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A Data Model for an Object-based Faceted Thesaurus System Supporting Multiple Dimensions of View in a Visualized Environment (시각화된 환경에서 다차원 관점을 지원하는 객체기반 패싯 시소러스 관리 시스템 모델의 정형화 및 구현)

  • Kim, Won-Jung;Yang, Jae-Dong
    • Journal of KIISE:Software and Applications
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    • v.34 no.9
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    • pp.828-847
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    • 2007
  • In this paper we propose a formal data model of an object-based thesaurus system supporting multi-dimensional facets. According to facets reflecting on respective user perspectives, it supports systematic construction, browsing, navigating and referencing of thesauri. Unlike other faceted thesaurus systems, it systematically manages its complexity by appropriately ing sophisticated conceptual structure through visualized browsing and navigation as well as construction. The browsing and navigation is performed by dynamically generating multi-dimensional virtual thesaurus hierarchies called "faceted thesaurus hierarchies." The hierarchies are automatically constructed by combining facets, each representing a dimension of view. Such automatic construction may make it possible the flexible extension of thesauri for they can be easily upgraded by pure insertion or deletion of facets. With a well defined set of self-referential queries, the thesauri can also be effectively referenced from multiple view points since they are structured by appropriately interpreting the semantics of instances based on facets. In this paper, we first formalize the underlying model and then implement its prototype to demonstrate its feasibility.

Effect of Prenatal Education Program of Labor and Delivery Experience (분만 체험 산전교육 프로그램 효과)

  • Seong, Chun-Hee;Park, Kyung-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5716-5725
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    • 2014
  • This study examined the effects of a prenatal education program of labor and delivery experience for primigravidas in mid-pregnancy. This investigation was designed as a one group pre-post quasi-experimental study, aiming to determine the effects of prenatal education on anxiety, confidence and knowledge in delivery by demonstrating knowledge and actual situations including understanding labor, breast-feeding, baby care and others, and experiencing the education program. Subjects were collected randomly from an on-line club in D city. The simulation education proceeded for 2 hours a week from April to June, 2014, and there were 6 sessions each in the first and second periods. We included 35 primigravidas who attended all 6 sessions. The data was analyzed using descriptive statistics, exploratory factor analysis and a paired t-test. According to the study results, the subjects showed a significant difference in knowledge in delivery (t=-9.07, p<001), confidence in delivery (t=-9.00, p<001) and anxiety (t=14.39, p<001) after participating in the prenatal education program. An evaluation of satisfaction revealed experience to be the most differentiating factor, and the simulation experience was identified as most effective. The desired appropriate number of class sessions was 4 times, and 88.6% of the pregnant women intended to attend the program at their next birth, indicating a high response rate.

Fundamental study on enlargement method of existing subway tunnel during operation for sidetrack construction (부본선 건설을 위한 기존 지하철 터널의 운영 중 확폭 방안에 대한 기초연구)

  • Lee, Hyobum;Koh, Sung-Yil;Jun, Jonghun;Yoon, Hee Taek;Yi, Na Hyun;Choi, Hangseok
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.22 no.1
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    • pp.59-76
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    • 2020
  • As a continuous increase in demand for the transportation infrastructure in the metropolitan area, the renovation of existing metropolitan and urban railway lines for the rapid transport system requires the construction of sidetrack that can operate local and express trains simultaneously. However, the construction of sidetrack after stopping the operation of the existing subway line causes a lot of economic losses, therefore it is essential to study the tunnel enlargement scheme during the operation of the existing subway tunnel. Accordingly, in this paper, basic research on the enlargement plan of the existing subway tunnel was carried out for the renovation of the existing subway line. In order to investigate the method for the sidetrack construction, the Government Complex Gwacheon station on the Gwacheon line of subway line 4 was selected as a virtual research station. Subsequently, four construction plans including tunnel cross-sectional plan for each section were reviewed and constructability and economic feasibility were compared. Finally, the stability assessment was conducted for the selected construction plan which was considered to be relatively unstable by 3-D full numerical analysis considering the sidetrack construction process.

Estimating the Switching Cost in the Korean Residential Electricity Market Using Discrete Choice Model (이산선택모형을 이용한 주거용수용가의 전력서비스 전환비용 추정)

  • Lee, Jongsu;Lee, Dongheon;Lee, Jeong-Dong;Park, Yuri
    • Environmental and Resource Economics Review
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    • v.13 no.2
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    • pp.219-243
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    • 2004
  • Generally, electricity market has monopoly market structure because of need of enormous investment for infrastructure. However, the introduction of competition in network industry as electricity is a tendency of the world with decreasing the effects of economy of scale due to the advancement of technology. Now, electricity industry restructuring is in progress but the competition in electricity retail market is not in force yet in Korea. Whether a effective competition exist or not is very important to policy decision maker who drive restructuring, but there are small numbers of quantitative researches on that. In this study, we estimated the effectiveness of competition in the electricity retail market through switching costs. If switching costs are high, consumers actually can be locked in incumbent firm in spite of introduction of competition. Therefore switching is a critical factor to determine effectiveness of competition and to estimate the size of switching costs quantitatively can proffer the information about whether the competition in the electricity retail market is effective or not in the future. We estimated switching costs using consumer' stated-preference data by conjoint analysis. In according to estimation results, the cost of switching process is not so high, but the relative brand loyalty of an incumbent company is significantly high. And the price is considered as the most important factor choosing an electric service commodity. Based on the empirical results, it is possible to analyze the relationship between suppliers' competitiveness resulted from management efficiency and customers' switching possibilities. The paper therefore provides guidance for suppliers in deciding to enter into retail competition and for policy makers in introducing retail competition. And it has a significance of estimating the switching costs directly.

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An Integrated Access Control for Sharing of E-Science Grid Resources (유휴 멀티 e-Science 그리드 자원 공유를 위한 통합 자원 접근 제어)

  • Jung, Im-Y.;Jung, Eun-Jin;Yeom, Heon-Y.
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.9_10
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    • pp.452-465
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    • 2008
  • This paper proposes a light-weight, seamless integrated access control for global e-Science resource sharing. E-Science, based on Grid Computing, was designed to help scientists to remotely control and process the Grid resources such as high-end equipments and remote machines. As many researchers engage in the e-Science Grids, the researchers in a grid often have to wait for or give up use of the Grid resources, even when there are idle resources in other Grids. In this case, provided that proper compensation is given, Grid resource sharing is helpful both for the researchers and the Grids which provide their resources. But, sharing Grid resources globally is not simple, as each e-Science Grid is especially designed for resource sharing in its Virtual Organization(VO) and already has its unique access control policy for its resources. This paper proposes a new integrated access control for e-Science Grid resource sharing. The access control is light-weight without any priori service level agreement(SLA)s among the Grids which share their resources and seamless because the users can use the resources shared as the ones belonging to their Grids without their additional registration to the other Grids.

The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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A Task Group-based Real-Time Scheduling Technique m the Non-Preemptive TinyOS (비선점 환경의 TinyOS에서 실시간성을 고려한 태스크 그룹 기반의 스케줄링 기법)

  • Son, Chi-Won;Tak, Sung-Woo
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1285-1298
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    • 2010
  • Since the TinyOS incorporating a non-preemptive task scheduling policy uses a FIFO (First-In First-Out) queue, a task with the highest priority cannot preempt a task with lower priority before the task with lower priority must run to completion. Therefore, the non-preemptive TinyOS cannot guarantee the completion of real-time user tasks within their deadlines. Additionally, the non-preemptive TinyOS needs to meet the deadlines of user tasks as well as those of TinyOS platform tasks called by user tasks in order to guarantee the deadlines of the real-time services requested by user tasks. In this paper, we present a group-based real-time scheduling technique that makes it possible to guarantee the deadlines of real-time user tasks in the TinyOS incorporating a non-preemptive task scheduling policy. The proposed technique groups together a given user task and TinyOS platform tasks called and activated by the user task, and then schedule them as a virtual big task. A case study shows that the proposed technique yields efficient performance in terms of guaranteeing the completion of user tasks within their deadlines and aiming to provide them with good average response time, while maintaining the compatibility of the existing non-preemptive TinyOS platform.

Flight Test of Helicopter Landing System Using Real-time DGPS (실시간 DGPS를 이용한 헬리콥터 착륙 시스템 개발)

  • Park, Sung-Min;Kim, Jung-Han;Whang, Duk-Ho;Jang, Jae-Gyu;Kee, Chang-Don;Park, Hyoung-Taek;Park, Hong-Man;Lee, Chang-Hyo
    • Journal of Advanced Navigation Technology
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    • v.3 no.2
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    • pp.108-119
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    • 1999
  • In recent, there has been remarkable progress in the field of GPS applications. In a few years, an appreciable number of aircraft will adopt GPS as a landing guidance system because GPS is more economic, more reliable and more accurate than any other aviation systems. In this respect, we have performed several helicopter landing flight tests based on the real-time DGPS system made in SNUGL (Seoul National University GPS Laboratory). From the experimental results, we found several problems Which should be fixed to adopt DGPS as a aircraft landing guidance system. In this paper, we will introduce the problems found in tests and also suggest modifications to solve the problems. Our modifications can be classified into three parts. The first is about the attitude determination with single GPS antenna. The second deals with the cockpit display module. The display was devised to integrate the Instrument Landing System(ILS) with tunnel-the-sky using virtual reality. With the display, pilot can achieve more safe landings. The last part is the digital map. We inserted digital map into our system and put direction indicator on the map using position information from GPS. It is very useful for pilot to find airports even in bad weather. Using the newly designed DGPS landing system, we conducted flight test at Kimhae International Airport, Pusan, Korea. It was successful! Our system can also satisfy Category-I criterion for aircraft landing approach and determine attitude angle with a high level of reliability. It is supported by video materials.

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Real-Time Shadow Generation using Image Warping (이미지 와핑을 이용한 실시간 그림자 생성 기법)

  • Kang, Byung-Kwon;Ihm, In-Sung
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.5
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    • pp.245-256
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    • 2002
  • Shadows are important elements in producing a realistic image. Generation of exact shapes and positions of shadows is essential in rendering since it provides users with visual cues on the scene. It is also very important to be able to create soft shadows resulted from area light sources since they increase the visual realism drastically. In spite of their importance. the existing shadow generation algorithms still have some problems in producing realistic shadows in real-time. While image-based rendering techniques can often be effective1y applied to real-time shadow generation, such techniques usually demand so large memory space for storing preprocessed shadow maps. An effective compression method can help in reducing memory requirement, only at the additional decoding costs. In this paper, we propose a new image-barred shadow generation method based on image warping. With this method, it is possible to generate realistic shadows using only small sizes of pre-generated shadow maps, and is easy to extend to soft shadow generation. Our method will be efficiently used for generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

A Study on the Mechanism of the Immersion of the Spectators of the Fictional Narrative Animation (허구서사 애니메이션의 관객 몰입 메커니즘 연구 - 구성주의 인지서사학적 접근을 중심으로 -)

  • Kim, Ki-Hong
    • Cartoon and Animation Studies
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    • s.17
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    • pp.37-51
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    • 2009
  • Immersion is the key factor in determining success or failure for fictional narrative animations. It does matter to not only for the socio-economic achievements like box-office success but to the asthetical achievement, immersion is very important prerequisite character that are raised in terms of research needs. Fictional narrative animation shares the audience's immersive method with the narrative content and Virtual Reality, since animation has the character which narrates itself with the visual image format (including sound) and added the fact that 3D format which emphasizes realism compared with the recent 2D animation has been ubiquitous phenomenon. In other words, the artistic for called 'animation' is located between the view point that text has the immersive point intrinsic and oppositely, specific function of the certain media which stays extrinsic of the text enforce the participants into the immersion. In any case, the subject who experience immersion is the audience, so the most useful theory to research the phenomenon 'immersion' is Constructivism cognitive narrotologic approach which lies the peader-spectator as the centric notion and is more useful than text analysis or research on the visual effects. In this study, research and review about the studies on the audience's immersive experience would be preceded particularly aroud the constructivism theories, and examine the uniqueness and naures of the animation which makes the audience immersive.

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