• Title/Summary/Keyword: User-centered Scenario

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User-Centered Climate Change Scenarios Technique Development and Application of Korean Peninsula (사용자 중심의 기후변화 시나리오 상세화 기법 개발 및 한반도 적용)

  • Cho, Jaepil;Jung, Imgook;Cho, Wonil;Hwang, Syewoon
    • Journal of Climate Change Research
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    • v.9 no.1
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    • pp.13-29
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    • 2018
  • This study presented evaluation procedure for selecting appropriate GCMs and downscaling method by focusing on the climate extreme indices suitable for climate change adaptation. The procedure includes six stages of processes as follows: 1) exclusion of unsuitable GCM through raw GCM analysis before bias correction; 2) calculation of the climate extreme indices and selection of downscaling method by evaluating reproducibility for the past and distortion rate for the future period; 3) selection of downscaling method based on evaluation of reproducibility of spatial correlation among weather stations; and 4) MME calculation using weight factors and evaluation of uncertainty range depending on number of GCMs. The presented procedure was applied to 60 weather stations where there are observed data for the past 30 year period on Korea Peninsula. First, 22 GCMs were selected through the evaluation of the spatio-temporal reproducibility of 29 GCMs. Between Simple Quantile Mapping (SQM) and Spatial Disaggregation Quantile Delta Mapping (SDQDM) methods, SQM was selected based on the reproducibility of 27 climate extreme indices for the past and reproducibility evaluation of spatial correlation in precipitation and temperature. Total precipitation (prcptot) and annual 1-day maximum precipitation (rx1day), which is respectively related to water supply and floods, were selected and MME-based future projections were estimated for near-future (2010-2039), the mid-future (2040-2069), and the far-future (2070-2099) based on the weight factors by GCM. The prcptot and rx1day increased as time goes farther from the near-future to the far-future and RCP 8.5 showed a higher rate of increase in both indices compared to RCP 4.5 scenario. It was also found that use of 20 GCM out of 22 explains 80% of the overall variation in all combinations of RCP scenarios and future periods. The result of this study is an example of an application in Korea Peninsula and APCC Integrated Modeling Solution (AIMS) can be utilized in various areas and fields if users want to apply the proposed procedure directly to a target area.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.