• Title/Summary/Keyword: multi-view environment

검색결과 185건 처리시간 0.028초

공동주택 리모델링사업의 동의율 확보 제약요인에 관한 연구 (A Study on the Agreement a rate Encouraging Restriction Primary factor Multi-family Housing Remodling)

  • 김동재;김갑열
    • 한국건설관리학회:학술대회논문집
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    • 한국건설관리학회 2008년도 정기학술발표대회 논문집
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    • pp.885-890
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    • 2008
  • 최근 몇 년 사이 공동주택 리모델링을 둘러싼 여건의 변화는 리모델링의 활성화라는 입장에서 볼 때 매우 고무적이라 할 수 있다. 리모델링의 추진에 대한 단지 내 다른 주민들의 반발을 어떻게 조정할 것인가가 주요한 과제로 대두되었고, 리모델링을 위한 재원 조달과 리모델링 이후의 자산가치 변화가 핵심적인 쟁점으로 부각되었다. 특히 많은 언론의 보도에도 불구하고 리모델링에 의한 자산가치 즉 부동산 가격의 상승효과가 뚜렷하게 입증되지 못하고 있으며, 금융기관 역시 리모델링 이후의 자산가치 상승에 대해 상당히 보수적인 평가를 하고 있기 때문에, 입주자들은 리모델링을 위한 재원의 조달에 상당한 어려움을 겪고 있을 뿐만 아니라 리모델링 사업의 성공여부도 확신하지 못하고 있다. 제도개선은 동 단위 리모델링을 보다 효율적이면서도 도시와 단지 전체의 관리 방향과 조화되는 방향으로 추진되어야 하며, 또한 공공지출을 최소화하면서도 리모델링을 실질적으로 지원할 수 있는 제도적 방안이 강구되어야 한다.

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Analysis of the MSC(Multi-Spectral Camera) Operational Parameters

  • Yong, Sang-Soon;Kong, Jong-Pil;Heo, Haeng-Pal;Kim, Young-Sun
    • 대한원격탐사학회지
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    • 제18권1호
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    • pp.53-59
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    • 2002
  • The MSC is a payload on the KOMPSAT-2 satellite to perform the earth remote sensing. The instrument images the earth using a push-broom motion with a swath width of 15 km and a GSD(Ground Sample Distance) of 1 m over the entire FOV(Field Of View) at altitude 685 km. The instrument is designed to haute an on-orbit operation duty cycle of 20% over the mission lifetime of 3 years with the functions of programmable gain/offset and on-board image data compression/storage. The MSC instrument has one channel for panchromatic imaging and four channel for multi-spectral imaging covering the spectral range from 450nm to 900nm using TDI(Time Belayed Integration) CCD(Charge Coupled Device) FPA(Focal Plane Assembly). The MSC hardware consists of three subsystem, EOS(Electro Optic camera Subsystem), PMU(Payload Management Unit) and PDTS(Payload Data Transmission Subsystem) and each subsystems are currently under development and will be integrated and verified through functional and space environment tests. Final verified MSC will be delivered to spacecraft bus for AIT(Assembly, Integration and Test) and then COMSAT-2 satellite will be launched after verification process through IST(Integrated Satellite Test). In this paper, the introduction of MSC, the configuration of MSC electronics including electrical interlace and design of CEU(Camera Electronic Unit) in EOS are described. MSC Operation parameters induced from the operation concept are discussed and analyzed to find the influence of system for on-orbit operation in future.

Factors Clustering Approach to Parametric Cost Estimates And OLAP Driver

  • JaeHo, Cho;BoSik, Son;JaeYoul, Chun
    • 국제학술발표논문집
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    • The 3th International Conference on Construction Engineering and Project Management
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    • pp.707-716
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    • 2009
  • The role of cost modeller is to facilitate the design process by systematic application of cost factors so as to maintain a sensible and economic relationship between cost, quantity, utility and appearance which thus helps in achieving the client's requirements within an agreed budget. There are a number of research on cost estimates in the early design stage based on the improvement of accuracy or impact factors. It is common knowledge that cost estimates are undertaken progressively throughout the design stage and make use of the information that is available at each phase, through the related research up to now. In addition, Cost estimates in the early design stage shall analyze the information under the various kinds of precondition before reaching the more developed design because a design can be modified and changed in all process depending on clients' requirements. Parametric cost estimating models have been adopted to support decision making in a changeable environment, in the early design stage. These models are using a similar instance or a pattern of historical case to be constituted in project information, geographic design features, relevant data to quantity or cost, etc. OLAP technique analyzes a subject data by multi-dimensional points of view; it supports query, analysis, comparison of required information by diverse queries. OLAP's data structure matches well with multiview-analysis framework. Accordingly, this study implements multi-dimensional information system for case based quantity data related to design information that is utilizing OLAP's technology, and then analyzes impact factors of quantity by the design criteria or parameter of the same meaning. On the basis of given factors examined above, this study will generate the rules on quantity measure and produce resemblance class using clustering of data mining. These sorts of knowledge-base consist of a set of classified data as group patterns, of which will be appropriate stand on the parametric cost estimating method.

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보안전문인력 양성을 위한 직업분류체계별 정보보호 핵심지식 설계 (A Design on Information Security Core Knowledge for Security Experts by Occupational Classification Framework)

  • 이효직;나원철;성소영;장항배
    • 한국전자거래학회지
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    • 제20권3호
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    • pp.113-125
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    • 2015
  • 최근 발생하는 정보보안 사고는 정보통신기술의 발전과 더불어 전파속도나 그 피해규모 역시 빠른 속도로 증가하고 있다. 또한 미래 환경이 산업융합의 시대로 발전함에 따라 가상의 사이버 환경이 물리적인 환경까지 확장되면서 다양한 형태의 새로운 보안 위협이 발생하고 있다. 새롭게 대두되는 보안 위협을 해결하기 위해서는 전통적인 기술 위주의 단편화된 보안인재를 넘어서, 기술적 보호와 물리적 보호를 관리적 관점에서 아우를 수 있는 다차원적 보안역량을 가진 보안전문인력이 필요한 시점이다. 따라서 본 논문에서는 기존의 기술위주의 단편화된 정보보호 교육을 넘어서 산업융합 환경에 맞는 보안전문인력을 양성하기 위하여 직업분류체계별로 특색 있는 정보보호 교과목을 도출하고 이를 이용하여 각 직업군간의 이동시 추가로 교육이 필요한 교과목에 대한 분석을 실시하고자 한다. 본 연구결과는 기술적 관점의 정보보호 교과목과 경영 관리적 관점의 정보보호 교과목의 조화로운 융합을 통해 산업융합 환경에 어울리는 다차원적 보안인력을 육성하고, 정보보호 직업군간의 이동 시 각 직업군별 핵심 지식을 효과적으로 습득할 수 있는 교육훈련과정을 개발하는 데에도 긍정적인 영향을 미칠 것으로 기대된다.

다오염물질 상황에서의 최적가용기법 기준의 경제적 효율성에 관한 연구 (Economic Efficiency of the BAT Standards in a Multi-pollutant Environment)

  • 한택환;임동순
    • 환경영향평가
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    • 제28권2호
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    • pp.141-151
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    • 2019
  • 우리나라는 2015년 환경오염시설의 통합관리에 관한 법률을 통과시켜서 BAT 기준서에 의한 통합환경관리가 실시중이다. 통합환경관리의 성격을 요약하면 다오염물질 배출원에 대한 관리의 통합화와 BAT 로 대변되는 기술적 기준에 의한 규제이다. 일반적으로 경제학에서는 기술기준에 의한 규제는 정태적 동태적 비효율성을 가져오는 것으로서 회피하여야 할 정책수단으로 알려져 있다. 통합환경관리제도는 BAT규제를 바탕으로 운용되는데 이에 대한 경제적 효율성 역시 심각한 의문의 대상이 될 수 있다. 본 논문은 BAT 기준의 효율성을 경제학적 관점에서 평가하고자 시도한다. 간단한 다오염물질 모형을 통하여 BAT 규제의 경제적 효율성을 분석하여 본 결과 단일오염물질상황에서도 정보의 불완전성으로 인하여 약하게 존재하던 환경세의 BAT 대비 비효율성이 다오염물질 상황하에서는 더욱 커짐을 보여주었다. 다오염물질관리체계로서 IPPC와 BAT가 한 묶음으로 추진되고 실행되어온 이유가 이러한 사실에 의하여 부분적으로 설명된다. EU에서 석탄 상대가격의 하락으로 대기오염물질의 배출 증대가 우려되는 상황에서 BAT 기준의 강화로 대처한 것이 가격구조와 실효적 환경세의 변동으로 인한 환경적 후생손실을 BAT 규제 등으로 대처한 사례 중의 하나로 볼 수 있다.

실내 환경에서의 쿼드로터형 무인 비행체를 위한 비전 기반의 궤적 추종 제어 시스템 (Vision-Based Trajectory Tracking Control System for a Quadrotor-Type UAV in Indoor Environment)

  • 시효석;박현;김헌희;박광현
    • 한국통신학회논문지
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    • 제39C권1호
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    • pp.47-59
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    • 2014
  • 본 논문은 실내 환경에서의 엔터테인먼트 활용을 목적으로 쿼드로터형 비행체를 위한 비전 기반의 궤적 추종제어 시스템을 다룬다. 항공촬영 및 감시 등의 특수임무를 완수하기 위해 자율성이 강조되는 실외 비행체와 비교할 때, 엔터테인먼트를 목적으로 하는 실내 환경에서의 비행체를 위해서는 안정성 및 정밀성이 특히 고려된 호버링 및 궤적추종 기능 등이 요구된다. 이에, 본 논문은 동작생성, 자세추정, 궤적추종 모듈로 구성된 궤적추종 제어시스템을 제안한다. 동작생성 모듈은 매 시간에서의 3차원 자세로 기술되는 동작들에 대한 연속적인 시퀀스를 생성한다. 자세추정 모듈은 비행체에 장착된 원형 링 패턴의 인식을 통해 쿼드로터의 3차원 자세정보를 추정한다. 궤적추종 모듈은 동작생성 모듈과 자세추정 모듈로부터 제공되는 정보를 이용하여 쿼드로터 비행체의 3차원 위치를 실시간적으로 제어한다. 제안된 시스템의 성능은 단일 점 추종, 다점 추종, 곡선궤적 추종에 대한 실험을 통해 평가된다.

Factors Affecting Night-Time Economic Development: Research in Hanoi, Vietnam

  • Ngoc Son NGUYEN;Vu Hiep HOANG;Quoc Dung NGO;Van Hoa HOANG
    • Asian Journal of Business Environment
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    • 제13권2호
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    • pp.1-7
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    • 2023
  • Purpose: The purpose of the study is to explore the factors which influence the night-time economic development in Hanoi, Vietnam. The results can help policymakers achieve a scientific basis to plan the development of night-time economy in Hanoi. Research design, data and methodology: The research model is developed from literature review with 7 independent variables, including natural conditions and resources, infrastructure, safety, environmental issues, promotion and international integration, development of sharing economy, and institution and policy. This model is then adjusted by exploratory factors analysis to have 4 new variables: Institution and environment, Infrastructure and safety, Promotion and sharing, and Nature and resources. The model is regressed based on the data of 463 observations of night-time economy in Hanoi, Vietnam. Results: Consistent with the current literature addressing night-time economy, the results show positive impacts of all of the independent variables studied. Conclusions: It is recommended for the local authorities to strengthen advertising and promoting investment for NTE development in Hanoi city and also enhance the role of state management in NTE activities by raising awareness of the state management apparatus towards a more open-minded multi-dimensional view of the NTE, developing the NTE to overcome the barrier of thinking "if it cannot be managed, it is forbidden" in state management agencies, and defining responsibilities and authority among state management agencies in the management of NTE activities and strengthening decentralization and decentralization of powers for localities in the management and development of NTE.

경인아라뱃길이 지역 부동산 가격에 미친 영향 분석 (The Effects of GyeongIn Ara Waterway on the Regional Property Value)

  • 이희찬;차주영;박두호
    • 한국수자원학회논문집
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    • 제46권3호
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    • pp.277-285
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    • 2013
  • 경인아라뱃길의 경관기능은 조망대상으로써 인근 아파트주민에게는 외부경제효과를 의미한다. 본 연구의 목적은 주택가격에 내재된 아라뱃길 조망권의 가치를 평가하는 것이다. 적용된 방법은 헤도닉가격모형(HPM)이다. 조망 수혜지역 내에 있는 아파트들 중 2011년 기간에 실제 거래가 이루어진 총 4,207세대로부터 수집된 자료를 기반으로 아파트매매가격, 단지특성, 입지특성, 시점특성 등과 관련된 변수들을 도출하였다. 투입 속성으로서 조망권변수는 수치지형도와 Google Mapview의 결합에 의해 고안된 조망권 알고리즘에 의해 도출되었다. 기존에 수행된 주택가격결정모형의 추정결과와 비교해 보았을 때, 본 모형의 추정결과는 계수의 크기에 있어 다소의 차이는 있으나 방향성에 있어서는 일치하는 경향을 보였다. 특히, 주거공간으로부터 아라뱃길까지의 거리와 아라뱃길의 조망권이 주택가격 형성에 있어 중요한 역할을 한다는 점을 밝혔다. HPM에 의해 추정된 조망권의 가치는 평당 16.5만원으로 나타났다. 역내 모집단 아파트로 확장된 아라뱃길 조망권에 의한 지역자산 고도화 효과는 총 891억원으로 추정되었다.

The Mitochondrial Warburg Effect: A Cancer Enigma

  • Kim, Hans H.;Joo, Hyun;Kim, Tae-Ho;Kim, Eui-Yong;Park, Seok-Ju;Park, Ji-Kyoung;Kim, Han-Jip
    • Interdisciplinary Bio Central
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    • 제1권2호
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    • pp.7.1-7.7
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    • 2009
  • "To be, or not to be?" This question is not only Hamlet's agony but also the dilemma of mitochondria in a cancer cell. Cancer cells have a high glycolysis rate even in the presence of oxygen. This feature of cancer cells is known as the Warburg effect, named for the first scientist to observe it, Otto Warburg, who assumed that because of mitochondrial malfunction, cancer cells had to depend on anaerobic glycolysis to generate ATP. It was demonstrated, however, that cancer cells with intact mitochondria also showed evidence of the Warburg effect. Thus, an alternative explanation was proposed: the Warburg effect helps cancer cells harness additional ATP to meet the high energy demand required for their extraordinary growth while providing a basic building block of metabolites for their proliferation. A third view suggests that the Warburg effect is a defense mechanism, protecting cancer cells from the higher than usual oxidative environment in which they survive. Interestingly, the latter view does not conflict with the high-energy production view, as increased glucose metabolism enables cancer cells to produce larger amounts of both antioxidants to fight oxidative stress and ATP and metabolites for growth. The combination of these two different hypotheses may explain the Warburg effect, but critical questions at the mechanistic level remain to be explored. Cancer shows complex and multi-faceted behaviors. Previously, there has been no overall plan or systematic approach to integrate and interpret the complex signaling in cancer cells. A new paradigm of collaboration and a well-designed systemic approach will supply answers to fill the gaps in current cancer knowledge and will accelerate the discovery of the connections behind the Warburg mystery. An integrated understanding of cancer complexity and tumorigenesis is necessary to expand the frontiers of cancer cell biology.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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