• Title/Summary/Keyword: 공간적 능력

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Compressive Strength of Diagrid Node Using H-Shape Steel (H현강 Diagrid 접합부의 압축내력 단가)

  • Ju, Young-Kyu;Park, Soon-Jeon;Kim, Kyoung-Hwan;Chang, In-Hwa;Kim, Sang-Dae
    • Journal of Korean Association for Spatial Structures
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    • v.8 no.3
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    • pp.91-99
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    • 2008
  • As number of the buildings increases, it shows new trends such as twisted, tilted, taperer shape. As a structural solution for the new trend buildings, diagonal grid (Diagrid) structure was developed. Though a few buildings was built using diagird system, the structural performance of the corresponding node was not clearly identified. Therefore, experimental evaluation is needed to apply diagrid for higher buildings. In this study, the node was tested depending on the amounts of welding materials. As a result, the partial welding can provide enough strength for the node as required in the full penetration welding under monotonin compressive loadings.

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Artificial Rainfall Experiment and Numerical Simulation for Urban Flood Analysis (도심홍수 분석을 위한 인공강우실험 및 수치모의)

  • Kim, Hyung-Jun;Rhee, Dong Sop;Kim, Hyeon Jun;Seong, Hoje
    • Proceedings of the Korea Water Resources Association Conference
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    • 2017.05a
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    • pp.353-353
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    • 2017
  • 주요 도시 지역에서 발생한 집중호우로 인하여 도시지역의 홍수 피해가 증가하고 있다. 2010, 2011년에 발생한 서울지역의 홍수로 인하여 인명과 재산피해가 발생하였으며, 2014년도에는 부산 경남지역에 발생한 집중호우로 도심지역에 홍수피해가 발생하였다. 이와 같이 증가하고 있는 도시 지역의 홍수피해 저감을 위하여 다양한 치수사업 및 홍수대책 연구가 진행되고 있지만, 일부지역에서는 여전히 침수 위험성이 상존하고 있다. 기후변화로 인하여 강우량이 증가하고 있는 상황에서 도시지역 내수 배제 능력이 변화하는 환경을 적절히 대응하지 못하여 새로운 기술 개발에 대한 필요성 증가하고 있다. 본 연구에서는 도심홍수 피해를 저감시키기 위하여 도심지 홍수의 복합적 원인을 고려한 공간해석에 필요한 실험 및 수치모의를 수행하였다. 도시 지역의 침수현상을 재현 검토하기 위해서 인공강우를 구현할 수 있는 강우 시뮬레이터를 이용하여 2010년, 2011년 도심홍수 피해가 발생한 지역의 도심지 모형을 제작하고 침수현상을 재현하였다. 인공강우 모형실험을 통하여 주요 도로망의 침수심 및 흐름전파 경향을 분석하였다. 다음으로는 도심 공간의 건물과 도로망 형태에 따라서 우수의 거동을 계측한 실험결과를 이용하여 지표수 모의 수치모형의 적용성을 검토하였다. 인공강우 실험결과와 수치모의결과를 정량적으로 비교하였으며, 각 실험결과에 의한 차이점을 분석하였다. 본 연구결과에 의하면 인공강우 시뮬레이터와 수치모의를 병행하여 도심지역 침수를 재현함으로써 도심홍수에 의한 피해를 저감 시킬 수 있는 대응기술을 발전시킬 수 있을 것으로 기대된다.

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Design and Implementation of a Large-Scale Spatial Reasoner Using MapReduce Framework (맵리듀스 프레임워크를 이용한 대용량 공간 추론기의 설계 및 구현)

  • Nam, Sang Ha;Kim, In Cheol
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.10
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    • pp.397-406
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    • 2014
  • In order to answer the questions successfully on behalf of the human in DeepQA environments such as Jeopardy! of the American quiz show, the computer is required to have the capability of fast temporal and spatial reasoning on a large-scale commonsense knowledge base. In this paper, we present a scalable spatial reasoning algorithm for deriving efficiently new directional and topological relations using the MapReduce framework, one of well-known parallel distributed computing environments. The proposed reasoning algorithm assumes as input a large-scale spatial knowledge base including CSD-9 directional relations and RCC-8 topological relations. To infer new directional and topological relations from the given spatial knowledge base, it performs the cross-consistency checks as well as the path-consistency checks on the knowledge base. To maximize the parallelism of reasoning computations according to the principle of the MapReduce framework, we design the algorithm to partition effectively the large knowledge base into smaller ones and distribute them over multiple computing nodes at the map phase. And then, at the reduce phase, the algorithm infers the new knowledge from distributed spatial knowledge bases. Through experiments performed on the sample knowledge base with the MapReduce-based implementation of our algorithm, we proved the high performance of our large-scale spatial reasoner.

Application of GIS-based Probabilistic Empirical and Parametric Models for Landslide Susceptibility Analysis (산사태 취약성 분석을 위한 GIS 기반 확률론적 추정 모델과 모수적 모델의 적용)

  • Park, No-Wook;Chi, Kwang-Hoon;Chung, Chang-Jo F.;Kwon, Byung-Doo
    • Economic and Environmental Geology
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    • v.38 no.1
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    • pp.45-55
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    • 2005
  • Traditional GIS-based probabilistic spatial data integration models for landslide susceptibility analysis have failed to provide the theoretical backgrounds and effective methods for integration of different types of spatial data such as categorical and continuous data. This paper applies two spatial data integration models including non-parametric empirical estimation and parametric predictive discriminant analysis models that can directly use the original continuous data within a likelihood ratio framework. Similarity rates and a prediction rate curve are computed to quantitatively compare those two models. To illustrate the proposed models, two case studies from the Jangheung and Boeun areas were carried out and analyzed. As a result of the Jangheung case study, two models showed similar prediction capabilities. On the other hand, in the Boeun area, the parametric predictive discriminant analysis model showed the better prediction capability than that from the non-parametric empirical estimation model. In conclusion, the proposed models could effectively integrate the continuous data for landslide susceptibility analysis and more case studies should be carried out to support the results from the case studies, since each model has a distinctive feature in continuous data representation.

Observations of Oxygen Administration Effects on Visuospatial Cognitive Performance using Time Course Data Analysis of fMRI (뇌기능 자기공명영상의 시계열 신호 분석에 의한 공간인지과제 수행시 산소 공급의 효과 관찰)

  • Sohn Jin-Hun;You Ji-Hye;Eom Jin-Sup;Lee Soo-Yeol;Chung Soon-Cheol
    • Investigative Magnetic Resonance Imaging
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    • v.9 no.1
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    • pp.9-15
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    • 2005
  • Purpose : This study attempted to investigate the effects of supply of highly concentrated $(30\%)$ oxygen on human ability of visuospatial cognition using time course data analysis of functional Magnetic Resonance Imaging (fMRI). Materials and Methods : To select an item set in the visuospatial performance test, two questionnaires with similar difficulty were developed through group testing. A group test was administered to 263 college students. Two types of questionnaire containing 20 questions were developed to measure the ability of visuospatial cognition. Eight college students (right-handed male, average age of 23.5 yrs) were examined for fMRI study. The experiment consisted of two runs of the visuospatial cognition testing, one with $21\%$ level of oxygen and the other with $30\%$ oxygen level. Each run consisted of 4 blocks, each containing control and visuospatial items. Functional brain images were taken from 37 MRI using the single-shot EPI method. Using the subtraction procedure, activated areas in the brain during visuospatial tasks were color-coded by t-score. To investigate the time course data in each activated area from brain images, 4 typical regions (cerebellum, occipital lobe, parietal lobe, and frontal lobe) were selected. Results : The average accuracy was $50.63{\pm}8.63$ and $62.50{\pm}9.64$ for $21\%\;and\;30\%$ oxygen respectively, and a statistically significant difference was found in the accuracy between the two types of oxygen (p<0.05). There were more activation areas observed at the cerebellum, occipital lobe, parietal lobe and frontal lobe with $30\%$ oxygen administration. The rate of increase in the cerebellum, occipital lobe and parietal lobe was $17\%$ and that of the frontal lobe, $50\%$. Especially, there were increase of intensity of BOLD signal at the parietal lobe with $30\%$ oxygen administration. The increase rate of the left parietal lobe was $1.4\%$ and that of the right parietal lobe, $1.7\%$. Conclusion : It is concluded that while performing visuospatial tasks, high concentrations of oxygen administration make oxygen administration sufficient, thus making neural network activate more, and the ability to perform visuospatial tasks increase.

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A Study on Comparison and Analysis of Civic Education in Place for Children -A Case Study on the United States, Britain, Finland, Japan, and South Korea- (어린이 공간교육의 국내외 사례 비교연구 -미국, 영국, 핀란드, 일본, 한국의 사례를 중심으로-)

  • Hue, Youn-Sun;Im, Seung-Bin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.2
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    • pp.40-51
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    • 2011
  • Recently, the public's interest in quality of life and good design has increased, and the opportunities for their participation in space planning and the design process are expanding. However, the public still lacks understanding of the role(and importance) of space and environment and is not experienced in expressing their opinion on improving the urban environment. At this point, 'Built Environment Education for Kids' will be the key to understanding space and environment as future citizens and to developing the ability of problem-solving and expressing their opinions. This study aims to change the awareness of the public as well as experts, and to make a better urban space through comparison and analysis of domestic and foreign 'Built Environment Education.' In 27 countries around the world(more than 110 institutions), 'Built Environment Education' from childhood is being implemented. Such movements aim to make people participate in the space design and decision-making process by understanding a fundamental element of the built environment and space perception. In this study, the United States, Britain, Finland, Japan and South Korea's 'Built Environment Education' are discussed Above all, the definition, range and target of 'Built Environment Education' are discussed For each case, the purpose and effect, laws and educational processes, systems and roles, and examples of programs are analyzed. Through reviewing each attribute and their implications, a conclusion is drawn on the aspects we have to consider in laying the foundation for implementing the 'Built Environment Education' in Korea, such as consideration of the locality, organizing systematic networks and composing a pool of experts, building proper institutions, and establishing the role of the government. This case study of 'Built Environment Education' can help increase the awareness of the public and build their strength in establishing a better future space. Through the analysis of the purpose, laws, systems, and contents, this case study is expected to provide and build the foundation for an educational system and develop an appropriate program that best suits our society.

Online Game Lifestyle in Different Cultural Context: Korea and Japan (문화적 맥락과 온라인 게임 라이프스타일: 한국과 일본의 비교)

  • 황상민;장근영
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.91-97
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    • 2003
  • 본 연구는 온라인 게임공간에서 게이머들이 어떻게 서로 다른 가치관과 행동 패턴을 드러내는지를 확인하고 이를 통해 온라인 게임세계의 문화를 이해하고 분석하기 위해 실시되었다. 전 세계에서 가장 많은 게이머들이 활동하고 있고, 한국과 일본에서 동시에 서비스되고 있는 온라인 게임인 〈리니지〉의 게이머들을 대상으로 온라인 설문조사를 실시하여 '라이프 스타일' 분석틀을 이용해서 이들이 게임공간에서 보이는 행동을 분류하였다. 글 결과 한국과 일본의 리니지 사용자들에게서 거의 유사한 세 가지 라이프스타일 패턴이 추출되었으며 한국과 일본에서 라이프스타일에 따른 행동 패턴이 일관적으로 나타나고 있음을 확인하였다. 도한 한국과 일본의 문화적 차이는 각 라이프스타일 프로파일의 극단성과 분포비율에 의해 반영되는 것으로 확인되었다. 일본의 탈사회적 게이머는 한국의 그것에 비해 더 극단적인 반면 전체 응답자 중에서 차지하는 비율이 적었고 게임 세계에서의 사회 경제적 위치도 낮았으며 한국에서는 비교적 적은 비율을 차지하던 싱글 플레이어 유형이 일본에서는 가장 많은 비중을 차지하는 것으로 나타났다. 또한 일본의 게이머들은 라이프스타일에 상관없이 대부분이 게임 공동체에 가입하는 반면 한국의 게이머들은 라이프스타일에 따라 공동체 참여율이 달랐지만 전체적인 참여율은 일본에 비해 높았다. 이러한 차이는 일본 게임세계에서 공동체 참여는 기본적인 의무인 반면 한국에서는 현실적인 이익과 직결된 활동임을 시사한다. 또한 게임몰입수준은 한국보다 일본의 리니지 게이머들이 높았다. 아시아 각 국에 한국에서 개발한 동일한 온라인 게임이 확산되어 있는 현황을 고려할 때, 온라인 게이머의 라이프스타일 척도는 한국과 일본뿐만 아니라 대만과 중국, 홍콩, 그리고 미국과 같은 리니지 게임이 서비스되는 모든 국가의 문화적 차이를 이해하고 과학적으로 분석할 수 있는 방법이 될 수 있을 것으로 기대된다. 의미를 되새기는 것으로 짧은 연구를 시작하겠다. 등은 활성 값이 70% 이상으로 퇴적물 독성이 상대적으로 낮았다. 이중나선 DNA 함량은 28.4 % - 49%로 대조군에 비해서 감소가 크다. 대부분의 정점이 대조군의 30% 내외로 정점 간의 차이는 크지는 않다. 그러나 다른 측정자료와 같이 정점 22에서 18%로 최소치를 나타내고, 정점 2, 12에서 20% 내외의 값을 보인다. 종합적으로 볼 때 오염물질의 유입이 크고, 광양제철 인근 정점 들이 모두 다른 정점에 비해서 낮아서, 퇴적물 독성이 높은 정점으로 조사되었다.hiwo의 광합성 능력은 낮은 농도들에서는 대조구와 유사하였으나, 5 $\mu\textrm{g}$/l의 높은 농도에서는 초기에 매우 낮은 광합성 능력을 보이다가 시간이 경과하면서 대조군보다 더 높은 경향을 나타냈다. 이러한 결과는 식물플랑크톤이 benso[a]pyrene의 낮은 농도에서 노출될 때는 이 물질을 탄소원으로 사용할 가능성이 있음을 시사한다. 본 연구의 결과들은 연안해역에 benso[a]pyrene과 같은 지속성 유기오염물질이 유입되었을 때 내정여부에 따라 식물플랑크톤 군집내 종 천이와 일차생산력에 크게 영향을 미칠 수 있음을 시사한다.TEX>5.2개)였으며, 등급별 회수율은 각각 GI(8.5%), GII(13.4%), GIII(43.9%), GIV(34.2%)로 나타났다.ments of that period left both in Japan and Korea. "Hyojedo" in Korea is supposed to have been influenced by the letter design. Asite- is also considered to have been "Japanese Letter Jobcheso." Therefore, the purpose of this study is to look into

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MyWorkspace: VR Platform with an Immersive User Interface (MyWorkspace: 몰입형 사용자 인터페이스를 이용한 가상현실 플랫폼)

  • Yoon, Jong-Won;Hong, Jin-Hyuk;Cho, Sung-Bae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.52-55
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    • 2009
  • With the recent development of virtual reality, it has been actively investigated to develop user interfaces for immersive interaction. Immersive user interfaces improve the efficiency and the capability of information processing in the virtual environment providing various services, and provide effective interaction in the field of ubiquitous and mobile computing. In this paper, we propose an virtual reality platform "My Workspace" which renders an 3D virtual workspace by using an immersive user interface. We develop an interface that integrates an optical see-through head-mounted display, a Wii remote controller, and a helmet with infrared LEDs. It estimates the user's gaze direction in terms of horizontal and vertical angles based on the model of head movements. My Workspace expands the current 2D workspace based on monitors into the layered 3D workspace, and renders a part of 3D virtual workspace corresponding to the gaze direction. The user can arrange various tasks on the virtual workspace and switch each task by moving his head. In this paper, we will also verify the performance of the immersive user interface as well as its usefulness with the usability test.

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A Study on the Validity of the Prediction of Binaural Parameters by 5 Channel Microphone System (5채널 마이크로폰 시스템을 활용한 공간감 지표 예측의 타당성에 관한 연구)

  • Jang Jae-Hee;Oh Yang-Ki;Jeong Dae-Up;Jeong Hyok
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.2
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    • pp.103-110
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    • 2005
  • Providing adequate amount of spatial impression for spaciousness) has been known to be one of the most important design considerations for the good acoustics of rooms for music. and the measurement, of room acoustics using parameters. such as LEF and IACC, forms an essential part of such evaluation. However. it is unavoidable to use different transducers (figure of eight microphones. head and torso) for the measurement of each parameter and it tends to make the measurement procedure complicated. The Present work tried to provide a simpler way to measure these binaural room acoustic parameters including monaural ones with a single measurement system using both spatial information collected through a 5-channel microphone and a trained neural network. A computer simulation program, CATT-Acoustic V7.2. which allowed us to obtain exactly the same spatial information as a 5-channel microphone was used. since it requires quite a large amount of data for practical training of a neural network. Since each reflection has different energy. delay and direction, energy should be integrated properly. the concept of ray tracing method was applied inversely in this work. Also applying weightings according to the delay times was considered in this work. Finally, predicted results were compared with the measured data md their correlations were analyzed and discussed.

The Influence of Self-discrepancy on One's Contributive Behaviors in Customer-based Online Communities (고객기반 온라인 커뮤니티에서 개인의 자아 차이 (Self-discrepancy)가 기여 행위에 미치는 영향)

  • Suh, A-Young
    • CRM연구
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    • v.4 no.1
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    • pp.35-54
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    • 2011
  • Organizing and maintaining customer-based online communities are becoming increasingly important in current business environment. Companies can utilize the member generated contents in developing their products and services and they can establish close relationships with their customers. This paper investigates how customer-based online communities increase individual members' contributive behaviors. Drawing on the social psychology literature, this study adopts the concept of self-discrepancy rooted in self-identity and derive an index for self-discrepancy by using the differences between actual and virtual self-identities. Furthermore, this study examines the relationship between the self-discrepancy and the anonymity-related psychological factors (autonomy, recovery, and catharsis), which in turn influence quality and quantity of contribution. Analysis of 114 respondents showed that self-discrepancy between actual and virtual selves has two different sub-dimensions (personal self-discrepancy and social sel f-discrepancy) and each dimension has different effect on the quality and quantity of contribution through the mediation of autonomy and recovery. Notably, catharsis negatively influenced quality of contribution. Theoretical and practical implications are discussed based on the major findings.

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