• Title/Summary/Keyword: User observation

Search Result 292, Processing Time 0.027 seconds

Development the Geostationary Ocean Color Imager (GOCI) Data Processing System (GDPS) (정지궤도 해색탑재체(GOCI) 해양자료처리시스템(GDPS)의 개발)

  • Han, Hee-Jeong;Ryu, Joo-Hyung;Ahn, Yu-Hwan
    • Korean Journal of Remote Sensing
    • /
    • v.26 no.2
    • /
    • pp.239-249
    • /
    • 2010
  • The Geostationary Ocean Color Imager (GOCI) data-processing system (GDPS), which is a software system for satellite data processing and analysis of the first geostationary ocean color observation satellite, has been developed concurrently with the development of th satellite. The GDPS has functions to generate level 2 and 3 oceanographic analytical data, from level 1B data that comprise the total radiance information, by programming a specialized atmospheric algorithm and oceanic analytical algorithms to the software module. The GDPS will be a multiversion system not only as a standard Korea Ocean Satellite Center(KOSC) operational system, but also as a basic GOCI data-processing system for researchers and other users. Additionally, the GDPS will be used to make the GOCI images available for distribution by satellite network, to calculate the lookup table for radiometric calibration coefficients, to divide/mosaic several region images, to analyze time-series satellite data. the developed GDPS system has satisfied the user requirement to complete data production within 30 minutes. This system is expected to be able to be an excellent tool for monitoring both long-term and short-term changes of ocean environmental characteristics.

LAN Based MFD Interface for Integrated Operation of Radio Facilities using Fishery Vessel (어선용 무선설비의 통합운용을 위한 LAN 기반 MFD 인터페이스)

  • In-ung Ju;In-suk Kang;Jeong-yeon Kim;Seong-Real Lee;Jo-cheon Choi
    • Journal of Advanced Navigation Technology
    • /
    • v.26 no.6
    • /
    • pp.496-503
    • /
    • 2022
  • In the reality that the fishing population is decreasing and the single-man fishing vessels is increasing, mandatory equipment for navigation and radio equipments for the safety of fishing boats has continued to be added. Therefore, many equipment such as navigation, communication and fishing are installed in the narrow steering room, so it is very confusing and a number of monitors are placed in the front, which is a factor that degrades the function of maritime observation. To solve this problem, we studied an interface that integrates and operates to major radio facilities such as very high frequency-digital selective calling equipment (VHF-DSC), automatic identification system (AIS) and fishing boat location transmission device (V-pass) into one multi function display (MFD) based on LAN. In addition, IEC61162-450 UDP packets and IEC61162 sentence were applied to exchange data through link between MFD and radio equipments, and additional messages needed for each equipment and function were defined. The integrated MFD monitor is easily operated by the menu method, and the performance of the interface was evaluated by checking the distress and emergency communication functions related to maritime safety and the message transmission status by equipment.

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

  • U, Tak
    • 한국게임학회지
    • /
    • v.6 no.1
    • /
    • pp.70-72
    • /
    • 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.

  • PDF

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
    • /
    • no.21
    • /
    • pp.155-175
    • /
    • 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.

  • PDF

A Study on Urban Open Space Selection Attributes as an Urban Entertainment Destination (도시 엔터테인먼트 목적지(UED)로서 도시 오픈 스페이스의 선택속성 연구)

  • Chae, Jin-Hae;Kim, Yong-Gook;Kim, Young-Hyun;Son, Yong-Hoon;Zoh, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.41 no.4
    • /
    • pp.56-67
    • /
    • 2013
  • This paper asks what the Selection Attributes of urban open space are which carries out a role as an Urban Entertainment Destination. Case studies have chosen the Cheonggyecheon Waterfront, Seoul Forest Park, Seonyudo Park and Banpo Hangang Park as the representative open spaces in Seoul. The methods of study are observation investigation, a literature investigation and the survey to 233 visitors that conducted the ANOVA analysis and Regression analysis by SPSS 18.0. As a result, first, the urban open space in Seoul has had 8 elements of UED; Landscape, Multi anchoring, Contextual links, Programmability, Community, Branded identity, Security and Service. Second, they are being used not the neighborhood type but a wide area type. Third, Landscape, Security and Service are most important while Programmability and Community are less important than other factors in EUOS factors. Lastly, it was analysed that the influential factor of revisitation and satisfaction is Landscape, which is the common factor. Security in revisitation and Contextual links in satisfaction are especially additional factors. The landscape property is an important element to make an Entertainment Urban Open Space(EUOS). The virtue of landscape in the EUOS relates not only park facility or program that installed in the place but also the overall mood involving park user's activities in the place. To be a successful EUOS, a park facility, program and the overall mood involving user's activities need to be integrative approach to enhance the virtue of landscape.

Evaluating of the Effectiveness of RTK Surveying Performance Based on Low-cost Multi-Channel GNSS Positioning Modules (다채널 저가 GNSS 측위 모듈기반 RTK 측량의 효용성 평가)

  • Kim, Chi-Hun;Oh, Seong-Jong;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
    • /
    • v.52 no.2
    • /
    • pp.53-65
    • /
    • 2022
  • According to the advancement of the GNSS satellite positioning system, the module of hardware and operation software reflecting accuracy and economical efficiency is implemented in the user sector including the multi-channel GNSS receiver, the multi-frequency external antenna and the mobile app (App) base public positioning analysis software etc., and the multichannel GNSS RTK positioning of the active configuration method (DIY, Do it yourself) is possible according to the purpose of user. Especially, as the infrastructure of multi-GNSS satellite is expanded and the potential of expansion of utilization according to various modules is highlighted, interest in the utilization of multi-channel low-cost GNSS receiver module is gradually increasing. The purpose of this study is to review the multi-channel low-cost GNSS receivers that are appearing in the mass market in various forms and to analyze the utilization plan of the "address information facility investigation project" of the Ministry of Public Administration and Security by constructing the multi-channel low-cost GNSS positioning module based RTK survey system (hereinafter referred to as "multi-channel GNSS RTK module positioning system"). For this purpose, we constructed a low-cost "multi-channel GNSS RTK module positioning system" by combining related modules such as U-blox's F9P chipset, antenna, Ntrip transmission of GNSS observation data and RTK positioning analysis app through smartphone. Kinematic positioning was performed for circular trajectories, and static positioning was performed for address information facilities. The results of comparative analysis with the Static positioning performance of the geodetic receivers were obtained with 5 fixed points in the experimental site, and the good static surveying performance was obtained with the standard deviation of average ±1.2cm. In addition, the results of the test point for the outline of the circular structure in the orthogonal image composed of the drone image analysis and the Kinematic positioning trajectory of the low cost RTK GNSS receiver showed that the trajectory was very close to the standard deviation of average ±2.5cm. Especially, as a result of applying it to address information facilities, it was possible to verify the utility of spatial information construction at low cost compared to expensive commercial geodetic receivers, so it is expected that various utilization of "multi-channel GNSS RTK module positioning system"

The Effects of Pergola Wisteria floribunda's LAI on Thermal Environment (그늘시렁 Wisteria floribunda의 엽면적지수가 온열환경에 미치는 영향)

  • Ryu, Nam-Hyong;Lee, Chun-Seok
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.45 no.6
    • /
    • pp.115-125
    • /
    • 2017
  • This study was to investigate the user's thermal environments under the pergola($L\;7,200{\times}W\;4,200{\times}H\;2,700mn$) covered with Wisteria floribunda(Willd.) DC. according to the variation of leaf area index(LAI). We carried out detailed measurements with two human-biometeorological stations on a popular square Jinju, Korea($N35^{\circ}10^{\prime}59.8^{{\prime}{\prime}}$, $E\;128^{\circ}05^{\prime}32.0^{{\prime}{\prime}}$, elevation: 38m). One of the stations stood under a pergola, while the other in the sun. The measurement spots were instrumented with microclimate monitoring stations to continuously measure air temperature and relative humidity, wind speed, shortwave and longwave radiation from the six cardinal directions at the height of 0.6m so as to calculate the Universal Thermal Climate Index(UTCI) from $9^{th}$ April to $27^{th}$ September 2017. The LAI was measured using the LAI-2200C Plant Canopy Analyzer. The analysis results of 18 day's 1 minute term human-biometeorological data absorbed by a man in sitting position from 10am to 4pm showed the following. During the whole observation period, daily average air temperatures under the pergola were respectively $0.7{\sim}2.3^{\circ}C$ lower compared with those in the sun, daily average wind speed and relative humidity under the pergola were respectively 0.17~0.38m/s and 0.4~3.1% higher compared with those in the sun. There was significant relationship in LAI, Julian day number and were expressed in the equation $y=-0.0004x^2+0.1719x-11.765(R^2=0.9897)$. The average $T_{mrt}$ under the pergola were $11.9{\sim}25.4^{\circ}C$ lower and maximum ${\Delta}T_{mrt}$ under the pergola were $24.1{\sim}30.2^{\circ}C$ when compared with those in the sun. There was significant relationship in LAI, reduction ratio(%) of daily average $T_{mrt}$ compared with those in the sun and was expressed in the equation $y=0.0678{\ln}(x)+0.3036(R^2=0.9454)$. The average UTCI under the pergola were $4.1{\sim}8.3^{\circ}C$ lower and maximum ${\Delta}UTCI$ under the pergola were $7.8{\sim}10.2^{\circ}C$ when compared with those in the sun. There was significant relationship in LAI, reduction ratio(%) of daily average UTCI compared with those in the sun and were expressed in the equation $y=0.0322{\ln}(x)+0.1538(R^2=0.8946)$. The shading by the pergola covered with vines was very effective for reducing daytime UTCI absorbed by a man in sitting position at summer largely through a reduction in mean radiant temperature from sun protection, lowering thermal stress from very strong(UTCI >$38^{\circ}C$) and strong(UTCI >$32^{\circ}C$) down to strong(UTCI >$32^{\circ}C$) and moderate(UTCI >$26^{\circ}C$). Therefore the pergola covered with vines used for shading outdoor spaces is essential to mitigate heat stress and can create better human thermal comfort especially in cities during summer. But the thermal environments under the pergola covered with vines during the heat wave supposed to user "very strong heat stress(UTCI>$38^{\circ}C$)". Therefore users must restrain themselves from outdoor activities during the heat waves.

Visualization and Localization of Fusion Image Using VRML for Three-dimensional Modeling of Epileptic Seizure Focus (VRML을 이용한 융합 영상에서 간질환자 발작 진원지의 3차원적 가시화와 위치 측정 구현)

  • 이상호;김동현;유선국;정해조;윤미진;손혜경;강원석;이종두;김희중
    • Progress in Medical Physics
    • /
    • v.14 no.1
    • /
    • pp.34-42
    • /
    • 2003
  • In medical imaging, three-dimensional (3D) display using Virtual Reality Modeling Language (VRML) as a portable file format can give intuitive information more efficiently on the World Wide Web (WWW). The web-based 3D visualization of functional images combined with anatomical images has not studied much in systematic ways. The goal of this study was to achieve a simultaneous observation of 3D anatomic and functional models with planar images on the WWW, providing their locational information in 3D space with a measuring implement using VRML. MRI and ictal-interictal SPECT images were obtained from one epileptic patient. Subtraction ictal SPECT co-registered to MRI (SISCOM) was performed to improve identification of a seizure focus. SISCOM image volumes were held by thresholds above one standard deviation (1-SD) and two standard deviations (2-SD). SISCOM foci and boundaries of gray matter, white matter, and cerebrospinal fluid (CSF) in the MRI volume were segmented and rendered to VRML polygonal surfaces by marching cube algorithm. Line profiles of x and y-axis that represent real lengths on an image were acquired and their maximum lengths were the same as 211.67 mm. The real size vs. the rendered VRML surface size was approximately the ratio of 1 to 605.9. A VRML measuring tool was made and merged with previous VRML surfaces. User interface tools were embedded with Java Script routines to display MRI planar images as cross sections of 3D surface models and to set transparencies of 3D surface models. When transparencies of 3D surface models were properly controlled, a fused display of the brain geometry with 3D distributions of focal activated regions provided intuitively spatial correlations among three 3D surface models. The epileptic seizure focus was in the right temporal lobe of the brain. The real position of the seizure focus could be verified by the VRML measuring tool and the anatomy corresponding to the seizure focus could be confirmed by MRI planar images crossing 3D surface models. The VRML application developed in this study may have several advantages. Firstly, 3D fused display and control of anatomic and functional image were achieved on the m. Secondly, the vector analysis of a 3D surface model was defined by the VRML measuring tool based on the real size. Finally, the anatomy corresponding to the seizure focus was intuitively detected by correlations with MRI images. Our web based visualization of 3-D fusion image and its localization will be a help to online research and education in diagnostic radiology, therapeutic radiology, and surgery applications.

  • PDF

Factors Affecting the Implementation Success of Data Warehousing Systems (데이터 웨어하우징의 구현성공과 시스템성공 결정요인)

  • Kim, Byeong-Gon;Park, Sun-Chang;Kim, Jong-Ok
    • Proceedings of the Korea Society of Information Technology Applications Conference
    • /
    • 2007.05a
    • /
    • pp.234-245
    • /
    • 2007
  • The empirical studies on the implementation of data warehousing systems (DWS) are lacking while there exist a number of studies on the implementation of IS. This study intends to examine the factors affecting the implementation success of DWS. The study adopts the empirical analysis of the sample of 112 responses from DWS practitioners. The study results suggest several implications for researchers and practitioners. First, when the support from top management becomes great, the implementation success of DWS in organizational aspects is more likely. When the support from top management exists, users are more likely to be encouraged to use DWS, and organizational resistance to use DWS is well coped with increasing the possibility of implementation success of DWS. The support of resource increases the implementation success of DWS in project aspects while it is not significantly related to the implementation success of DWS in organizational aspects. The support of funds, human resources, and other efforts enhances the possibility of successful implementation of project; the project does not exceed the time and resource budgets and meet the functional requirements. The effect of resource support, however, is not significantly related to the organizational success. The user involvement in systems implementation affects the implementation success of DWS in organizational and project aspects. The success of DWS implementation is significantly related to the users' commitment to the project and the proactive involvement in the implementation tasks. users' task. The observation of the behaviors of competitors which possibly increases data quality does not affect the implementation success of DWS. This indicates that the quality of data such as data consistency and accuracy is not ensured through the understanding of the behaviors of competitors, and this does not affect the data integration and the successful implementation of DWS projects. The prototyping for the DWS implementation positively affects the implementation success of DWS. This indicates that the extent of understanding requirements and the communication among project members increases the implementation success of DWS. Developing the prototypes for DWS ensures the acquirement of accurate or integrated data, the flexible processing of data, and the adaptation into new organizational conditions. The extent of consulting activities in DWS projects increases the implementation success of DWS in project aspects. The continuous support for consulting activities and technology transfer enhances the adherence to the project schedule preventing the exceeding use of project budget and ensuring the implementation of intended system functions; this ultimately leads to the successful implementation of DWS projects. The research hypothesis that the capability of project teams affects the implementation success of DWS is rejected. The technical ability of team members and human relationship skills themselves do not affect the successful implementation of DWS projects. The quality of the system which provided data to DWS affects the implementation success of DWS in technical aspects. The standardization of data definition and the commitment to the technical standard increase the possibility of overcoming the technical problems of DWS. Further, the development technology of DWS affects the implementation success of DWS. The hardware, software, implementation methodology, and implementation tools contribute to effective integration and classification of data in various forms. In addition, the implementation success of DWS in organizational and project aspects increases the data quality and system quality of DWS while the implementation success of DWS in technical aspects does not affect the data quality and system quality of DWS. The data and systems quality increases the effective processing of individual tasks, and reduces the decision making times and efforts enhancing the perceived benefits of DWS.

  • PDF

A Study on the Vegetation Landscape and Management Methods of Buyongdae on Hahoe Village, Andong (안동 하회마을 부용대(芙蓉臺) 일원의 식물상 및 관리방안)

  • Oh, Hyun-Kyung;Rho, Jae-Hyun;Choi, Yung-Hyun
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.31 no.1
    • /
    • pp.13-27
    • /
    • 2013
  • This study investigated flora and vascular plants area around Buyongdae where include optimum view point Okyeonjeongsa and Gyeomamjeongsa in Hahoe Village, Andong. Based on the findings, the aim of results was attempted to suggest the management plan of the vegetation area around Buyongdae which designated UNESCO World cultural heritage and folk village in Korea. The results of the study is as the following. All flora of this site, Buyongdae in Andong, were 301 taxa; 89 families, 217 genera, 251 species, 1 subspecies, 38 varieties and 11 forms. Vegetation of each of areas in site was classified Pinus densiflora as representative forest around Buyongdae, Quercus variabilis forest around Gyeomamjjeongsa and Koelreuteria paniculata forest in river cliff of Buyongdae. The 14 taxa(Polygala tenuifolia, Koelreuteria paniculata, and others) as the rare plants and the 7 taxa(Weigela subsessilis, and others) as endemic species were recorded in the surveyed site among the whole flora. The specific plants which is categorized to degree by the Ministry of Environment appeared as 32 taxa; degree IV was 4 species; Polygala tenuifolia, etc. and degree III was 10 species; Hypodematium glandulosopilosum, Pyrrosia petiolosa, etc. and degree I was 13 species; Hemiptelea davidii, Zizyphus jujuba var. jujuba, etc. Also, the 11 taxa were recorded in limestone area as the chamaephyte; Hypodematium glandulosopilosum, Celtis koraiensis, Siphonostegia chinensis, Artemisia gmelini, and others. The naturalized plants recorded as 25 taxa; Viola arvensis, Erechtites hieracifolia, etc. and invasion of Sicyos angulatus which is ecosystem disturbing plants. The naturalization rate(NR) was 8.3% and the urbanization index(UI) was 7.8% by field survey. For recovery of indigenous to traditional vegetation landscape in Buyongdae, Pinus rigida of upper-growth and Alnus sibirica of middle-growth need thinning. In addition, the site demands both sustainable management through long-term monitering and gradual elimination method for the naturalized plants including Sicyos angulatus where found in Kyumamjeongsa. Particularly, intentional planting for decoration and cultivation around Hwachunseowon, Helianthus tuberosus must be substitute with the native plants. Meanwhile, Polygala tenuifolia is potently demanded preventing habitate, confirming additional habitate, seed securing and preservation of gene resource internally or externally. Koelreuteria paniculata; denoting feature of river cliff, including Hypodematium glandulosopilosum, Siphonostegia chinensis, Zizyphus jujuba var. jujuba, Pyrrosia petiolosa, and Celtis koraiensis, also need an assertive preservation. Futhermore, Wisteria floribunda for. floribunda, located around Galmo rock to Chunggil course, remained by colonizing form, need preservation and observation for a while. Beside that, the information boards are required to educate visiting user about safe regulations on the narrow way in rock hill.