참조 수문관측소 구성 조건에 따른 LSTM 모형 홍수위예측 정확도 검토 사례 연구 (Case study on flood water level prediction accuracy of LSTM model according to condition of reference hydrological station combination)
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- 한국수자원학회논문집
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- 제56권12호
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- pp.981-992
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- 2023
최근 전세계적인 기후변화의 영향으로 강우가 집중되고 강우강도가 강해짐에 따라 홍수피해의 규모를 증가시키고 있다. 과거에 관측되지 않았던 규모의 비가 내리기도 하고, 기록되지 않았던 장기간의 장마가 발생하기도 한다. 이러한 피해들은 아세안 국가에도 집중되고 있으며, 태풍 및 집중호우로 인해 침수의 빈번한 발생과 함께 많은 사람들이 영향을 받고 있다. 특히, 인도네시아 찌따룸강 상류 유역에 위치한 반둥 지역은 분지 형태의 지형학적 특성을 가지고 있어서 홍수에 매우 취약한 실정이다. 이에 공적개발원조(ODA)를 통해 2017년에 찌따룸강 상류(Upper Citarum River) 유역에 대하여 홍수예경보시스템을 구축되었고, 현재 운영중에 있다. 그럼에도 불구하고, 찌따룸강 상류 (Upper Citarum River) 지역은 홍수발생시 인명 및 재산피해의 위험에 여전히 노출되어 있어 신속하고 정확한 홍수예경보의 실시를 통해 피해를 경감시키는 노력이 지속적으로 필요한 실정이다. 따라서 본 연구에서는 찌따룸강 상류의 Dayeuh Kolot 지점을 목표관측소로 하고, 강우관측소 4개소와 수위관측소 1개소의 10분 단위 수문자료를 수집하여 인공지능 기반의 하천홍수위예측모형을 개발하였다. 6개 관측소의 2017년 1월부터 2021년 1월까지의 10분 단위 수문관측자료를 활용하여 선행예보시간 0.5, 1, 2, 3, 4, 5, 6시간에 대해서 학습, 검증, 시험을 수행하였으며 인공지능알고리즘으로는 LSTM을 적용하였다. 연구결과 모든 선행예보시간에 대해 모형적합도 및 오차에서 좋은 결과를 나타냈으며, 학습자료 구축조건에 따른 예측정확도를 검토한 결과 참조관측소가 적은 경우에도 모든 관측소를 활용하는 경우와 유사하게 예측정확도를 확보하는 것으로 나타나 효율적인 인공지능 기반 모형 구축에 활용될 수 있을 것으로 기대된다.
본 연구의 목적은 꼰대경향성 척도를 개발하고, 타당화를 위한 연구이다. 꼰대경향성이란, '사회적 관계에서 권위를 중시하고, 자기중심적이며, 타인의 의견이나 다름을 수용하지 않는 방식으로 타인을 대하는 반응 패턴'이라 정의하였으며, 연구 대상자는 일터에서 선배, 선임, 상사의 역할을 하는 만 19세 이상의 근로자이다. 연구 1에서는 문헌검토와 전문가 인터뷰(Focus Group Interview)를 거쳐 일반 성인 대상으로 개방형 설문을 실시하여 꼰대경향성 구성개념에 대한 7개 요인, 65개 예비문항을 제작하였다. 연구 2에서는 연구 1에서 도출한 65개 문항으로 예비조사를 진행하였다. 총 395명의 응답을 바탕으로 탐색적 요인분석을 실시하였고, 4개 요인 22개 문항을 도출하였다. 연구 3에서는 연구 2에서 도출한 22개 문항으로 본조사를 진행하였다. 총 880명의 응답을 분석하였으며, 자료를 두 집단(집단 1, 집단 2)으로 나누어 교차타당도를 검증하였다. 그룹 1(N = 429)을 대상으로 탐색적 요인분석을 실시하여 4개 요인 19개 문항을 도출하였다. 4개 요인은 권위주의(3문항), 자의식 과잉(5문항), 관성적 사고(5문항), 일방적 소통(6문항)이다. 그룹 2(N = 451)를 대상으로 그룹 1에서 얻은 19문항에 대한 확인적 요인분석을 실시하였고, 모형의 적합도가 양호하여 4요인 19문항을 수용하였다. 마지막으로 꼰대경향성 척도의 수렴타당도 검증을 위해 기존의 꼰대 척도와 상관을 살펴보고, 준거관련타당도 검증을 위해 자기성찰, 관계갈등, 사회적 유대감과의 관련성을 살펴보았다. 모두 통계적으로 유의하게 나타나 수렴타당도 및 준거관련타당도가 검증되었다. 마지막으로 본 연구의 과정 및 결과에 대한 논의, 관련 척도와의 차이점, 학문적 의의, 코칭에서의 실무적 시사점, 그리고 연구의 제한점과 향후 연구 방향을 제시하였다.
The study examines the relationships among employee's goal orientation, IT personnel competency, personal effectiveness. The goal orientation includes learning goal orientation, performance approach goal orientation, and performance avoid goal orientation. Personal effectiveness consists of personal work satisfaction and personal work performance. In general, IT personnel competency refers to IT expert's skills, expertise, and knowledge required to perform IT activities in organizations. However, due to the advent of the internet and the generalization of IT, IT personnel competency turns out to be an important competency of technological experts as well as employees in organizations. While the competency of IT itself is important, the appropriate harmony between IT personnel's business capability and technological capability enhances the value of human resources and thus provides organizations with sustainable competitive advantages. The rapid pace of organization change places increased pressure on employees to continually update their skills and adapt their behavior to new organizational realities. This challenge raises a number of important questions concerning organizational behavior? Why do some employees display remarkable flexibility in their behavioral responses to changes in the organization, whereas others firmly resist change or experience great stress when faced with the need to alter behavior? Why do some employees continually strive to improve themselves over their life span, whereas others are content to forge through life using the same basic knowledge and skills? Why do some employees throw themselves enthusiastically into challenging tasks, whereas others avoid challenging tasks? The goal orientation proposed by organizational psychology provides at least a partial answer to these questions. Goal orientations refer to stable personally characteristics fostered by "self-theories" about the nature and development of attributes (such as intelligence, personality, abilities, and skills) people have. Self-theories are one's beliefs and goal orientations are achievement motivation revealed in seeking goals in accordance with one's beliefs. The goal orientations include learning goal orientation, performance approach goal orientation, and performance avoid goal orientation. Specifically, a learning goal orientation refers to a preference to develop the self by acquiring new skills, mastering new situations, and improving one's competence. A performance approach goal orientation refers to a preference to demonstrate and validate the adequacy of one's competence by seeking favorable judgments and avoiding negative judgments. A performance avoid goal orientation refers to a preference to avoid the disproving of one's competence and to avoid negative judgements about it, while focusing on performance. And the study also examines the moderating role of work career of employees to investigate the difference in the relationship between IT personnel competency and personal effectiveness. The study analyzes the collected data using PASW 18.0 and and PLS(Partial Least Square). The study also uses PLS bootstrapping algorithm (sample size: 500) to test research hypotheses. The result shows that the influences of both a learning goal orientation (
농촌지역 중년여성의 건강행위와 이에 영향을 미치는 요인을 알아보기 위해 경상북도 예천군의 4개 보건진료소 담당지역에 거주하고 있는 40-64세 사이 여성 468명을 대상으로 2000년 3월 1일부터 3월 31일까지 조사하였다. 대상자들의 본인건강에 대한 관심도는 17.5%가 높다고 하였고 만성질환이 있는 경우가 없는 경우보다 관심도가 높았다. 그리고 핵가족이 대가족보다, 개방적 가족분위기에서 본인건강에 대한 관심도가 높았다. 본인건강에 대한 가족의 관심도는 15.4%가 높다고 하였는데, 교육정도가 높을수록 높았고 개방적 가족분위기에서 유의하게 높았다. 자기효능점수는 최대 평점 68점 중, 대상자들의 평균점수는 49.90점이었고 종교, 학력, 배우자 동거유무, 경제상태, 본인의 건강관심도와 유의한 차이가 있었으며, 가족형태, 가족분위기, 자신건강에 대한 가족들의 관심도도 자기효능의 유의한 영향변수였다. 가족기능점수는 최대 평점 10점에 평균 5.51점으로 연령, 학력, 직업, 경제상태, 본인의 건강관심도에 따라 유의한 차이가 있었고, 가족분위기 및 자신건강에 대한 가족의 관심도에 따라 가족기능점수에 유의한 차이를 보였다. 건강행위 실천율은 비흡연율 89.5%, 비음주율 63.0%, 운동실천율 6.6%, 정상수면율 75.6%, 아침식사율 91.7%, 비간식율 18.2%, 표준BMI 69.2%였다. 건강행위빈도는 Breslow Index가 0-3점이 4.5%, 4-5점이 53.2%, 6-7점이 42.3%였고, 건강행위 점수는 최대 평점 7점에 평균 5.20이었는데, 배우자동거유무, 경제상태, 만성질환유무, 그리고 가족분위기가 유의한 변수였다. 건강행위를 종속변수로 한 다중회귀분석 결과 건강행위는 배우자동거유무, 경제상태, 가족분위기가 유의한 영향변수였으며, 배우자가 없는 경우, 경제상태가 좋을수록, 가족분위기가 개방적일수록 건강행위를 잘 하고 있었다. 자기효능이 높을수록, 가족기능이 낮을수록 건강행위를 잘 했으나 유의한 변수는 아니었다. 본 연구에서 사용한 건강행위측정도구는 외국에서 개발된 도구이므로 앞으로는 우리나라 사람에게 알맞은 표준화된 측정도구를 개발하여 반복 연구해 볼 필요가 있다. 그리고, 농촌 여성들을 대상으로 하는 지역사회 보건사업에 있어, 모든 대상자들에게 일률적으로 같은 건강증진 프로그램을 제공할 것이 아니라 먼저 개개인건강행위를 파악하고 배우자동거유무, 경제상태 및 가족분위기 등을 파악하여 건강증진 프로그램을 마련해야 할 것으로 생각된다.
We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.
The wall shear stress in the vicinity of end-to end anastomoses under steady flow conditions was measured using a flush-mounted hot-film anemometer(FMHFA) probe. The experimental measurements were in good agreement with numerical results except in flow with low Reynolds numbers. The wall shear stress increased proximal to the anastomosis in flow from the Penrose tubing (simulating an artery) to the PTFE: graft. In flow from the PTFE graft to the Penrose tubing, low wall shear stress was observed distal to the anastomosis. Abnormal distributions of wall shear stress in the vicinity of the anastomosis, resulting from the compliance mismatch between the graft and the host artery, might be an important factor of ANFH formation and the graft failure. The present study suggests a correlation between regions of the low wall shear stress and the development of anastomotic neointimal fibrous hyperplasia(ANPH) in end-to-end anastomoses. 30523 T00401030523 ^x Air pressure decay(APD) rate and ultrafiltration rate(UFR) tests were performed on new and saline rinsed dialyzers as well as those roused in patients several times. C-DAK 4000 (Cordis Dow) and CF IS-11 (Baxter Travenol) reused dialyzers obtained from the dialysis clinic were used in the present study. The new dialyzers exhibited a relatively flat APD, whereas saline rinsed and reused dialyzers showed considerable amount of decay. C-DAH dialyzers had a larger APD(11.70
The wall shear stress in the vicinity of end-to end anastomoses under steady flow conditions was measured using a flush-mounted hot-film anemometer(FMHFA) probe. The experimental measurements were in good agreement with numerical results except in flow with low Reynolds numbers. The wall shear stress increased proximal to the anastomosis in flow from the Penrose tubing (simulating an artery) to the PTFE: graft. In flow from the PTFE graft to the Penrose tubing, low wall shear stress was observed distal to the anastomosis. Abnormal distributions of wall shear stress in the vicinity of the anastomosis, resulting from the compliance mismatch between the graft and the host artery, might be an important factor of ANFH formation and the graft failure. The present study suggests a correlation between regions of the low wall shear stress and the development of anastomotic neointimal fibrous hyperplasia(ANPH) in end-to-end anastomoses. 30523 T00401030523 ^x Air pressure decay(APD) rate and ultrafiltration rate(UFR) tests were performed on new and saline rinsed dialyzers as well as those roused in patients several times. C-DAK 4000 (Cordis Dow) and CF IS-11 (Baxter Travenol) reused dialyzers obtained from the dialysis clinic were used in the present study. The new dialyzers exhibited a relatively flat APD, whereas saline rinsed and reused dialyzers showed considerable amount of decay. C-DAH dialyzers had a larger APD(11.70