Journal of the Korean Association of Geographic Information Studies
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v.14
no.4
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pp.208-220
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2011
Korean traditional practice that gets a gravesite for burial and reckless grave establishment not only obstructs systematic national land management and reasonable urban development, but also causes a serious factor which has a harmful effect on natural environment and residential space in reality that our country is limited in area and national and social bases for use and establishment of graves are still inadequite. Though government and local governments have tried to cope with these problems by enacting legislation on funeral and others and so forth, they still have a variety of problems due to the shortage of grave management systems and information of accumulated individual graves. This study describes about the development of a GIS-based grave management system for making administrative management for individual cemeteries the prime object. As a result of application to a pilot area, the system developed in this study was able to be applied for supporting the time-limited burial system and managing cemeteries for those who left no relatives behind by constructing the database with grave-related position/attribute information which are collected by administrative system or direct survey. In addition, it is expected that this system will be utilized as a systematic management method that can be handed down the present or the future descendants under the tradition of the family-oriented funeral culture.
Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.
Jo, Seungwan;Oh, Hoon;Shim, Kyusung;Shim, Kyuhyun;Lee, Jongmyung;An, Beongku
Journal of the Institute of Electronics and Information Engineers
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v.53
no.8
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pp.85-92
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2016
Mobile cloud computing (MCC) is not just extensions of cloud concepts into mobile environments, but the service technologies that all mobile devices including smartphone can use the desired services by using cloud technology without the constraints of time and space. Currently, a lot of works on mobile cloud computing have been actively researching, whereas user interfaces are not so much researched. The main features and contributions of this paper are as follows. First, develop UI considering UX that is different from conventional interfaces supported by SPICE. Second, combine two button interface into one button interface when keyboard is used in mobile cloud computing clients. Third, develop a mouse interface suitable for mobile cloud computing clients. Fourth, in mobile cloud computing client, solve a problem that the selection of button/files/folder has at the corner. Finally, in mobile cloud computing clients we change mouse scroll mapping functions from volume button to scroll interface in touch-screen. The results of performance evaluation shows that users can input easily with the increased and fixed mouse interface. Since shortcut keys instead of the complex button keys of keyboard are provided, the input with 3-6 steps is reduced into 1 step, which can simply support complex keys and mouse input for users.
Ramezani, Meysam;Bathaei, Akbar;Zahrai, Seyed Mehdi
Smart Structures and Systems
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v.20
no.1
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pp.61-74
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2017
One of the most reliable and simplest tools for structural vibration control in civil engineering is Tuned Mass Damper, TMD. Provided that the frequency and damping parameters of these dampers are tuned appropriately, they can reduce the vibrations of the structure through their generated inertia forces, as they vibrate continuously. To achieve the optimal parameters of TMD, many different methods have been provided so far. In old approaches, some formulas have been offered based on simplifying models and their applied loadings while novel procedures need to model structures completely in order to obtain TMD parameters. In this paper, with regard to the nonlinear decision-making of fuzzy systems and their enough ability to cope with different unreliability, a method is proposed. Furthermore, by taking advantage of both old and new methods a fuzzy system is designed to be operational and reduce uncertainties related to models and applied loads. To design fuzzy system, it is required to gain data on structures and optimum parameters of TMDs corresponding to these structures. This information is obtained through modeling MDOF systems with various numbers of stories subjected to far and near field earthquakes. The design of the fuzzy systems is performed by three methods: look-up table, the data space grid-partitioning, and clustering. After that, rule weights of Mamdani fuzzy system using the look-up table are optimized through genetic algorithm and rule weights of Sugeno fuzzy system designed based on grid-partitioning methods and clustering data are optimized through ANFIS (Adaptive Neuro-Fuzzy Inference System). By comparing these methods, it is observed that the fuzzy system technique based on data clustering has an efficient function to predict the optimal parameters of TMDs. In this method, average of errors in estimating frequency and damping ratio is close to zero. Also, standard deviation of frequency errors and damping ratio errors decrease by 78% and 4.1% respectively in comparison with the look-up table method. While, this reductions compared to the grid partitioning method are 2.2% and 1.8% respectively. In this research, TMD parameters are estimated for a 15-degree of freedom structure based on designed fuzzy system and are compared to parameters obtained from the genetic algorithm and empirical relations. The progress up to 1.9% and 2% under far-field earthquakes and 0.4% and 2.2% under near-field earthquakes is obtained in decreasing respectively roof maximum displacement and its RMS ratio through fuzzy system method compared to those obtained by empirical relations.
Purpose - The purpose of the paper is to show that the Effects of graduate wages on support program of UIC is the main topic, due to point of view of the need for change from school-level to student-level. UIC support program is divided into four areas: infra, education, Commercialization, start-up. Design/Methodology - Data were collected three survey from a University UIC Survey(2012) and Self-diagnostic research(2012), and Employment Training Panel(2012). UIC support program is divided into four areas, and graduate wages is researched Average monthly wage, bonuses, additional duty allowance. Statistical methods is used basic statistics, crosstabs, regression analysis Findings -There is was much higher effects in total wages of three variable, first on much Intellectual Property Registration(IP) in university teachers, second university students have founded a private space for start-up, and third much national certification staff from the university. Implications - The issue is that UIC education can not be greater practical effect on the wages of graduates yet. Actively support and quality training support from the government in the UIC program is expected to be followed.
Kim, Jin-Tae;Kim, Jun-Young;Bae, Hyun-Sik;Lee, Dong-Il
The Journal of The Korea Institute of Intelligent Transport Systems
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v.13
no.6
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pp.77-87
/
2014
It has reported that a median bus-stop island on an exclusive median bus lane (EMBL) has shortened a crossing distance unit, encouraged a pedestrian's illegal crossing, and increased the number of accidents in the area. This study presents (1) the analysis of inappropriate pedestrian crossing patterns collected on exclusive median bus corridors and (2) the estimated performance of safety barriers restraining the occurrence of those. Total 19,649 pedestrian crossing data collected at the 'Sookmyung-university' median bus-stop, and the inappropriate pedestrian crossing patterns among those were grouped in terms of time and space violations. Physical safety barriers restraining illegal pedestrian crossings were considered as an alternative, and its performance in safety was quantified through microscopic simulation with conflict analyses by using surrogate safety assessment model. The findings suggest the number of conflicts reduced be 24.9 percentages compared to the one of the present condition when the physical safety barriers are placed at each of the eight ends of the EMBL pedestrian crossing.
This study exploits the robot system which is necessary in gene study, bio-technology industry. As well, it can achieve the job of DNA chip manufacturing whose use rate has been increased recently. The robot consists of DNA spotting device for spotting DNA on the silylated slide and well plate, bed for fixing well-plate, washing & drying device of washing and drying the pin part of DNA spotting device, distillation-water vessel, and discharge vessel of wash water. We made the term of sticking DNA to the pin on well plate to be 15 seconds. The spot size of DNA was set to be 0.28 mm on the average by bringing the slide into contact with pin for 1 second. At this rate, if DNA is spotted in the minimum space possible of about 0.32mm, it can stick about 8,100 DNA spots on the well plate. Analyzing the procedure: Movement starts. Pin washes, dries, and smears DNA on the well plate. Spots DNA onto 12 chips takes 2 minutes and 50 seconds.
This study carried out a topographic survey at a small-scale open-pit limestone mine in Korea (the Daesung MDI Seoggyo office) using a popular rotary-wing unmanned aerial vehicle (UAV, Drone, DJI Phantom2 Vision+). 89 sheets of aerial photos could be obtained as a result of performing an automatic flight for 30 minutes under conditions of 100m altitude and 3m/s speed. A total of 34 million cloud points with X, Y, Z-coordinates was extracted from the aerial photos after data processing for correction and matching, then an orthomosaic image and digital surface model with 5m grid spacing could be generated. A comparison of the X, Y, Z-coordinates of 5 ground control points measured by differential global positioning system and those determined by UAV photogrammetry revealed that the root mean squared errors of X, Y, Z-coordinates were around 10cm. Therefore, it is expected that the popular rotary-wing UAV photogrammetry can be effectively utilized in small-scale open-pit mines as a technology that is able to replace or supplement existing topographic surveying equipments.
Proceedings of the Korea Contents Association Conference
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2006.11a
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pp.176-179
/
2006
Tewoo refers to a traditional group of Jeju's rafts for fishing in the rough Jeju sea in the past. We propose a mobile game called 'TewooGwang' based on a fishing boat called 'Tewoo', which has a scenario of conquering the Jeju sea using unique characters symbolizing the Jeju's ocean culture. This game is a new game, which uses a character of the fishing boat 'Tewoo', the background based on only Jeju's features, the high portability of PDA, and multimedia technology. It is different from simple sports games and has various game scenarios according to interactions of Tewoo character. The structure of this game represents a storytelling, which integrates Jeju culture into cyberspace. There are stories in this game and users also can make their own stories. Thus, this game enables hi-directional communications. It presents an imaginative space, which can induce a conflictive structure made by each user, and spatial provability. Many young Jeju tourists will enjoy it because this game provides a dynamic story. Furthermore, we can contribute to serving the value-added Jeju culture of being upgraded one step through this Jeju culture based game.
The STS contents, emphasized in the 6th curriculum, in the chemistry textbooks(II) were analyzed. The STS contents in textbooks showed average value of 2.7%. The chapter of ‘chemical bond and compound' were included 3.8% of STS contents. And the chapter of ‘atomic structure and periodic table', ‘state of material and solution', ‘science of material', and ‘chemical reaction' contained 3.2%, 2.2%, 1.9%, and 1.9% of STS contents, respectively. When the STS contents were analyzed by STS topics of Piel, the results are as follows; 33.7% on effect of technological developments, 27.5% on environmental quality and utilization of natural source, 19.6% on human engineering, 13.8% on energy, and 5.4% on sociality of science. However, there were no topics on population, space research and national defense. When the STS contents were analyzed by student activities of SATIS, most of the activities were research and case study. There were few field activities of practical investigation, problem solving and decision making, research design and stimulation. There were no activities of role play.
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