value network, CPC model has been evaluated as reasonable both to advertisers and media, and occupied the largest segment of Internet advertising market. However, CPC model also can cause fraudulent behavior such as click fraud because of the competition or dishonest amount of advertising expenditure. On the user aspect, unintentionally accessed advertisements can lead to more inappropriate expenditure from advertisers. In this paper, we suggest "CPCD"(Cost Per Coupon Download) model. This goes beyond simple clicking of advertisements and advertising expenditure is exerted when users download a coupon from advertisers, which is a concept in between CPC and CPS models. To achieve the purpose, we describe the scenario of advertiser perspective, processes, participants and their benefits of CPCD model. Especially, we suggest the new value in online coupon; "possibility of storage" and "complement for delivery to the target group". We also analyze the working condition for advertiser by a comparison of CPC and CPCD models through advertising expenditure simulation. The result of simulation implies that the CPCD model suits more properly to advertisers with medium-low price products rather than that of high priced goods. This denotes that since most of advertisers in CPC model are dealing with medium-low priced products, the result is very interesting. At last, we contemplate applicability of CPCD model in ubiquitous environment.

Extension of Platforms and Return of High-Teen Romance Drama (플랫폼의 확장과 하이틴 로맨스 드라마의 귀환)

  • Moon, Sun-Young
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.45-71
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    • 2019
  • Through the expansion of platforms in the media era, this paper notes the phenomenon in which 'high-teen romance drama,' a genre which had been marginalized in the past, began to re-emerge. It analyzes the 'high-teen romance drama,' which is moving from TV to the Web and being produced in various ways, while successfully returning to the TV drama format. This study sums up the latest trends in TV and web-based high-teen romance dramas, and as a case study, this paper examines the characteristics of the 'high-teen romance drama' in relation to the platform's environment through the web drama A-Teen, TV drama 18 Moment. Due to the restriction of ratings, high-teen romance dramas have been one of the largely marginalized genres on television. But in the web space, high-teen romance dramas are no longer non-mainstream. The high-teen romance drama has been solidifying its position through the Web, with absolute support from young viewers. Web dramas are gradually expanding their influence on the genre and subject of TV dramas. The high-teen romance drama is one of the most prominent examples of this trend. The popular interest and success of the high-teen romance web drama has brought the forgotten high-teen romance drama back to TV. The web drama A-Teen is a high-teen romance drama about everyday life and love of high school students, and became one of the most popular and popular web dramas, leading to a Season 2. A-Teen actively utilizes teenage culture and expression, and a strategy that leads to empathy among teenage viewers. In A-Teen, love is recreated in a way that relieves the depth of overconsumption emotions. Instead of dealing in depth with the inner conflict over love, it takes an approach ofpresenting the emotional change of love in real time and forming a consensus with the acceptor. The TV drama 18 Moment is one of the programs that has helped refocus attention to TV-hitting romance dramas. 18 Moment underlines the growth of the characters, with the main characters reaching maturity through love as fresh and innocent teenagers. The TV drama 18 Moment is a high-teen romance drama that has been transformed into a way to apply the web-fadding high-times grammar while retaining the typicality of existing TV hagwons to suit the TV broadcasting environment. As the Internet becomes more ubiquitous, video content is changing based on the newly emerging platforms. Dramas no longer mean just traditional television media. While considering the limitations of TV, this paper analyzed the background of the rebirth of the high-teen romance drama, which had been marginalized, through the web platform. This is meaningful in that it identifies and considers the increasing popularity of this genre of drama.

Adsorption of Arsenic onto Two-Line Ferrihydrite (비소의 Two-Line Ferrihydrite에 대한 흡착반응)

  • Jung, Young-Il;Lee, Woo-Chun;Cho, Hyen-Goo;Yun, Seong-Taek;Kim, Soon-Oh
    • Journal of the Mineralogical Society of Korea
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    • v.21 no.3
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    • pp.227-237
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    • 2008
  • Arsenic has recently become of the most serious environmental concerns, and the worldwide regulation of arsenic fur drinking water has been reinforced. Arsenic contaminated groundwater and soil have been frequently revealed as well, and arsenic contamination and its treatment and measures have been domestically raised as one of the most important environmental issues. Arsenic behavior in geo-environment is principally affected by oxides and clay minerals, and particularly iron (oxy)hydroxides have been well known to be most effective in controlling arsenic. Among a number of iron (oxy)hydroxides, for this reason, 2-line ferrihydrite was selected in this study to investigate its effect on arsenic behavior. Adsorption of 2-line ferrihydrite was characterized and compared between As(III) and As(V) which are known to be the most ubiquitous species among arsenic forms in natural environment. Two-line ferrihydrite synthesized in the lab as the adsorbent of arsenic had $10\sim200$ nm for diameter, $247m^{2}/g$ for specific surface area, and 8.2 for pH of zero charge, and those representative properties of 2-line ferrihydrite appeared to be greatly suitable to be used as adsorbent of arsenic. The experimental results on equilibrium adsorption indicate that As(III) showed much stronger adsorption affinity onto 2-line ferrihydrite than As(V). In addition, the maximum adsorptions of As(III) and As(V) were observed at pH 7.0 and 2.0, respectively. In particular, the adsorption of As(III) did not show any difference between pH conditions, except for pH 12.2. On the contrary, the As(V) adsorption was remarkably decreased with increase in pH. The results obtained from the detailed experiments investigating pH effect on arsenic adsorption show that As(III) adsorption increased up to pH 8.0 and dramatically decreased above pH 9.2. In case of As(V), its adsorption steadily decreased with increase in pH. The reason the adsorption characteristics became totally different depending on arsenic species is attributed to the fact that chemical speciation of arsenic and surface charge of 2-line ferrihydrite are significantly affected by pH, and it is speculated that those composite phenomena cause the difference in adsorption between As(III) and As(V). From the view point of adsorption kinetics, adsorption of arsenic species onto 2-line ferrihydrite was investigated to be mostly completed within the duration of 2 hours. Among the kinetic models proposed so for, power function and elovich model were evaluated to be the most suitable ones which can simulate adsorption kinetics of two kinds of arsenic species onto 2-line ferrihydrite.

Clinical features of human metapneumovirus infection in children with acute respiratory tract infections (급성 호흡기 감염증 소아에서 Human metapneumovirus 감염의 임상 양상)

  • Lee, Jae Sook;Seo, Hyun Joo;Woo, Jeong Ju;Jang, Sung Hee;Lee, Jin A;Song, Mi Ok;Park, Hwa Young;Ahn, Young Min
    • Pediatric Infection and Vaccine
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    • v.14 no.1
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    • pp.75-82
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    • 2007
  • Purpose : Human metapneumovirus (hMPV) is a newly identified paramyxovirus that causes a variety of clinical syndromes in children, including upper and lower respiratory tract illnesses. hMPV is considered an ubiquitous virus causing respiratory tract diseases among children especially during late winter and spring seasons. We report clinical features of human metapneumovirus infection in Korean children. Methods : hMPV infection was diagnosed by reverse transcriptase-polymerase chain reaction (RT-PCR) in respiratory specimens obtained from patients with acute respiratory tract infections from October, 2004 to May, 2005. Medical records of all hMPV-positive patients were reviewed, retrospectively. Results : A total of 15 hMPV were identified from 443 nasopharyngeal aspirations by RT-PCR (3.4%). The range of age of the patients with hMPV infection was from 1 month to 62 months (median age, 31.5 months), with similar numbers of females (8/15) and males (7/15). Among hMPV-positive children, 53.3% (8/15) were aged less than 24 months. Fever, cough, rhinorrhea, vomiting, diarrhea, tachypnea, and chest wall retractions were common findings. Most common clinical diagnosis was pneumonia (60%). Two of the 15 hMPV-positive patients were also positive for adenovirus. Fever persisted from 0 to 10 days (mean 4.9 days). The duration of hospitalization ranged from 4 to 7 days (mean 5.6 days). Conclusion : hMPV accounted for a small but significant proportion of respiratory tract infection in infants and children. Future development and application of diagnostic tools will determine the burden of disease caused by this newly discovered pathogen.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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A Real-Time Stock Market Prediction Using Knowledge Accumulation (지식 누적을 이용한 실시간 주식시장 예측)

  • Kim, Jin-Hwa;Hong, Kwang-Hun;Min, Jin-Young
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.109-130
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    • 2011
  • One of the major problems in the area of data mining is the size of the data, as most data set has huge volume these days. Streams of data are normally accumulated into data storages or databases. Transactions in internet, mobile devices and ubiquitous environment produce streams of data continuously. Some data set are just buried un-used inside huge data storage due to its huge size. Some data set is quickly lost as soon as it is created as it is not saved due to many reasons. How to use this large size data and to use data on stream efficiently are challenging questions in the study of data mining. Stream data is a data set that is accumulated to the data storage from a data source continuously. The size of this data set, in many cases, becomes increasingly large over time. To mine information from this massive data, it takes too many resources such as storage, money and time. These unique characteristics of the stream data make it difficult and expensive to store all the stream data sets accumulated over time. Otherwise, if one uses only recent or partial of data to mine information or pattern, there can be losses of valuable information, which can be useful. To avoid these problems, this study suggests a method efficiently accumulates information or patterns in the form of rule set over time. A rule set is mined from a data set in stream and this rule set is accumulated into a master rule set storage, which is also a model for real-time decision making. One of the main advantages of this method is that it takes much smaller storage space compared to the traditional method, which saves the whole data set. Another advantage of using this method is that the accumulated rule set is used as a prediction model. Prompt response to the request from users is possible anytime as the rule set is ready anytime to be used to make decisions. This makes real-time decision making possible, which is the greatest advantage of this method. Based on theories of ensemble approaches, combination of many different models can produce better prediction model in performance. The consolidated rule set actually covers all the data set while the traditional sampling approach only covers part of the whole data set. This study uses a stock market data that has a heterogeneous data set as the characteristic of data varies over time. The indexes in stock market data can fluctuate in different situations whenever there is an event influencing the stock market index. Therefore the variance of the values in each variable is large compared to that of the homogeneous data set. Prediction with heterogeneous data set is naturally much more difficult, compared to that of homogeneous data set as it is more difficult to predict in unpredictable situation. This study tests two general mining approaches and compare prediction performances of these two suggested methods with the method we suggest in this study. The first approach is inducing a rule set from the recent data set to predict new data set. The seocnd one is inducing a rule set from all the data which have been accumulated from the beginning every time one has to predict new data set. We found neither of these two is as good as the method of accumulated rule set in its performance. Furthermore, the study shows experiments with different prediction models. The first approach is building a prediction model only with more important rule sets and the second approach is the method using all the rule sets by assigning weights on the rules based on their performance. The second approach shows better performance compared to the first one. The experiments also show that the suggested method in this study can be an efficient approach for mining information and pattern with stream data. This method has a limitation of bounding its application to stock market data. More dynamic real-time steam data set is desirable for the application of this method. There is also another problem in this study. When the number of rules is increasing over time, it has to manage special rules such as redundant rules or conflicting rules efficiently.

A Study on the RFID's Application Environment and Application Measure for Security (RFID의 보안업무 적용환경과 적용방안에 관한 연구)

  • Chung, Tae-Hwang
    • Korean Security Journal
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    • no.21
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    • pp.155-175
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    • 2009
  • RFID that provide automatic identification by reading a tag attached to material through radio frequency without direct touch has some specification, such as rapid identification, long distance identification and penetration, so it is being used for distribution, transportation and safety by using the frequency of 125KHz, 134KHz, 13.56MHz, 433.92MHz, 900MHz, and 2.45GHz. Also it is one of main part of Ubiquitous that means connecting to net-work any time and any place they want. RFID is expected to be new growth industry worldwide, so Korean government think it as prospective field and promote research project and exhibition business program to linked with industry effectively. RFID could be used for access control of person and vehicle according to section and for personal certify with password. RFID can provide more confident security than magnetic card, so it could be used to prevent forgery of register card, passport and the others. Active RFID could be used for protecting operation service using it's long distance date transmission by application with positioning system. And RFID's identification and tracking function can provide effective visitor management through visitor's register, personal identification, position check and can control visitor's movement in the secure area without their approval. Also RFID can make possible of the efficient management and prevention of loss of carrying equipments and others. RFID could be applied to copying machine to manager and control it's user, copying quantity and It could provide some function such as observation of copy content, access control of user. RFID tag adhered to small storage device prevent carrying out of item using the position tracking function and control carrying-in and carrying-out of material efficiently. magnetic card and smart card have been doing good job in identification and control of person, but RFID can do above functions. RFID is very useful device but we should consider the prevention of privacy during its application.

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The Summer Distribution of Picophytoplankton in the Western Pacific (하계 서태평양의 초미소 식물플랑크톤 분포 특성 연구)

  • Noh Jae-Hoon;Yoo Sin-Jae;Kang Sung-Ho
    • Korean Journal of Environmental Biology
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    • v.24 no.1 s.61
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    • pp.67-80
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    • 2006
  • The effect of environmental forcing on picophytoplankton distribution pattern was investigated in the tropical and subtropical western Pacific (TSWP) and the East Sea in September, 2002, and the continental shelf of the East China Sea (C-ECS) in August, 2003. The abundance of picophytoplankton populations, Synechococcus, Prochlorococcus and picoeukaryotes were determined by flow cytometry analyses. Picophytoplankton vertical profiles and integrated abundance $(0\sim100\;m)$ were compared with these three physiochemically different regions. Variation patterns of integrated cell abundance of Synechococcus and Prochlorococcus in these three regions showed contrasting results. Synechococcus showed average abundance of $84.5X10^{10}\;cells\;m^{-2}$, in the TSWP, $305.6X10^{10}\;cells\;m^{-2}$ in the C-ECS, and $125.4X10^{10}\;cells\; m^{-2}$ in the East Sea where increasing cell concentrations were observed in the region with abundant nutrient. On the other hand, Prochlorococcus showed average abundance of $504.5X10^{10}\;cells\;m^{-2}$ in the TSWP, $33.2x10^{10}\;cells\;m^{-2}$ in the C-ECS, and $130.2X10^{10}\;cells\;m^{-2}$ in the East Sea exhibiting a distinctive pattern of increasing cell abundance in oligotrophic warm water. Although picoeukaryotes showed a similar pattern to Synechococcus, the abundance was 1/10 of Synechococcus. Synechococcus and picoeukaryotes showed ubiquitous distribution whereas Prochlorococcus generally did not appear in the C-ECS and the East Sea with low salinity environment. The average depth profiles for Synechococcus and Prochlorococcus displayed uniform abundance in the surface mixed layer with a rapid decrease below the surface mixed layer. for Prochlorococcus, a similar rapid decreasing trend was not observed below the surface mixed layer of the TSWP, but Prochlorococcus continued to show high cell abundance even down to 100 m depth. Picoeukaryotes showed uniform abundance along $0\sim100\;m$ depth in the C-ECS, and abundance maximum layer appeared in the East Sea at $20\sim30\;m$ depth.

Geological History and Landscapes of the Juwangsan National Park, Cheongsong (국립공원 주왕산의 지질과정과 지형경관)

  • Hwang, Sang Koo;Son, Young Woo;Choi, Jang Oh
    • The Journal of the Petrological Society of Korea
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    • v.26 no.3
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    • pp.235-254
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    • 2017
  • We investigate the geological history that formed geology and landscapes of the Juwangsan National Park and its surrounding areas. The Juwangsan area is composed of Precambrian gneisses, Paleozoic metasedimentary rocks, Permian to Triassic plutonic rocks, Early Mesozoic sedimentary rocks, Late Mesozoic plutonic and volcanic rocks, Cenozoic Tertiary rhyolites and Quaternary taluses. The Precambrian gneisses and Paleozoic metasedimentary rocks of the Ryeongnam massif occurs as xenolithes and roof-pendents in the Permian to Triassic Yeongdeok and Cheongsong plutonic rocks, which were formed as the Songrim orogeny by magmatic intrusions occurring in a subduction environment under the northeastern and western parts of the area before a continental collision between Sino-Korean and South China lands. The Cheongsong plutonic rocks were intruded by the Late Triassic granodiorite, which include to be metamorphosed as an orthogneiss. The granodiorite includes geosites of orbicular structure and mineral spring. During the Cretaceous, the Gyeongsang Basin and Gyeongsang arc were formed by a subduction of the Izanagi plate below East Asia continent in the southeastern Korean Peninsula. The Gyeongsang Basin was developed to separate into Yeongyang and Cheongsong subbasins, in which deposited Dongwach/Hupyeongdong Formation, Gasongdong/Jeomgok Formation, and Dogyedong/Sagok Formation in turn. There was intercalated by the Daejeonsa Basalt in the upper part of Dogyedong Formation in Juwangsan entrance. During the Late Cretaceous 75~77 Ma, the Bunam granitoid stock, which consists of various lithofacies in southwestern part, was made by a plutonism that was mixing to have an injection of mafic magma into felsic magma. During the latest Cretaceous, the volcanic rocks were made by several volcanisms from ubiquitous andesitic and rhyolitic magmas, and stratigraphically consist of Ipbong Andesite derived from Dalsan, Jipum Volcanics from Jipum, Naeyeonsan Tuff from Cheongha, Juwangsan Tuff from Dalsan, Neogudong Formation and Muposan Tuff. Especially the Juwangsan Tuff includes many beautiful cliffs, cayon, caves and falls because of vertical columnar joints by cooling in the dense welding zone. During the Cenozoic Tertiary, rhyolite intrusions formed lacolith, stocks and dykes in many sites. Especially many rhyolite dykes make a radial Cheongsong dyke swarm, of which spherulitic rhyolite dykes have various floral patterns. During the Quaternary, some taluses have been developed down the cliffs of Jungtaesan lacolith and Muposan Tuff.