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Development of a Probabilistic Approach to Predict Motion Characteristics of a Ship under Wind Loads (풍하중을 고려한 확률론적 운동특성 평가기법 개발에 관한 연구)

  • Sang-Eui Lee
    • Journal of Navigation and Port Research
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    • v.47 no.6
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    • pp.315-323
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    • 2023
  • Marine accidents due to loss of stability of small ships have continued to increase over the past decade. In particular, since sudden winds have been pointed out as main causes of most small ship accidents, safety measures have been established to prevent them. In this regard, to prevent accidents caused by sudden winds, a systematic analysis technique is required. The aim of the present study was to develop a probabilistic approach to estimate extreme value and evaluate effects of wind on motion characteristics of ships. The present study included studies of motion analysis, extraction of extreme values, and motion characteristics. A series analysis was conducted for three conditions: wave only, wave with uniform wind speed, and wave with the NPD wind model. Hysteresis filtering and Peak-Valley filtering techniques were applied to time-domain motion analysis results for extreme value extraction. Using extracted extreme values, the goodness of fit test was performed on four distribution functions to select the optimal distribution-function that best expressed extreme values. Motion characteristics of a fishing boat were evaluated for three periodic motion conditions (Heave, Roll, and Pitch) and results were compared. Numerical analysis was performed using a commercial solver, ANSYS-AQWA.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Evaluation of Incident Detection Algorithms focused on APID, DES, DELOS and McMaster (돌발상황 검지알고리즘의 실증적 평가 (APID, DES, DELOS, McMaster를 중심으로))

  • Nam, Doo-Hee;Baek, Seung-Kirl;Kim, Sang-Gu
    • Journal of Korean Society of Transportation
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    • v.22 no.7 s.78
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    • pp.119-129
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    • 2004
  • This paper is designed to report the results of development and validation procedures in relation to the Freeway Incident Management System (FIMS) prototype development as part of Intelligent Transportation Systems Research and Development program. The central core of the FIMS is an integration of the component parts and the modular, but the integrated system for freeway management. The whole approach has been component-orientated, with a secondary emphasis being placed on the traffic characteristics at the sites. The first action taken during the development process was the selection of the required data for each components within the existing infrastructure of Korean freeway system. After through review and analysis of vehicle detection data, the pilot site led to the utilization of different technologies in relation to the specific needs and character of the implementation. This meant that the existing system was tested in a different configuration at different sections of freeway, thereby increasing the validity and scope of the overall findings. The incident detection module has been performed according to predefined system validation specifications. The system validation specifications have identified two component data collection and analysis patterns which were outlined in the validation specifications; the on-line and off-line testing procedural frameworks. The off-line testing was achieved using asynchronous analysis, commonly in conjunction with simulation of device input data to take full advantage of the opportunity to test and calibrate the incident detection algorithms focused on APID, DES, DELOS and McMaster. The simulation was done with the use of synchronous analysis, thereby providing a means for testing the incident detection module.