• Title/Summary/Keyword: User study

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Development of Round Trip Occurrence Simulator Considering Tooth Wear of Drill Bit (시추비트의 마모도를 고려한 라운드 트립 발생 예측 시뮬레이터 개발)

  • Lee, Seung Soo;Kim, Kwang Yeom;Shin, Hyu-Soung
    • Tunnel and Underground Space
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    • v.23 no.6
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    • pp.480-492
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    • 2013
  • After the introduction of geothermal power generation technology based on engineering reservoir creation that can be applied on non-volcanic region, industrial need for studies on the efficient and economic execution of costly deep-depth drilling work becomes manifest increasingly. However, since it is very difficult to predict duration and cost of boring work with acceptable reliability because of many uncertain events during the execution, efficient and organized work management for drilling is not easily achievable. Especially, the round trip that discretely occurs because of the abrasion of bit takes more time as the depth goes deeper and it has a great impact on the work performance. Therefore, a technology that can simulate the occurrence timing and depth of round trip in advance and therefore optimize them is essentially required. This study divided the abrasion state of bit into eight steps for simulation cases and developed a forecast algorithm, i.e., TOSA which can analyze the depth and timing of round trip occurrence. A methodology that can divide a unit section for simulation has been suggested; while the Bourgoyne and Young model has been used for the forecast of drilling rates and bit abrasion extent by section. Lastly, the designed algorithm has been systemized for the convenience of the user.

A Study on the Design of DICOM Integration Engine in the Ubiquitous Computing Environments (유비쿼터스 컴퓨팅 환경에서의 DICOM 설계에 대한 연구)

  • Im, In-Chul;Ha, An-Rye;Kim, Chang-Soo;Hwang, In-Chul;Ok, Chi-Sang
    • Journal of radiological science and technology
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    • v.28 no.4
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    • pp.307-315
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    • 2005
  • In the ubiquitous computing environments, ICT industries of current society are developed in enormous growth. Medicine or patients with mobile devices can access at any time, any place. The medical procedures at the patient bedside are out of the scope of current systems, which means that patient record and image data access during the medical visit or the execution, recording and confirmation of the medicine prescriptions, still do not enjoy computerized support. Today, the exchange of medical images and clinical information is well defined by DICOM and HL7 standards. The DICOM independent terminal equipment image access system was developed in which a DICOM Engine acts as the gateway between a PACS DB and user's terminal. Implementation system is compatible with most currently available Integration system models. This paper presents a software technology where the medical and nursing staff will be equipped with any device connected by wire and wireless to a central server that provides access to the electronic patient records and that will actively inform about tasks pending distribution. The prototype described in this article implements a medical images and structured reports server that makes the search and recovery of data stored in the DICOM standard possible.

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Design and Analysis of Ubiquitous Social Network Management Service Model: u-Recruiting Service Model (유비쿼터스 사회연결망관리 서비스 모델 설계 및 분석: u-구인 구직 서비스 모델을 중심으로)

  • Oh, Jae-Suhp;Lee, Kyoung-Jun;Kim, Jae-Kyeong
    • Information Systems Review
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    • v.13 no.1
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    • pp.33-59
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    • 2011
  • Although online social network services widely used in human networking and recruiting industries, it is showing off its limitations in followings-it's hard to reach the status of seamless connection between offline and online; the incompletion and low credibility of the information came from non-face-to-face profile exchange; and the restraint of user autonomy due to centralized control. This paper defines the ubiquitous social network management which enables the seamless real-time face-to-face social interactions of the users based on WPAN (Wireless Personal Area Network) who share the same interest in real word and deduces a ubiquitous social network management framework based on it. As an instance of ubiquitous social network management, u-Recruiting service model will be designed and analyzed. The Analysis using the business model will be followed by the possible scenario of service model. The role, value proposition and potential benefits of the each participants in this service model and will be given as well. In order to evaluate relative advantages of the model suggested by this study, 6 cases will be compared.

The Impact of Characteristics of Communication Media and Instruction Behavior on Collaborative Interaction and Project Performance (커뮤니케이션매체 특성과 교수행위 특성이 협력적 상호작용과 프로젝트 성과에 미치는 영향)

  • Ko, Yun-Jung;Chung, Kyung-Soo;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.83-103
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    • 2008
  • In the new web based learning environment which has recently emerged, a variety of new learning objectives and teaching methods suited to this learning environment have been adopted. Recently, web based project-based learning methods have received a great deal of attention from those wishing to improve learning performance. The objective of this study is to identify the impact of characteristics of communication media and instruction behavior on collaborative interaction and project performance through web based group projects. The characteristics of communication media were divided into richness, flexibility, and ease of use, and the characteristics of instruction behavior were divided into support and expression, which are independent variables. Collaborative interaction as a mediate variable, was divided into information sharing and negotiation. Project performance was the dependent variable. To verify the proposed research model empirically, an experiment was conducted in which learners participated in on-line and off-line courses with group projects. The group project was conducted virtual product development(VPD), and designed a web-site about the VPD. At the end of the project, a survey was conducted. Of the 270 students, 239 responded. The students were assigned to groups of 3 or 4 members, and represented different genders and levels of computer competence. The reliability, validity, and correlation of research variables were analyzed using SPSS 14.0, and the measurement model and the structural goodness-of-fit of the research model were verified through SEM analysis using Lisrel 8.54. We found important results as follows; First, richness and ease of use has positive impacts on each of sharing information and negotiation. This suggests that richness and ease of use are useful in sharing information which is related to the task and agreeing in opinions among group members. However, flexibility has not positive impacts on sharing information and negotiation. This implies that there is no great difference in performance of PC and information literacy of user. Second, support and expression of instructor have positive impacts on sharing information and negotiation. This indicates that instructors play an important role in encouraging learners to participate in the project and communicating with them, sharing information related to the project, making a resonable decision and finally leading them to improve a project performance. Third, collaborative interaction has a positive impact on project performance. This result shows that if the ability to share information and negotiate among students was improved then a project performance would be improved as well. Recently, in the state of revitalized web based learning, it is opportune that web-based group project is practically conducted, and the impact of characteristics of communication media and characteristics of instruction behavior on sharing information, negotiating among group members and improving a project performance is verified. On the basis of these results, we propose that forms of learning, such as web based project, could be one of solution which is to enforce interaction among learners, and ultimately improve learning performance. Moreover web-based group project is able to make up for a weakness which makes it difficult to make interpersonal relations or friendship among learners in computer mediated communication or web based learning.

Human Engineering Approach to the Standardization of Shelving, Chairs, Tables and Card Cabinets for College and University Libraries In Korea (한국 대학도서관 가구의 표준화에 관한 인간공학적 연구 -서가${\cdot}$의자${\cdot}$책상${\cdot}$ 목록함을 중심으로-)

  • Sohn Jung Pyo
    • Journal of the Korean Society for Library and Information Science
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    • v.11
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    • pp.3-42
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    • 1984
  • This is to establish a model of the standardization of shelving, chairs, tables and card cabinets for college and university libraries in Korea. The size of furniture was measured on the base of the analysis of the human factors, such as the standard size of human bodies of the college students in Korea, the scope of work area, the moving degree of muscles, the limit of the visual field, etc. The results of this study are as follows: 1. It is desirable that the standard shelf length should be 800mm. and the maximum . shelving height should not exceed 1,803mm. And it is desirable that the bottom shelf has a ground clearance of about $210\~390mm$. 2. It is advisable that the sloped shelving has the slope from about 1,000mm, or 930mm, and the gradient should be $19^{\circ}$ from the above mentioned sloping position and the bottom of each shelf. And it is desirable that the slope height of each shelf should be 77mm. 3. It is advisable that the seat area for users should be $410\~420\times420mm$, and the seat height should be $390\~0400mm$. 4. It is desirable that the table size per user should exceed $490\times880\~890mm$, and the table height should be $680\~690mm$. 5. It is advisable that each tray of the card cabinet should hold about 740 cards, and the depth should exceed 430mm. And it is desirable that the maximum height of card cabinets should be as follows: 60du(drawer units)-$1,400\~1,460mm$, 30du-1, 300mm, 15du-1,100mm. In addition, it is advisable that the 30du cabinet should accomodate 5 trays vertically and 6 trays horizontally for avoiding the worst working position rather than 6 trays vertically and 5 trays horizontally. 6. It is desirable that the height of sliding reference shelves in card cabinets, or consultation tables should be 900mm. But in the case of the sliding shelves, it is desirable to be as follows: 15du-900mm when the card cabinet height is more than 1,100, mm, but unnecessary when less than 1,100mm high, 30du-1,000mm, or 1,100mm in the case of $5\times6du$, but 900mm in the case of $6\times5du$, $60du-900\~950mm$ when the card cabinet height is $1,400\~1,460mm$.

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Land Cover Classification by Using Landsat Thematic Mapper Data in Pyeongtaeg City (Landsat TM 화상자료(畵像資料)를 이용한 평택시지역 지표피복분류(地表被覆分類))

  • Rim, Sang-Kyu;Hong, Suk-Young;Jung, Won-Kyo;Kim, Moo-Sung
    • Korean Journal of Soil Science and Fertilizer
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    • v.34 no.5
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    • pp.342-349
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    • 2001
  • This study was carried out to classify and evaluate the land cover map using Landsat TM data in Pyeongtaeg City. DGPS data, aerial photography, topographical map were used for selection the training sets and accuracy assessment. The overall accuracy and Kappa coefficient of the land cover classification map(using supervised classification with 13 classes) with Landsat TM data(16 June. 1997) were respectively, 86.8%, 85.4%, but the user's accuracy of urban/village and vinyl-house was below 60%, and the producer's accuracy of read and vinyl-house below 70%. Maybe it was caused the spectral reflectance characteristics, heterogeneity and small distribution area on the artificial things such as urban/village, vinyl_house and road, etc. And then, the agricultural land cover classification system using remote sensing data in Korea was to classify level I and II. Level I consisted of 5 classes such as agricultural land, forest land, water, barren land, urban and built-up land.

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Evaluation of The Highway Design Speed Determination Process Using Case Studies (Reclassifying Functions and Terrain Types) (사례분석을 통한 도로설계속도 결정방법론 적용성 평가 (기능 재분류와 지형특성 이용))

  • Sim, Gwan-Bo;Choe, Jae-Seong
    • Journal of Korean Society of Transportation
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    • v.24 no.2 s.88
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    • pp.101-112
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    • 2006
  • Currently, highway design speed is determined by considering highway function, area type, and terrain type. Sometime it is pointed out that determining a reasonable design speed which is both efficient and safe is not an easy task and that Practicing engineers often select an unsuitable design speed on purpose, capitalizing on some ambiguous and discretionary expressions in describing the highway design speed. This undesirable Problem is arising mostly due to the fact, that the current geometric design standard fails to include rolling terrain type and can not reflect the whole characteristics of land use patterns adjacent to the design highway route. A recent research was Published considering this problem and it attempted to improve the highway design speed determining process. In this research Project, tn see the effects of this recently developed procedure, a new and reduced design speed was calculated based on the new Procedure and subsequently another highway design route was selected. The travel time. construction cost. and the expected degree of safety associated with the new route were assessed to be compared with the ones with the existing procedure. As a result. it was found that the new procedure was successful in reflecting the localities such as terrain type and area type into better determining highway design speed, eliminating much of highway engineers' discretion when applying engineering judgments. Also the new Procedure is keen to produce a more economical highway project. In other words, despite of producing reduced amount of user benefits accrued, in the new highway route, the construction cost has been cut significantly leading to higher values in B/C. NPV, and IRR. Also EMME-II output, which Provided the link assigned volumes, rendered only a slightly reduced Levels of Service along surrounding links in the study network. This reduction was believed to occur because of lower design speed and it had been expected from the beginning.

A Multi-modal Continuous Network Design Model by Using Cooperative Game Approach (협력적 게임을 이용한 다수단 연속형 교통망 설계 모형)

  • Kim, Byeong-Gwan;Lee, Yeong-In;Im, Yong-Taek;Im, Gang-Won
    • Journal of Korean Society of Transportation
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    • v.29 no.1
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    • pp.81-93
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    • 2011
  • This research deals with the multi-modal continuous network design problem to resolve the transportation policy problems for constructing and operating transportation facilities with considering the mutual decision-making process between transportation operator and user in the multi-modal network. Particularly, in the consideration of changes in travel pattern between transport modes due to the changes in transportation policy, road network for passenger car and transit network for public transportation are considered together. In the development of network design model, more rational Stackelberg equilibrium(cooperative game) rather than more general Nash equilibrium(non-cooperative game) approach is used and sensitivity analysis considering transport mode is used. A multi-modal continuous network design model in this study is developed for the arbitrary continuous network design parameters(${\epsilon},\hat{\epsilon},p$) of transportation policy decisions. As examples of application and evaluation for these design parameters, the developed model is applied to calculate 1)the optimal capacity of road link in the road transport policy, 2)the optimal frequency of transit line in public transport policy and 3)the optimal modal split in transport modal share policy.

A Study on 3D Visualization Strategy of Cadastral Spatial Information (지적공간정보의 3차원 가시화 방안 연구)

  • Kim, Jae In;Kim, Tae Jung;Bae, Sang Keun;Jeong, Dong Hoon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.32 no.spc4_2
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    • pp.413-420
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    • 2014
  • Cadastral spatial information closely related to ownership of people is potentially very valuable information. As 3D cadastre has been actively discussed to reflect realistic living territory and legal relationship in recent years, it is highly expected to be created added value before long using that information. However, in aspect of visualization that performs an important function for decision making by facilitating intuitive thinking about spatial information, systematic solution has not been suggested to visualize the cadastral spatial information on a map with existing 3D spatial information. For that reason, in this paper, visualization method was proposed to integrate the cadastral spatial information with the existing information effectively. Requirements for 3D cadastral spatial information system were drawn based on literature review, and then specific visualization method was established by constructing user scenarios. Research results of this paper are highly expected to be applied to the integration work with the existing 3D information on a spatial information open platform.

A Study on the Optimization of Edutainment Website design For Juvenile Users (에듀테인먼트 기반의 어린이 웹사이트 디자인에 관한 연구)

  • 손은미;임은정;이현주
    • Archives of design research
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    • v.15 no.1
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    • pp.143-152
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    • 2002
  • As the Internet has been a daily instrument of our lives, the numbers of Internet users are increasing rapidly. Especially, we have to pay special attention to about rapid increasing of juvenile users. In the 1990's, Kids are growing up literally surrounded by new technologies and mu1timedia experiences. For these kids, most of the techno1ologies that we adults find surprising or even incredible are a part of their everyday landscape, a fact of life. Currently, only few of research and discussion has gone into understanding this field. And most of these web sites, set importance on furnishing information only. So educational characters of web are not manifested fully as well as children soon get board with learning with Internet so that feel difficulties in searching and accepting information. At this point, we must try to develop educational sites Not only to show information but also to offer a rich and entertaining time for kids while providing playful teaming and increased technological fluency. Fer this purpose, Web site should be all about combining play with learning. Site navigation should be easy and the pages load quickly. The page download time is also being considerable, which could send kids withy mouse-fingers looking for entertainment elsewhere. Everything about the site must have a familiar feel, uses adequate colors to be satisfied with the juveniles. Multimedia can help the communications in the websites. To maximize the educational effect, technological research and continues invest are need, in addition to usability test.

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