In this study analyzed the ponding changing of plastic deformation section follwed time development to apply weather, geometry and traffic data in additon to time development to improve road management service and safety of roads during or after rain. After We selected an 8.3km section of old national highway the Seongnam-Janghowon section and created a three-demensional surface of terrain through the numerical transformantion of design drawing data, with reflection the linear data of the same coordinate system in order to describe more realistic roads, we design additional structures with shading above roads. The altitude and azimuth of the sun were calculated and set based on the longitude and latitude data of the survey line for the analysis of the sun rate, and the daylight impact zone was visualized by setting the shaded time to an interval of 1 hour and the shade rate of the corresponding section. In addition, the evaporation volume calculated from weather data such as temperature, humidity, radiant energy, and road temperature analyzes together, it will use the way of a safer and more efficient road management as grasping the ponding changing more efficent in time development.
The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.
The gist of a scene can be identified in less than 100msec, and violation in the gist can influence the way to allocate attention to the parts of a scene. In other words, people tend to allocate more attention to the object(s) inconsistent with the gist of a scene and to have better memory of them. To investigate the effects of contextual consistency on the attention allocation and object memory, two experiments were conducted. In both experiments, a $3{\times}2$ factorial design was used with scene presentation time(2s, 5s, and 10s) as a between-subject factor and object-background contextual consistency(consistent, inconsistent) as a within-subject factor. In Experiment 1, eye movements were recorded while the participants viewed line-drawing scenes. The results showed that the eye movement patterns were different according to whether the scenes were consistent or not. Context-inconsistent objects showed faster initial fixation indices, longer fixation times, more frequent returns than context-consistent ones. These results are entirely consistent with those of previous studies. If an object is identified as inconsistent with the gist of a scene, it attracts attention. Furthermore, the inconsistent objects and their locations in the scenes were recalled better than the consistent ones and their locations. Experiment 2 was the same as Experiment 1 except that a dual-task paradigm was used to reduce the amount of attention to allocate to the objects. Participants had to detect the positions of the probe occurring every second while they viewed the scenes. Nonetheless, the result patterns were the same as in Experiment 1. Even when the amount of attention to allocate to the scene contents was reduced, the same effects of contextual inconsistency were observed. These results indicate that the object-background contextual consistency has a strong influence on the way of allocating attention and the memory of objects in a scene.
Computer graphic where the most useful and effective production methods are used for animation or films has expanded into actors' performance beyond object expression, background expression and special effect. Unlike 2D drawing software focusing on user's sense, 3D mainly depends on hardware performance and software functions. Therefore, for 3D users, learning 3D functions is directly related to new expression, and quick learning and effective representation are keys to productivity growth in animation industry. In line with industrial needs, basic 3D animation software training is provided in school. Unfortunately, however, many problems such as lack of professional instructors, time allocation and education environment prevent various 3D animation software from being taught. Moreover, functional use does not live up to industrial rapid trends. In order to improve effects of software functional education in restricted education fields, this research aims to find out what functions of 3D animation software are used in industries, what are those function used for, and how schools provide 3D animation software training.
The image as a media has changed consistently since it was first introduced. According to these changes, the image has been reproduced in different fields and contexts. Thus, the paradigm on the production and the consumption of the image has been changed and recycled rapidly. The relation between the production and the consumption of the image also has changed accordingly, allowing quite ambiguous distinction between the producer and the consumer. The transformation through the transfer of the image among different fields opens up a new potential that these reproduced images could be used as an aesthetically expressive tool, rather than merely leaving images to remain royal to its original function as a sign. The thesis is to explore the potential that the topographical lines have beyond its function as a sign age. During the reproduction of the image, the process actively invites the spectator or the consumer to participate in the formation of the image, which promotes a new relation between the producer and the consumer. Instead, the process encourages the consumers to be active producers as well. As a result, the topographical lines do not merely remain as a sign that demarcates the height of the topography, and new images are constantly reproduced from the active participants. This project questions the fixed idea on the sign as a communicative tool, and suggests a new potential for the sign, especially, the topographical lines.
The Korean Stock Market Surveillance System is desinged to control the volatility of stocks by drawing investor's attention and suppressing disguised demand, when stocks run up so rapidly in short period of time. Yet the Surveillance System has not been under empirical examination about its role and evolved in line with the Price Limit System. This study looks at the security returns under surveillance designation for 1995 -2001 period. The results indicate that the volatility of stocks has not been affected after surveillance designation. The constraints against the disguised demand, however, seems to limit the security returns rather than volatilities. These findings raises a question about the role of The Korean Stock Market Surveillance System for the control of volatility. The Surveillance System needs to be examined thoroughly about its role, function, and its conditions. Otherwise, the shareholders with less information could be placed at a disadvantage. This paper suggests that the system should be amended in an effort to make the volatility of stocks under control.
The Big Data, the element of the Fourth Industrial Revolution, is drawing attention as the 4th Industrial Revolution is mentioned in the 2016 World Economic Forum. Big Data is being used in various fields because it predicts the near future and can create new business. However, utilization and research in the field of packaging are lacking. Today packaging has been demanded marketing elements that effect on consumer choice. Big data is actively used in marketing. In the marketing field, big data can be used to analyze sales information and consumer reactions to produce meaningful results. Therefore, this study proposed a method of applying big data in the field of packaging focusing on marketing. In this study suggest that try to utilize the private data and community data to analyze interaction between consumers and products. Using social big data will enable to understand the preferred packaging and consumer perceptions and emotions in the same product line. It can also be used to analyze the effects of packaging among various components of the product. Packaging is one of the many components of the product. Therefore, it is not easy to understand the impact of a single packaging element. However, this study presents the possibility of using Big Data to analyze the perceptions and feelings of consumers about packaging.
This study is re-creational experiment of Goryeo gold-painted decoration based on the research of the gold remaining and gold painting technique on the two pieces of Goryeo gold-painted celadon and the three pieces of Chinese gold-painted porcelain on North Song period which ones have been owned by National Museum of Korea since 2007. For the observation of glue state and color developing ability, four kinds of agglutinative agent and gold powder were mixed over the porcelain sherds, then gradually fired from $100^{\circ}C$ to $1200^{\circ}C$. Visual effect and ideal temperature were measured. Among of them, oil and glue showed the best results in glue state and color developing ability. Through those results, the entire Goryeo engraved celadon were reproduced in modern facilities. Oil and glue were gold-painted over the glaze then it was fired at the ideal temperature 700 to $800^{\circ}C$. For observation the binding condition, the gold-painting cross section was looked by the scanning electron microscope (SEM). As the result, oil and glue did not make much difference in Agglutinative agent, but gold was good, the color developing ability, however, in the case of oil, the edge of gold is curled because of its interfacial tension, and it is not dried well at room temperature so the working property is not as good as the glue. Glue more effective in terms of work efficiency, but color developing ability to fall slightly in this experiment were able to see through.
Despite repeated exhortation about the importance of social and human dimensions of systems development, socio-organizational issues continue to be neglected and ignored in the current information systems practice. A review of the human information processing literature suggests that the reasons for this continuing lack of attention to social issues may be found in the limitations of human cognition and information processing capacities. Bostrom and Heinen(1978) and Kumar and Bjorn-Anderson(1990) also suggest that the inadequate attention to social problems and issues by the analyst could originate from the analysts limited problem perception. This research explores how the representation forms of information systems(IS) methodology used in understanding and modeling the problem situation affect such systems development problem perception. Typically, a system development methodology prescribes the use of system models(i.e., system representations) to understand, analyze, evaluate, and design the information system. Given the size and complexity of information systems, and the abstraction and simplification underlying the modeling process, system representations usually depict only a limited set of aspects of the system. Thus, a methodology whose representations are limited to technical aspects will tend to limit the analyst's perspective to a technical one only(Kumar & Welke, 1990). Following the same line of argument, in contrast, it is the conjecture of this study that a methodology which specifies both social and technical aspects of IS development will help the analyst develop a more comprehensive view of the IS problem domain. Based on the above concept, a theoretical model was first developed which explained the systems analysts cognitive process. Drawing on this model, a research model was developed hypothesizing the impacts of representation forms on problem identification. The model was tested using a laboratory experiment with 70 individual subjects. A special computer software was developed with a hypermedia authoring tool to conduct the experiments in order to avoid experimenter biases and to maintain consistency in administrating repeated experiments. The program, designed to replace the experimenter, consisted of functions such as presenting the subjects with problem material, asking the subjects questions, and saving the typed answers of the subjects. The results indicate that representation forms strongly influence problem identification. It was found that the use of the socio-technical representation form led to the findings of more social problems than the use of technical representation form. The results imply significant effects of representation forms on problem findings and also suggest that the use of adequate representation forms may help overcome dysfunctional effects of our limited information processing capacity.
Objective: The present study aims to evaluate the visual reactions of users when they are playing games of different flow levels, and to explore the visual variables that can sensitively reflect the different flow levels. Background: The flow is defined as a psychological state where interface users feel their actions in a virtual setting identical to those in real environment. To measure the flow states of users, the questionnaire-based FSS(Flow State Scale) has mostly been used. However, this method is a qualitative test that has limits in terms of the accuracy of users' flow experiences. Therefore, more accurate methods to measure users' flow experiences are required. Method: Ten subjects participated in the experiment, where the independent variables were three games with different flow levels(puzzle games, dot drawing and coloring) and the time frame(the first and last 10 seconds in game playing), whereas the dependent variables included the pupil size and the frequency and duration of eye blinking. This study was a within-subject design. Each participant performed three types of games with different flow levels 3 times for each for 10 minutes, and their visual reactions to each game were measured. Results: The higher the flow cause the bigger pupil size(p<0.01) and the lower eye blinking frequency(p<0.1), indicating that different types of games lead to different flow levels. The pupil size during the last 10 seconds when the flow level was higher was bigger by 2.1% compared with that during the first 10 seconds in game playing(p<0.1), and the eye blinking frequency decreased by 12%(p<0.01). Conclusion: It was found out that the pupil size and the frequency and duration of eye blinking were psychophysiological indices for evaluating users' flow experiences, which could quantify the flow states users go through. The psychophysiological variables capable of measuring diverse aspects of the flow need diversifying to be applicable to precise measurement of the flow. Application: These studies are warranted for both quantitative analysis of flow levels and qualitative improvement of cyber leisure in line with development of healthy games.
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