• Title/Summary/Keyword: engineering society

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Experimental Study on the Thermodynamic Characteristics of Commercial Small-size Moxa Combustion (상용 소형 쑥뜸의 열역학적 특성에 대한 실험적 연구)

  • Lee Geon-Mok;Hwang Yoo-Jin;Lee Gun-Hyee
    • Journal of Acupuncture Research
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    • v.18 no.6
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    • pp.171-187
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    • 2001
  • Objective : Moxibustion has been proved efficacious for many diseases, but isn't widespread in the clinics due to a danger of skin burning, the smoke produced while burning a moxa combustion and so on. Therefore, another type of moxa that can be resolved these troubles is required. To improve the effect of moxibustion and develop the new thermal stimulating treatment, the performance of commercial moxibustion widely used are studied systematically and found out quantitatively. Methods : We have selected two types (small-size moxa A(sMA), small-size moxa B (sMB)) among small-size moxaes used widely in the clinic. We examined combustion time, various temperatures, temperature gradient in each period during a combustion of moxa. Results : 1. The combustion time in the preheating period appeared somewhat longer in sMA than in sMB. 2, The combustion time in the heating period appeared longer in sMA by 26% than in sMB. 3. The average temperature in the heating period was $37.6{\sim}37.8^{\circ}C\;in\;sMA\;and\;36.2{\sim}36.8^{\circ}C$ in sMB and the maximum temperature measured at a center of contact surface in sMA was $48.6^{\circ}C$, higher by over $2.8^{\circ}C$ than that of sMB moxibustion. 4. The average ascending temperature gradient in the heating period was $0.08{\sim}0.1^{\circ}C/sec$ in both moxaes, and the average ascending temperature gradient of heating period in sMB appeared larger. The maximum ascending temperature gradient appeared higher in sMB, and the time reaching maximum ascending temperature gradient appeared much earlier in sMA than in sMB. 5. The combustion time in the retaining period was around 100 sec in sMA and around 275 sec in sMB. 6. The average temperature in the retaining period was $42.2{\sim}46.0^{\circ}C\;in\;sMA\;and\;39.3{\sim}41.4^{\circ}C/sec$ in sMB. The minimum temperature in the retaining period was over $38.80^{\circ}C$ in sMA but just $34.7^{\circ}C$ in sMB. 7. The average descending temperature gradient in sMA was $-0.050{\sim}0.067^{\circ}C/sec$ and in sMB was $-0.030{\sim}0.037^{\circ}C/sec$ 8. The combustion time in the cooling period appeared longer over two times in sMA than in sMB, and the time which the cooling period (minimum temperature) finished at appeared later in sMB by 55 sec. 9. We classified the combustion process that the measured temperature rose over body heat($37^{\circ}C$) into the effective combustion period. The effective combustion time was 233.3 sec in sMA and 300.4 sec in sMB respectively, and was longer by about 29% in sMB. The average temperature and maximum temperature in the effective combustion time appeared higher in sMA. The time taken until the maximum temperature was reached was 225.1 sec in sMA and 244.5 sec in sMB, faster by about 20 sec in sMA. The maximum ascending temperature gradient during the effective combustion period appeared larger about 1.4 times in sMB, but the time when the maximum ascending temperature gradient happened was faster in sMA. Conclusion : It appears that sMB, compared with sMA, is proper if necessary to apply the long time and weak stimulus, because of the gentle stimulus during the relatively longer time. In contrast, sMA that the symmetrical combustion happened is proper if necessary to apply the short time and strong stimulus.

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Experimental Study on Structural Behavior of Precast PSC Curved Girder Bridge (프리캐스트 PSC 곡선 거더교의 구조거동에 대한 실험적 연구)

  • Kim, Sung Jae;Kim, Sung Bae;Uhm, Ki Ha;Kim, Jang Ho Jay
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.34 no.6
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    • pp.1731-1741
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    • 2014
  • Recently, many overpasses, highway, and advanced transit systems have been constructed to distribute the traffic congestion, thus small size of curved bridges with small curvature such as ramp structures have been increasing. Many of early curved bridges had been constructed by using straight beams with curved slabs, but curved steel beams have replaced them due to the cost, aesthetic and the advantage in building the section form and manipulating the curvature of beams, thereby large portion of curved bridges were applied with steel box girders. However, steel box girder bridges needs comparatively high initial costs and continuous maintenance such as repainting, which is the one of the reason for increasing the cost. Moreover, I-type steel plate girder which is being studied by many researchers recently, seem to have problems in stability due to the low torsional stiffness, resulting from the section characteristics with thin plate used for web and open section forms. Therefore, in recent studies, researchers have proposed curved precast PSC girders with low cost and could secured safety which could replace the curved steel girder type bridges. Hence, this study developed a Smart Mold system to manufacture efficient curved precast PSC girders. And by using this mold system a 40 m 2-girder bridge was constructed for a static flexural test, to evaluate the safety and performance under ultimate load. At the manufacturing stage, each single girder showed problems in the stability due to the torsional moment, but after the girders were connected by cross beams and decks, the bridge successfully distributed the stress, thereby the stability was confirmed. The static loading test results show that the initial crack was observed at 1,400 kN when the design load was 450 kN, and the load at the allowable deflection by code was 1,800 kN, which shows that the safety and usability of the curved precast PSC bridge manufactured by Smart Mold system is secured.

A Reliability Analysis of Shallow Foundations using a Single-Mode Performance Function (단일형 거동함수에 의한 얕은 기초의 신뢰도 해석 -임해퇴적층의 토성자료를 중심으로-)

  • 김용필;임병조
    • Geotechnical Engineering
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    • v.2 no.1
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    • pp.27-44
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    • 1986
  • The measured soil data are analyzed to the descriptive statistics and classified into the four models of uncorrelated-normal (UNNO), uncorrelated-nonnormal (VNNN), correlatedonnormal(CONN), and correlated-nonnormal(CONN) . This paper presents the comparisons of reliability index and check points using the advanced first-order second-moment method with respect to the four models as well as BASIC Program. A sin91e-mode Performance function is consisted of the basic design variables of bearing capacity and settlements on shallow foundations and input the above analyzed soil informations. The main conclusions obtained in this study are summarized as follows: 1. In the bearing capacity mode, cohesion and bearing-capacity factors by C-U test are accepted for normal and lognormal distribution, respectively, and negatively low correlated to each other. Since the reliability index of the CONN model is the lowest one of the four model, which could be recommended a reliability.based design, whereas the other model might overestimate the geotechnical conditions. 2. In the case of settlements mode, the virgin compression ratio and preccnsolidation pressure are fitted for normal and lognormal distribution, respectively. Constraining settlements to the lower ones computed by deterministic method, The CONN model is the lowest reliability of the four models.

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An Experimental Study on Optimum Slanting Angle in Reticulated Root Piles Installation (그물식 뿌리말뚝의 최적 타설경사각에 관한 실험 연구)

  • 이승현;김병일
    • Geotechnical Engineering
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    • v.11 no.2
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    • pp.29-36
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    • 1995
  • Load testis are executed on model reticulated root piles (RRP) to figure out the optimum slanting angle in the piles installation. One set of model RRP consists of 8 slanting piles which are installed in circular patterns forming two concentric circles, each of which is made by 4 piles. Each pile which is a steel bar of 5m in diameter and 300mm in length is coated to become a pile of 6.5mm in diameter. The slanting angle of the model RRP varies from 0$^{\circ}$ to 20$^{\circ}$ Comparing ultimate bearing capacities of the model RRP of different installation angles, it is observed that the ultimate capacities of the RRP increase as the installation angle increases until 15$^{\circ}$, and the optimum slanting angle of the RRP is around 15$^{\circ}$ The ultimate bearing capacity of the 15$^{\circ}$-RRP is found to be 22% bigger than that of the vertical RRP and 120% bigger than that of the circular surface footing whose diameter is same with the circle formed by outer root piles'heads. However, it is noticed that when the slanting angle of the RRP is increased over 15$^{\circ}$, the ultimate capacity starts to be reduced. The ultimate capacity of 20$^{\circ}$-RRP is even smaller than that of the vertical RRP by as much as 5%. From the observation of the load settlement curve obtained during the RRP load tests, it is known that as the slanting angle gets bigger the load -settlement behavior becomes more ductile.

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A Methodology for Extracting Shopping-Related Keywords by Analyzing Internet Navigation Patterns (인터넷 검색기록 분석을 통한 쇼핑의도 포함 키워드 자동 추출 기법)

  • Kim, Mingyu;Kim, Namgyu;Jung, Inhwan
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.123-136
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    • 2014
  • Recently, online shopping has further developed as the use of the Internet and a variety of smart mobile devices becomes more prevalent. The increase in the scale of such shopping has led to the creation of many Internet shopping malls. Consequently, there is a tendency for increasingly fierce competition among online retailers, and as a result, many Internet shopping malls are making significant attempts to attract online users to their sites. One such attempt is keyword marketing, whereby a retail site pays a fee to expose its link to potential customers when they insert a specific keyword on an Internet portal site. The price related to each keyword is generally estimated by the keyword's frequency of appearance. However, it is widely accepted that the price of keywords cannot be based solely on their frequency because many keywords may appear frequently but have little relationship to shopping. This implies that it is unreasonable for an online shopping mall to spend a great deal on some keywords simply because people frequently use them. Therefore, from the perspective of shopping malls, a specialized process is required to extract meaningful keywords. Further, the demand for automating this extraction process is increasing because of the drive to improve online sales performance. In this study, we propose a methodology that can automatically extract only shopping-related keywords from the entire set of search keywords used on portal sites. We define a shopping-related keyword as a keyword that is used directly before shopping behaviors. In other words, only search keywords that direct the search results page to shopping-related pages are extracted from among the entire set of search keywords. A comparison is then made between the extracted keywords' rankings and the rankings of the entire set of search keywords. Two types of data are used in our study's experiment: web browsing history from July 1, 2012 to June 30, 2013, and site information. The experimental dataset was from a web site ranking site, and the biggest portal site in Korea. The original sample dataset contains 150 million transaction logs. First, portal sites are selected, and search keywords in those sites are extracted. Search keywords can be easily extracted by simple parsing. The extracted keywords are ranked according to their frequency. The experiment uses approximately 3.9 million search results from Korea's largest search portal site. As a result, a total of 344,822 search keywords were extracted. Next, by using web browsing history and site information, the shopping-related keywords were taken from the entire set of search keywords. As a result, we obtained 4,709 shopping-related keywords. For performance evaluation, we compared the hit ratios of all the search keywords with the shopping-related keywords. To achieve this, we extracted 80,298 search keywords from several Internet shopping malls and then chose the top 1,000 keywords as a set of true shopping keywords. We measured precision, recall, and F-scores of the entire amount of keywords and the shopping-related keywords. The F-Score was formulated by calculating the harmonic mean of precision and recall. The precision, recall, and F-score of shopping-related keywords derived by the proposed methodology were revealed to be higher than those of the entire number of keywords. This study proposes a scheme that is able to obtain shopping-related keywords in a relatively simple manner. We could easily extract shopping-related keywords simply by examining transactions whose next visit is a shopping mall. The resultant shopping-related keyword set is expected to be a useful asset for many shopping malls that participate in keyword marketing. Moreover, the proposed methodology can be easily applied to the construction of special area-related keywords as well as shopping-related ones.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

A Study on Comparison and Analysis of Civic Education in Place for Children -A Case Study on the United States, Britain, Finland, Japan, and South Korea- (어린이 공간교육의 국내외 사례 비교연구 -미국, 영국, 핀란드, 일본, 한국의 사례를 중심으로-)

  • Hue, Youn-Sun;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.2
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    • pp.40-51
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    • 2011
  • Recently, the public's interest in quality of life and good design has increased, and the opportunities for their participation in space planning and the design process are expanding. However, the public still lacks understanding of the role(and importance) of space and environment and is not experienced in expressing their opinion on improving the urban environment. At this point, 'Built Environment Education for Kids' will be the key to understanding space and environment as future citizens and to developing the ability of problem-solving and expressing their opinions. This study aims to change the awareness of the public as well as experts, and to make a better urban space through comparison and analysis of domestic and foreign 'Built Environment Education.' In 27 countries around the world(more than 110 institutions), 'Built Environment Education' from childhood is being implemented. Such movements aim to make people participate in the space design and decision-making process by understanding a fundamental element of the built environment and space perception. In this study, the United States, Britain, Finland, Japan and South Korea's 'Built Environment Education' are discussed Above all, the definition, range and target of 'Built Environment Education' are discussed For each case, the purpose and effect, laws and educational processes, systems and roles, and examples of programs are analyzed. Through reviewing each attribute and their implications, a conclusion is drawn on the aspects we have to consider in laying the foundation for implementing the 'Built Environment Education' in Korea, such as consideration of the locality, organizing systematic networks and composing a pool of experts, building proper institutions, and establishing the role of the government. This case study of 'Built Environment Education' can help increase the awareness of the public and build their strength in establishing a better future space. Through the analysis of the purpose, laws, systems, and contents, this case study is expected to provide and build the foundation for an educational system and develop an appropriate program that best suits our society.

A Processing of Progressive Aspect "te-iru" in Japanese-Korean Machine Translation (일한기계번역에서 진행형 "ている"의 번역처리)

  • Kim, Jeong-In;Mun, Gyeong-Hui;Lee, Jong-Hyeok
    • The KIPS Transactions:PartB
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    • v.8B no.6
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    • pp.685-692
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    • 2001
  • This paper describes how to disambiguate the aspectual meaning of Japanese expression "-te iru" in Japanese-Korean machine translation Due to grammatical similarities of both languages, almost all Japanese- Korean MT systems have been developed under the direct MT strategy, in which the lexical disambiguation is essential to high-quality translation. Japanese has a progressive aspectual marker “-te iru" which is difficult to translate into Korean equivalents because in Korean there are two different progressive aspectual markers: "-ko issta" for "action progressive" and "-e issta" for "state progressive". Moreover, the aspectual system of both languages does not quite coincide with each other, so the Korean progressive aspect could not be determined by Japanese meaning of " te iru" alone. The progressive aspectural meaning may be parially determined by the meaning of predicates and also the semantic meaning of predicates may be partially reshicted by adverbials, so all Japanese predicates are classified into five classes : the 1nd verb is used only for "action progrssive",2nd verb generally for "action progressive" but occasionally for "state progressive", the 3rd verb only for "state progressive", the 4th verb generally for "state progressive", but occasIonally for "action progressive", and the 5th verb for the others. Some heuristic rules are defined for disambiguation of the 2nd and 4th verbs on the basis of adverbs and abverbial phrases. In an experimental evaluation using more than 15,000 sentances from "Asahi newspapers", the proposed method improved the translation quality by about 5%, which proves that it is effective in disambiguating "-te iru" for Japanese-Korean machine translation.translation quality by about 5%, which proves that it is effective in disambiguating "-te iru" for Japanese-Korean machine translation.anslation.

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S-MADP : Service based Development Process for Mobile Applications of Medium-Large Scale Project (S-MADP : 중대형 프로젝트의 모바일 애플리케이션을 위한 서비스 기반 개발 프로세스)

  • Kang, Tae Deok;Kim, Kyung Baek;Cheng, Ki Ju
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.555-564
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    • 2013
  • Innovative evolution in mobile devices along with recent spread of Tablet PCs and Smart Phones makes a new change not only in individual life but also in enterprise applications. Especially, in the case of medium-large mobile applications for large enterprises which generally takes more than 3 months of development periods, importance and complexity increase significantly. Generally Agile-methodology is used for a development process for the medium-large scale mobile applications, but some issues arise such as high dependency on skilled developers and lack of detail development directives. In this paper, S-MADP (Smart Mobile Application Development Process) is proposed to mitigate these issues. S-MADP is a service oriented development process extending a object-oriented development process, for medium-large scale mobile applications. S-MADP provides detail development directives for each activities during the entire process for defining services as server-based or client-based and providing the way of reuse of services. Also, in order to support various user interfaces, S-MADP provides detail UI development directives. To evaluate the performance of S-MADP, three mobile application development projects were conducted and the results were analyzed. The projects are 'TBS(TB Mobile Service) 3.0' in TB company, mobile app-store in TS company, and mobile groupware in TG group. As a result of the projects, S-MADP accounts for more detailed design information about 'Minimizing the use of resources', 'Service-based designing' and 'User interface optimized for mobile devices' which are needed to be largely considered for mobile application development environment when we compare with existing Agile-methodology. Therefore, it improves the usability, maintainability, efficiency of developed mobile applications. Through field tests, it is observed that S-MADP outperforms about 25% than a Agile-methodology in the aspect of the required man-month for developing a medium-large mobile application.

Effect of Cognitive Affordance of Interactive Media Art Content on the Interaction and Interest of Audience (인터랙티브 미디어아트 콘텐츠의 인지적 어포던스가 관람자의 인터랙션과 흥미에 미치는 영향)

  • Lee, Gangso;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.9
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    • pp.441-450
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    • 2016
  • In this study, we investigate the effect of the level of cognitive affordance which explains an explicit interaction method on the interest of viewers. Viewer's recognition of the interaction method is associated with cognitive affordance as a matter of visual-perceptual exposure of the input device and viewer's cognition of it. The final goal of the research on affordance is to enhance the audience participation rather than the smooth interation. Many interactive media artworks have been designed with hiding the explicit explanation to the artwork due to worry that the explicit explanation may also hinder the induction of impressions leading the viewer to an aesthetic experience and the retainment of interest. In this context, we set up two hypotheses for study on cognitive affordance. First, the more explicit the explanation of interaction method is, the higher the viewer' understanding of interaction method is. Second, the more explicit the explanation of interaction method is, the lower the interest of the viewer is. An interactive media art work was manufactured with three versions which vary in the degree of visual-perceptual information suggestion and we analyzed the participation and interest level of audience in each version. As a result of the experiments, the version with high explicitness of interaction was found to have long time spent on watching and high participation and interest of viewers. On the contrary, the version with an unexplicit interaction method was found to have low interest and satisfaction of viewers. Therefore, regarding usability, the hypothesis that a more explicit explanation of interaction would lower the curiosity and interest in exploration of the viewer was dismissed. It was confirmed that improvement of cognitive affordance raised the interaction of the work of art and interest of the viewer in the proposed interactive content. This study implies that interactive media art work should be designed in view of that the interaction and interest of audience can be lowered when cognitive affordance is low.