El-Sefy, M.;Yosri, A.;El-Dakhakhni, W.;Nagasaki, S.;Wiebe, L.
Nuclear Engineering and Technology
/
v.53
no.10
/
pp.3275-3285
/
2021
A Nuclear Power Plant (NPP) is a complex dynamic system-of-systems with highly nonlinear behaviors. In order to control the plant operation under both normal and abnormal conditions, the different systems in NPPs (e.g., the reactor core components, primary and secondary coolant systems) are usually monitored continuously, resulting in very large amounts of data. This situation makes it possible to integrate relevant qualitative and quantitative knowledge with artificial intelligence techniques to provide faster and more accurate behavior predictions, leading to more rapid decisions, based on actual NPP operation data. Data-driven models (DDM) rely on artificial intelligence to learn autonomously based on patterns in data, and they represent alternatives to physics-based models that typically require significant computational resources and might not fully represent the actual operation conditions of an NPP. In this study, a feed-forward backpropagation artificial neural network (ANN) model was trained to simulate the interaction between the reactor core and the primary and secondary coolant systems in a pressurized water reactor. The transients used for model training included perturbations in reactivity, steam valve coefficient, reactor core inlet temperature, and steam generator inlet temperature. Uncertainties of the plant physical parameters and operating conditions were also incorporated in these transients. Eight training functions were adopted during the training stage to develop the most efficient network. The developed ANN model predictions were subsequently tested successfully considering different new transients. Overall, through prompt prediction of NPP behavior under different transients, the study aims at demonstrating the potential of artificial intelligence to empower rapid emergency response planning and risk mitigation strategies.
One of the things that should be done first in establishing the cosmic life culture is to reflect on the old human-oriented culture. If the cosmic life culture absolutizes everything except for humans according to the logic of reason, its foundation will weaken or eventually get lost. Separating humans from the universe is just like separating life from it. Given that all life, whether it is humans or the earth, originated from the universe, such an effort for separation merely values an individual life by excluding all life or whole life. When the human body and the cosmic chi' blood are not in an active flow, it means there is a problem with life. What is in the greatest need in such a case is the sincere human mind that follows the principle of cosmic life. It is like the sincerity found in the pasonri singer, who mellows all the hardships and difficulties in the world out and create songs out of them like the shadow. It is the pansori singer's shadow that changes the universe. It is only when the extreme force of human mind communicates with that of the universe that the cosmic life or cosmic life culture can be created. In that sense, it is urgent to create life out of the universe inside me and create a universe out of all life in and outside me. It is such a grave plan in human history in that it involves finding the "Sanal" which is the core of life living hidden inside the body whose life force gradually goes away or inside the universe, and creating the culture of Bokseung in which it bursts out. The most important thing in life is the flow, and the mankind is currently standing in the life flow of the massive universe's chaosmos. The greatest task the mankind is currently faced with is to think over how to deal with the period of Big Chaos in the massive universe's chaosmos reversely and establish the cosmic life culture anew.
This thesis purposes to suggest that creative stage directors have copyright ownership and we make them create high-quality of theatre direction. Stage directors are sincere creator of the theatre stage today. We have little judicial precedents about stage directors, no artistic examination related directing. Stage directors are performers who have neighboring rights, there is a problem that they won't have the exclusive right of making derivative works in this country. Others will make creation (such as cinemas, animations, novels) based on stage expression without permission, because stage directors don't have exclusive right of making derivative works. Copyright law can't protect the concept of stage directors and building blocks of them which are drama text, actors and theatre space, because copyright law don't protect idea according to idea/expression dichotomy. The expression of stage direction is belong to five fundamentals which are composition, picturization, movement, rhythm, pantomimic dramatization that are come from Dean & Carra's work. Directors' work is to make theatrical works based on literary works. Therefore, theatrical works are derivative works which based on drama texts. Also, theatrical works are able to be joint works. In the case of that stage directors write drama text and create expression on the stage, they have to own authorship of both works. Merger doctrine should not apply theatre directors' works strictly like any other functional works because stage directors usually create noble expression which have been not before. We need shift of the definition of theatrical works which are derivative works or joint works to protect theatre directors' creativity. Hereafter, the special legal section for dramatic(theatrical) works including the flexible legal definition for performing arts should be established, and 'contract form' for stage directors should be made. Acting edition(literary works) should be published to grant creative directors compensation. I emphasize to grant ownership of copyright to creative stage directors, to encourage directors' works. Therefore, copyright law will be the support for development of cultural arts institutionally.
Military officials in Korea are forced to change jobs early due to the retirement age after active service. Measures are needed in view of the 55% average employment rate of middle and long term soldiers during the last five years. The last government of Park Geun-hye push ahead creating of 50,000 jobs in discharged soldier with policy, but the results were not great. Therefore, it is time to drastically change the government's efforts to create large-scale jobs for discharged soldiers. It is necessary to break away from the traditional ways of expanding opportunities for employment at the academic level. So it became necessary for discharged soldiers to actively review ways to build their own organizations. For such reasons, this study presents a measure to create job through food service, Security personnel training and Manpower provision business, Special Soldier Control and Training Center Operation business, Han River Water Cleaning Project, Caring business, and delivery business by establishing their own social cooperation to create jobs for discharged soldiers.
Technological advances in contemporary medicine has discovered the causes of countless diseases and recorded a noticeable medical performance. As technology develops, the role of hospitals is expanding to include disease prevention of inpatients, on top of their fundamental role of treating diseases. Recently, hospitals are becoming more influential as they create environments to provide comfort and stability to patients. In this regard, contemporary hospitals are increasingly shifting their focus to create a patient-centric environment as well as develop into humanistic establishments. The same goes to dentists, as well. Since inpatients often have fear and frustration over treatment, hospitals should figure out the environmental factors that are more effective and relaxing for patients and design medical services to provide them. The patients' movement and spaces during their treatment were categorized by stages and collected for gazing information using eye tracking. It analyzed users' gaze information according to Heatmap analysis of distribution and frequency and was determined the presence or absence of stimuli on the components of space. This research is an advanced research to study and enhance treatment environment based on the analysis of patients' gazes. It attempted to create an opportunity to get closer to patient-centric environment by understanding the stimulants and obstacles and controlling the background settings.
This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.
Recent deep learning-based face synthesis research shows the result of generating a realistic face including overall style or elements such as hair, glasses, and makeup. However, previous methods cannot create a face at a very detailed level, such as the microstructure of the skin. In this paper, to overcome this limitation, we propose a technique for synthesizing a more realistic facial image from a single face label image by controlling the types and intensity of skin microelements. The proposed technique uses Pix2PixHD, an Image-to-Image Translation method, to convert a label image showing the facial region and skin elements such as wrinkles, pores, and redness to create a facial image with added microelements. Experimental results show that it is possible to create various realistic face images reflecting fine skin elements corresponding to this by generating various label images with adjusted skin element regions.
In the knowledge and information-based age of today, it would be fair to say that the compatibility of each person, enterprise, and nation can be evaluated by how each of them manages and maintains the knowledge created from data and information. Since the importance and necessity of knowledge management has been acknowledged, there have been studies to create, apply, and evaluate the knowledge concerning design. Previous studies done on this subject can be divided into three main categories - CRM, online statistical research, and eCRM - according to the materials used to create knowledge. These studies are meaningful in that they can create knowledge in their respective fields, although they are somewhat inadequate because the designers can't create as much knowledge as can be applied in business; design-related consumers demand composite knowledge integrating the characteristics of all three fields. In other words, they want to know the ordinary customers'preferences in the previous off-line market in the CRM field, the research results of statistical questionnaires to the various elements of design in statistical research fields, and even the pattern of preference and consumption of many and unspecified persons transcending the time and place in eCRU field. This study proposes to solve the problem related with web-based design knowledge maintenance through the synthetic application of CRM, Statistical Research, and eCRM The information proposed in the solution can De expected to help designers working at design-related enterprises, as well as research institutes, to develop the knowledge necessary to design more consumer-oriented products.
Globalization, increasing technological advancements and dynamic knowledge diffusion are moving our world closer together at a unique scale and pace. At the same time, our rapidly changing society is confronted with major challenges ranging from demographic to economic ones; challenges that necessitate highly innovative solutions, forcing us to reconsider the way that we actually innovate and create shared value. As such the linear, centralized innovation models of the past need to be replaced with new approaches; approaches that are based upon an open and collaborative, global network perspective where all innovation actors strategically network and collaborate, openly distribute their ideas and co-innovate/co-create in a global context utilizing our society's full innovation potential (Innovation 4.0 - Open Innovation 2.0). These emerging innovation paradigms create "an opportunity for a new entrepreneurial renaissance which can drive a Cambrian like explosion of sustainable wealth creation" (Curley 2013). Thus, in order to materialize this entrepreneurial renaissance, it is critical not only to value but also to actively employ this new innovation paradigms so as to derive community-driven shared value that stems from global innovation networks. This paper argues that there is a gap in existing business incubation model that needs to be filled, in that the innovation and entrepreneurship community cannot afford to ignore the emerging innovation paradigms and rely upon closed incubation models but has to adopt an "open incubation" (Ziouvelou 2013). The open incubation model is based on the principles of open innovation, crowdsourcing and co-creation of shared value and enables individual users and innovation stakeholders to strategically network, find collaborators and partners, co-create ideas and prototypes, share their ideas/prototypes and utilize the wisdom of the crowd to assess the value of these project ideas/prototypes, while at the same time find connections/partners, business and technical information, knowledge on start-up related topics, online tools, online content, open data and open educational material and most importantly access to capital and crowd-funding. By introducing a new incubation phase, namely the "interest phase", open incubation bridges the gap between entrepreneurial need and action and addresses the wantpreneurial needs during the innovation conception phase. In this context one such ecosystem that aligns fully with the open incubation model and theoretical approach, is the VOICE ecosystem. VOICE is an international, community-driven innovation and entrepreneurship ecosystem based on open innovation, crowdsourcing and co-creation principles that has no physical location as opposed to traditional business incubators. VOICE aims to tap into the collective intelligence of the crowd and turn their entrepreneurial interest or need into a collaborative project that will result into a prototype and to a successful "crowd-venture".
Since the Web 2.0 generation, the average user is more than just enjoying the various media contents; they start to create contents, and those contents have had a huge value and great influence in recent days. The reason for the increase of users who tend to create contents is due to popularization of web based applications. Previous applications were only for the skilled person; however, new web based applications involve the average person and give him a new level of user enjoyment by allowing him to create easily with simple operations. In this paper, through analysing previous animation-creating applications which could not spread widely compared to other contents, we suggest the outline for developing a web based animation-creating application which can help the user to easily create animation contents. We have looked around at how various other contents-making applications have been changed to help the user to be able to participate in creating contents, and we suggest how animation-creating applications can be changed and developed from this analysis. We expect the conclusion of this paper to stimulate to development acting 3D animation-creating applications corresponding to the web 2.0 features - open, share, cooperate, participate. In result, users can enjoy creating the animation more actively; at the same time, we hope to help the development of the new applications which correlate to memedia generation.
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