Journal of the Korean Association of Geographic Information Studies
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v.9
no.2
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pp.194-205
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2006
The purpose of this study is to develop a pedestrian multi-agent model and simulation system using multi-agent theory, which may be utilized as a planning support system for building a comfort and safe environment of pedestrian street. Differing from existing pedestrian models, however, every single pedestrian was regarded as an individual agent in the model. Multiple agents like multiple pedestrians in the street then maintain their own characteristics and respond to surrounding environment. In addition their moving behavior are made by their own decision rules that they have or had acquired through the interactive communications or learning between agents like real world. After verifying the model validation, as the $R^2$ between the predicted value and observed value was up to 0.781, the developed model was applied to Gazwa district within Gyeongsang university village. The simulation system was developed by Flash MX action scripts and the physical environment of the streets was configured with the digital map and ArcGis within computer virtual space. The attribute data of buildings such as type and size of commercial business were collected through the field survey and combined with physical features. Then the effect of the variation of building attractiveness and the occurrence of street events to pedestrian environment were simulated. Through the experiments this study could make suggestions to improve pedestrian environment.
Kim, Si-Ok;Choi, Gil-Wong;Yoo, Young-Geun;Lim, Byeong-Ok;Kim, Dong-Gil;Kim, Heung-Geun
The Journal of the Korea institute of electronic communication sciences
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v.15
no.3
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pp.421-432
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2020
This paper proposes a 2-kW solid-state power amplifier (SSPA) developed by employing power amplifier pallets designed using gallium-nitride high electron mobility transistors, which is used in S-band military radars and to replace existing traveling-wave tube amplifier (TWTA). The SSPA consists of a high-power amplifier module, which combines eight power amplifier pallets, a drive amplifier module, a digital control module, and a power supply unit. First, the amplifier module and component were integrated into a small package to account for space limitations; next, an on-board harmonic filter was fabricated to reject spurious components; and finally, an auto gain control system was designed for various duty ratios because recent military radar systems are all active phase radars using the pulse operation mode. The developed SSPA exhibited a max gain of 48 dB and an output power ranging between 63-63.6 dBm at a frequency band of 3.1 to 3.5 GHz. The auto gain control function showed that the output power is regulated around 63 dBm despite the fluctuation of the input power from 15-20 dBm. Finally, reliability of the developed system was verified through a temperature environment test for nine hours at high (55 ℃) / low (-40℃) temperature profile in accordance with military standard 810. The developed SSPA show better performance such as light weight, high output, high gain, various safety function, low repair cost and short repair time than existing TWTA.
Journal of The Korean Association For Science Education
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v.37
no.3
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pp.417-427
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2017
Media is the medium that impart information beyond time and space. They refer to characters or images that serve as means to convey information. From old media such as newspapers and television to new media such as the internet and smart phones, media has developed cumulatively with the development of technology. The goal of media education is to develop the understanding of the properties of media, the ability of critical interpretation of media and selective acceptance. Furthermore it is to cultivate the ability to express meaning creatively and communicate through media. I carried out 'the research of Korean classroom instruction models based on media' with Korean language and social studies education researchers from July 2016 to December 2016. This study is a fundamental study of the project. Based on 58 research papers published between 2006 and 2016, research trends and factors were extracted through literature studies related to media-based science learning. The Result has shown that the studies related to media-based science learning is on the rise, and more than half of all researchers studied about elementary school students. The studies were divided into research on students, research on teachers and pre-service teachers, research on smart devices or media contents, and research on the development of digital textbooks. Among the four variables, there were many researches related to students' cognitive and affective development, and the development and application of media contents.
The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.
A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.
The purpose of this study was the evaluation of spectral transmission of the commercial three shade guides and the relationship of hue, value, and chroma according to the transmission rate. The spectral transmittance of three shade guides - Vita Lumin Shade Guide, Vintage and Unibond Shade Guide, and Vitapan 3D-Master Shade Guide - were measured. For direct transmission measurements, each shade tabs were placed at the entrance port of the 1mm diameter intergrating sphere. The intensity of the light source passing through the shade tabs to the right angle was continuously recorded for wavelength from 400 to 700 nm. A transmission spectrum and digital data were obtained for each measurement and they were evaluated using Microcal Origin program. The obtained results of this study were as follows : 1. In Vita Lumin Shade Guide, sum of the transmission rate of the shade tabs at the wavelength 400-700nm was decreased in agreement with the arrangement order at each A, B, C, D group, except D4 shade tab. However, there were no relationships between the transmission rate of the shade tabs and the value-oriented. 2. In Vintage and Unibond Shade Guide, sum of the total transmission rate of the shade tabs was decreased in agreement with the arrangement order at each A, B, C, B group. When all shade tabs arranged in value-oriented, transmission rate was accord with the order, except D4 shade tab. 3. When shade tabs of the Vitapan 3D-Master Shade Guide have the same value and hue, sum of their total transmission rate decreased in accordance with the chroma-oriented. When the shade tabs have the same value and chroma, there were no differences from the order of the transmission rate to the various hue type. However, in the 'R' tabs of reddish hue type, the transmission rate increased at the long wavelength range area. In conclusion, we need the quantitative analyzing instruments in transmission determination. Vitapan 3D-Master Shade Guide covers the tooth color space taking into account the parameters of the systematic value, chroma, hue oriented, and the transmission rate relatively accorded with that sequence.
This study examined the social trauma experienced by direct victims of accidents and each member of the society affected by grand-scale disasters based on the concepts of collective unconsciousness, archetype, and individuation from Jung's analytical psychology, and their experience of therapy through media. For this purpose, the survivors of the disaster of Sewol that occurred on April 16, 2014, family of the deceased, psychological professionals, and general volunteers were selected as the subjects for one-on-one in-depth interviews and focus group interviews. The findings can be summarized as follows: first, the subjects are suffering from different forms of social trauma such as seclusion and anxiety due to primary/secondary incidents, but there is possibility for them to overcome the social trauma as a social community. Second, the archetypes of life and death, mourning and remembrance are showing in the subjects' everyday lives. In particular, it was found that various archetypes are appearing symbolically through the craft activities in which the survivors are participating most actively. Third, the media therapy program for the victims of the Sewol has limitations in various aspects. However, the fact that the craft activities that are not bound by time and space are highly effective manifests that anyone can take advantage of trauma therapy through digital media that are easily found around them. Finally, this study is significant as it verified the possible individuation of social trauma and identified the limitations of media therapy to suggest its development directions.
Unlike the previous studies which have focused on 2-dimensional urban characteristics, this paper presents statistical models explaining urban heat island(UHI) effect by 3-dimensional urban morphologic information and addresses its policy implications. 3~dimensional informations of Columbus, Ohio arc captured from LiDAR data and building boundary informations are extracted from a building digital map, Finally NDV[ and temperature data are calculated by manipulating band 3, band 4, and thermal hand of LandSat images. Through complicated data processing, 6 independent variables(building surface area, building volume, height to width ratio, porosity, plan surface area) are introduced in simple and multiple linear regression models. The regression models are specified by Box-Tidwell method, finding the power to which the independent variable needs to raised to be in a linearity. Porosity, NDVI, and building surface area are carefully chosen as explanatory variables in the final multiple regression model, which explaining about 57% of the variability in temperatures. On reducing UHI, various implications of the results give guidelines to policy-making in open space, roof garden, and vertical garden management.
Journal of the Institute of Electronics Engineers of Korea SC
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v.44
no.5
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pp.62-70
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2007
In this paper, the boost Power Factor Correction(PFC) technique for Direct Torque Control(DTC) of brushless DC motor drive in the constant torque region is implemented on a TMS320F2812DSP. Unlike conventional six-step PWM current control, by properly selecting the inverter voltage space vectors of the two-phase conduction mode from a simple look-up table at a predefined sampling time, the desired quasi-square wave current is obtained, therefore a much faster torque response is achieved compared to conventional current control. Furthermore, to eliminate the low-frequency torque oscillations caused by the non-ideal trapezoidal shape of the actual back-EMF waveform of the BLDC motor, a pre-stored back-EMF versus position look-up table is designed. The duty cycle of the boost converter is determined by a control algorithm based on the input voltage, output voltage which is the dc-link of the BLDC motor drive, and inductor current using average current control method with input voltage feed-forward compensation during each sampling period of the drive system. With the emergence of high-speed digital signal processors(DSPs), both PFC and simple DTC algorithms can be executed during a single sampling period of the BLDC motor drive. In the proposed method, since no PWM algorithm is required for DTC or BLDC motor drive, only one PWM output for the boost converter with 80 kHz switching frequency is used in a TMS320F2812 DSP. The validity and effectiveness of the proposed DTC of BLDC motor drive scheme with PFC are verified through the experimental results. The test results verify that the proposed PFC for DTC of BLDC motor drive improves power factor considerably from 0.77 to as close as 0.9997 with and without load conditions.
TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.
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