• Title/Summary/Keyword: 구현단계

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Introduction of GOCI-II Atmospheric Correction Algorithm and Its Initial Validations (GOCI-II 대기보정 알고리즘의 소개 및 초기단계 검증 결과)

  • Ahn, Jae-Hyun;Kim, Kwang-Seok;Lee, Eun-Kyung;Bae, Su-Jung;Lee, Kyeong-Sang;Moon, Jeong-Eon;Han, Tai-Hyun;Park, Young-Je
    • Korean Journal of Remote Sensing
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    • v.37 no.5_2
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    • pp.1259-1268
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    • 2021
  • The 2nd Geostationary Ocean Color Imager (GOCI-II) is the successor to the Geostationary Ocean Color Imager (GOCI), which employs one near-ultraviolet wavelength (380 nm) and eight visible wavelengths(412, 443, 490, 510, 555, 620, 660, 680 nm) and three near-infrared wavelengths(709, 745, 865 nm) to observe the marine environment in Northeast Asia, including the Korean Peninsula. However, the multispectral radiance image observed at satellite altitude includes both the water-leaving radiance and the atmospheric path radiance. Therefore, the atmospheric correction process to estimate the water-leaving radiance without the path radiance is essential for analyzing the ocean environment. This manuscript describes the GOCI-II standard atmospheric correction algorithm and its initial phase validation. The GOCI-II atmospheric correction method is theoretically based on the previous GOCI atmospheric correction, then partially improved for turbid water with the GOCI-II's two additional bands, i.e., 620 and 709 nm. The match-up showed an acceptable result, with the mean absolute percentage errors are fall within 5% in blue bands. It is supposed that part of the deviation over case-II waters arose from a lack of near-infrared vicarious calibration. We expect the GOCI-II atmospheric correction algorithm to be improved and updated regularly to the GOCI-II data processing system through continuous calibration and validation activities.

NUI/NUX of the Virtual Monitor Concept using the Concentration Indicator and the User's Physical Features (사용자의 신체적 특징과 뇌파 집중 지수를 이용한 가상 모니터 개념의 NUI/NUX)

  • Jeon, Chang-hyun;Ahn, So-young;Shin, Dong-il;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.11-21
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    • 2015
  • As growing interest in Human-Computer Interaction(HCI), research on HCI has been actively conducted. Also with that, research on Natural User Interface/Natural User eXperience(NUI/NUX) that uses user's gesture and voice has been actively conducted. In case of NUI/NUX, it needs recognition algorithm such as gesture recognition or voice recognition. However these recognition algorithms have weakness because their implementation is complex and a lot of time are needed in training because they have to go through steps including preprocessing, normalization, feature extraction. Recently, Kinect is launched by Microsoft as NUI/NUX development tool which attracts people's attention, and studies using Kinect has been conducted. The authors of this paper implemented hand-mouse interface with outstanding intuitiveness using the physical features of a user in a previous study. However, there are weaknesses such as unnatural movement of mouse and low accuracy of mouse functions. In this study, we designed and implemented a hand mouse interface which introduce a new concept called 'Virtual monitor' extracting user's physical features through Kinect in real-time. Virtual monitor means virtual space that can be controlled by hand mouse. It is possible that the coordinate on virtual monitor is accurately mapped onto the coordinate on real monitor. Hand-mouse interface based on virtual monitor concept maintains outstanding intuitiveness that is strength of the previous study and enhance accuracy of mouse functions. Further, we increased accuracy of the interface by recognizing user's unnecessary actions using his concentration indicator from his encephalogram(EEG) data. In order to evaluate intuitiveness and accuracy of the interface, we experimented it for 50 people from 10s to 50s. As the result of intuitiveness experiment, 84% of subjects learned how to use it within 1 minute. Also, as the result of accuracy experiment, accuracy of mouse functions (drag(80.4%), click(80%), double-click(76.7%)) is shown. The intuitiveness and accuracy of the proposed hand-mouse interface is checked through experiment, this is expected to be a good example of the interface for controlling the system by hand in the future.

The Study on the Role of 3D Animated Pre-visualization in VFX FilmProduction (VFX 영화 제작을 위한 3D animatied Pre-visualization(3D애니메이티드 사전시각화)의 역할에 관한 연구)

  • Park, Sung-Ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.293-319
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    • 2018
  • Thanks to the advancement of the related technologies and equipment, today's video contents like movies, animations and soap operas are rapidly expanding their expressible cinematic imagination area. In order to fulfill the elevated visual expectations of audiences and realize exciting storytelling and fantastic world, the fusion of different techniques is actively used, and the reality for visual effects and image synthesis is increasing more and more. Accordingly, recent VFX-oriented movies using CG have a much more complicated production process than before. Therefore, the importance of Pre-visualization, aka Pre-vis is becoming bigger in the planning process for sophisticated design. Pre-vis means that the advance visualization for stories or directing ideas in the planning process before starting production of movies or animations. 3D animated Pre-visualization realizing directors' abstract and ambiguous ideas in 3 dimensional environment in advance is, as a powerful means for visual storytelling, briskly used focusing on the VFX film industry on which the present CG is broadly used, and the role of Pre-vis throughout productions has increased compared to the past. The studies, however, on the role and utility of Pre-vis are not enough. Therefore, this study was conducted on the role of Pre-vis used for present VFX movie productions using the examples of 3D animated Pre-visualization production in which the researcher of this study participated. In this study, the role of the Pre-vis that is subdivided presently, is divided into and 3D animatics and their each role is analyzed with the example images. Through this, the characteristics that Pre-vis should have are clarified and the concept of the advantages and utility led by the use of Pre-vis in productions is strengthened. The goal of this study is to induce active uses of Pre-vis throughout productions after forming consensus about the various roles of Pre-vis and their utility.

Computerized Multiple 15-hue tests for Quantifying Color Vision Acuity (색각 능력의 정량적 평가를 위한 전산화된 다중 15-색상 배열 검사법)

  • Ko S.T.;Hong S.C.;Choi M.J.
    • Journal of Biomedical Engineering Research
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    • v.21 no.3 s.61
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    • pp.321-331
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    • 2000
  • Multiple 15-hue tests were designed and implemented on a PC in the study so as to quickly and quantitatively evaluate color vision acuity. Difficulty of the test was control)ed by the value of CDBACC (color difference between adjacent color chips) calculated using a CIELAB formula. The multiple 15-hue tests consist of eight of the hue tests (test 3-10) and three of the basic color (red, green, blue) tests (test 11-13). The 15 colors used for the hue tests were specified by the 15 color coordinates that were located at a constant distance (d = 2. 3. 5. 7, 10, 20, 30. 40) from white reference in the CIE chromaticity coordinate system and were separated by a constant color difference (CDBACC = 0.75, 1.1, 1.8. 2.5. 3.5. 7.5. 11, 14) from the adjacent chips. The color coordinates for the 15 chips for the basic color tests were the same as those of the 15 points spaced equally by a constant color difference (6.87 for the green color test. 7.27 for the red color test, 7.86 for the blue color test) from the white reference along the axis of red, green and blue. Thirty normal subjects who were not color blind were taken to undergo the multiple 15-hue tests. It was observed that most of the subjects correctly arranged color chips for the tests with CDBACC greater than 5, whereas no one correctly answered for those with CDBACC less than 2. Rapid changes in the number of the subjects correctly arranged took place when CDBACC of the tests was between 2 and 4.5. In the basic color tests, unlike the hue tests having similar values of CDBACC, it was seen that the subjects arranged color chips even less correctly. It was found that JNCD (just noticeable color difference) - a measure of color vision acuity was about 3 in average for the subjects. The JNCD was chosen as the value of the CDBACC of the test for which about $50\%$ of the subjects failed to successfully arrange color chips. ERCCA (error rate of color chips arrangement) for the test with CDBACC the same as the JNCD was shown to be about $20\%$. It is expected that the multi 15-hue tests implemented on a PC in the study will be an economical tool to quickly and quantitatively evaluate color vision acuity and, accordingly, the tests can be used for early diagnosis to massive potential patients suffering from diseases (ex. diabetes, glaucoma) which may induce changes in color vision acuity.

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Views on Life and Humanity in Daesoon Thought (대순사상의 생명관과 인생관)

  • Choi, Chi-bong
    • Journal of the Daesoon Academy of Sciences
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    • v.33
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    • pp.319-349
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    • 2019
  • This study aims to elucidate the origin and yield of life and its characteristics and purpose in Daesoon Thought. Thereby, Taegeuk (the Great Ultimate) and Sangje (the Supreme God) have been deemed the source and ontology of life. The structure of each living creature is explained through reason (理), energy (氣) and spirit (神). In addition, through vital reason and living energy, the purpose of life makes the realization of the benevolent characteristics of life possible through the mind of Sangje. This line of research is unique among currently available research views of life as it perceives the spirit to be an ontological entity with functions and interactive engagement. By way of contrast, prior research suggests that spirit is life itself and includes it in the category of life and death. The Daesoon view of life is unique in that it is somewhat influenced by ontology and developmental theories from Confucianism, yet the concept of divine beings suggests a humanistic Sangje, who presides over the Great Ultimate. The realization of reason in this model is rather thought-provoking. Humans, just like other living things, are born with vital essence and function and interact as a main source to preside over the innate spirits inside themselves. Humans take responsibility for a certain sphere in the Three Realms that make up the world. They are also recognized as a significant feature in the world. Such an idea in Daesoon Thought depicts that 'the enshrinement of spirit into human being (神封於人),' follows Heaven and Earth. This is done to rectify humans in order to meet the needs of the universe and ultimately establish the era of the enshrinement of spirits into human beings. As for humanity, this possibility exists because of the spirits contained within their inner-selves. When cultivating oneself, humans and outer spirits actively interact with each other. This is likely to cause changes in a human's constitution and characteristics. In the end, one can be enshrined with corresponding divine beings according to one's degree of cultivation. Humans are born through the command of Sangje and the accomplishments of their ancestors as well as the energy of the universe. Present day humans encounter the era of human nobility and the era of humankind's divine salvation. Thereby, the purpose of human life is to contribute to the universe. To achieve this goal, the most important thing is to wholly realize that one's nature and reason were endowed by Heaven, which emerged from virtuous conduct in society. This is also akin to the movement of reason in Jeungsanist Thought. Sangsaeng (mutual beneficence) among oneself and others and between human beings and divine beings can be completed through the resolution of grievances for mutual beneficence and the grateful reciprocation of favors for mutual beneficence. If one accomplishes the perfected state of one's own nature and reveals it wholly, then one will be fully able to interact with spirits and reach the state of the human nobility.

A Two-Stage Learning Method of CNN and K-means RGB Cluster for Sentiment Classification of Images (이미지 감성분류를 위한 CNN과 K-means RGB Cluster 이-단계 학습 방안)

  • Kim, Jeongtae;Park, Eunbi;Han, Kiwoong;Lee, Junghyun;Lee, Hong Joo
    • Journal of Intelligence and Information Systems
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    • v.27 no.3
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    • pp.139-156
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    • 2021
  • The biggest reason for using a deep learning model in image classification is that it is possible to consider the relationship between each region by extracting each region's features from the overall information of the image. However, the CNN model may not be suitable for emotional image data without the image's regional features. To solve the difficulty of classifying emotion images, many researchers each year propose a CNN-based architecture suitable for emotion images. Studies on the relationship between color and human emotion were also conducted, and results were derived that different emotions are induced according to color. In studies using deep learning, there have been studies that apply color information to image subtraction classification. The case where the image's color information is additionally used than the case where the classification model is trained with only the image improves the accuracy of classifying image emotions. This study proposes two ways to increase the accuracy by incorporating the result value after the model classifies an image's emotion. Both methods improve accuracy by modifying the result value based on statistics using the color of the picture. When performing the test by finding the two-color combinations most distributed for all training data, the two-color combinations most distributed for each test data image were found. The result values were corrected according to the color combination distribution. This method weights the result value obtained after the model classifies an image's emotion by creating an expression based on the log function and the exponential function. Emotion6, classified into six emotions, and Artphoto classified into eight categories were used for the image data. Densenet169, Mnasnet, Resnet101, Resnet152, and Vgg19 architectures were used for the CNN model, and the performance evaluation was compared before and after applying the two-stage learning to the CNN model. Inspired by color psychology, which deals with the relationship between colors and emotions, when creating a model that classifies an image's sentiment, we studied how to improve accuracy by modifying the result values based on color. Sixteen colors were used: red, orange, yellow, green, blue, indigo, purple, turquoise, pink, magenta, brown, gray, silver, gold, white, and black. It has meaning. Using Scikit-learn's Clustering, the seven colors that are primarily distributed in the image are checked. Then, the RGB coordinate values of the colors from the image are compared with the RGB coordinate values of the 16 colors presented in the above data. That is, it was converted to the closest color. Suppose three or more color combinations are selected. In that case, too many color combinations occur, resulting in a problem in which the distribution is scattered, so a situation fewer influences the result value. Therefore, to solve this problem, two-color combinations were found and weighted to the model. Before training, the most distributed color combinations were found for all training data images. The distribution of color combinations for each class was stored in a Python dictionary format to be used during testing. During the test, the two-color combinations that are most distributed for each test data image are found. After that, we checked how the color combinations were distributed in the training data and corrected the result. We devised several equations to weight the result value from the model based on the extracted color as described above. The data set was randomly divided by 80:20, and the model was verified using 20% of the data as a test set. After splitting the remaining 80% of the data into five divisions to perform 5-fold cross-validation, the model was trained five times using different verification datasets. Finally, the performance was checked using the test dataset that was previously separated. Adam was used as the activation function, and the learning rate was set to 0.01. The training was performed as much as 20 epochs, and if the validation loss value did not decrease during five epochs of learning, the experiment was stopped. Early tapping was set to load the model with the best validation loss value. The classification accuracy was better when the extracted information using color properties was used together than the case using only the CNN architecture.

Chinese relationship between animation and best pole - Focused on the aesthetic principles of the Cultural Revolution period (중국 애니메이션과 모범극의 상관관계 연구 - 문화대혁명 시기의 미학 원칙을 중심으로)

  • Kong, De Wei
    • Cartoon and Animation Studies
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    • s.39
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    • pp.215-231
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    • 2015
  • The Cultural Revolution in the history of Chinese animation hinder the development of the initial animation, and after a negative assessment instrument provided the cause is to become sluggish growth of the Chinese animation. So this time animation are things that are the subject of academic research studies or analysis has been depreciating almost uniformly without evaluation. However, of all the cultural and artistic creation it is developing in its own specific historical conditions and has the aesthetic results. This paper puts the primary purpose is to hold in consideration the aesthetic principles that led to cultural and artistic creativity and objective perspective the achievements the Chinese animation of the time period of the Cultural Revolution. Cultural Revolution is avoided to the previous period in accordance with the socialist ideology of Mao Ze-dong(毛澤東) sikindaneun highlight the culture of the proletariat and placed our goal to create a new class culture. Therefore, cultural and artistic creation of this period is often inconsistent with this part of our aesthetic principles generally accepted character has a non- elitist and anti properties. Best drama is a creative one hand as a model to implement the principles of aesthetics, art and culture Cultural Revolution period kkophimyeo reference for understanding the aesthetic principles that animated the Chinese Cultural Revolution period of orientation. This paper has San Tu Chu(三突出), Hong Guang Liang(紅光亮), and Gao Da Quan(高大全) at the time of the Cultural Revolution aesthetic principles are reflected in how the concrete work, the Cultural Revolution when the animation is how to accommodate these aesthetic principles and placed emphasis on comparative studies on best pole and correlation of the Cultural Revolution when the Chinese animation to ensure that adaptation in own way. First, after analyzing whether the aesthetic principles of focusing on the similarities of the best pole time of the Cultural Revolution and China, and how to implement animation in the works, these aesthetic principles according to the analysis of positive and negative influence on the creation of Chinese animation It was described as neutral. The detailed analysis and comparative study courses were trying to access in two significant aspects of the characters and scenes directing. In terms of character animation of the Cultural Revolution in China when a young boy or girl, emphasis should emphasize the health tinged with red lips and cheek blush to highlight the desired Gong Nong Bing(工農兵) shape as the main character and smooth texture and sophisticated highlights the glittering feeling to the touch, it was confirmed focused hayeoteum to implement the principle of 'Hong Guang Liang', highlighting the brilliant colors with a clean, bright colors. Highlighting a number of protagoniste compared to the antagonist in the animated scene of the Cultural Revolution a few times in terms of production and, among a number of protagoniste also emphasizes the outstanding hero figure, "yet three outstanding heroes heroic figures also emphasize the leading figures among the the director of the extrusion step-by-step approach "('San Tu Chu')was used. In addition, the hero figure is generally high and low angle by directing a large and perfect aesthetic appearance was to faithfully implement the principle of 'high-charged'('Gao Da Quan').

An Ontology Model for Public Service Export Platform (공공 서비스 수출 플랫폼을 위한 온톨로지 모형)

  • Lee, Gang-Won;Park, Sei-Kwon;Ryu, Seung-Wan;Shin, Dong-Cheon
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.149-161
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    • 2014
  • The export of domestic public services to overseas markets contains many potential obstacles, stemming from different export procedures, the target services, and socio-economic environments. In order to alleviate these problems, the business incubation platform as an open business ecosystem can be a powerful instrument to support the decisions taken by participants and stakeholders. In this paper, we propose an ontology model and its implementation processes for the business incubation platform with an open and pervasive architecture to support public service exports. For the conceptual model of platform ontology, export case studies are used for requirements analysis. The conceptual model shows the basic structure, with vocabulary and its meaning, the relationship between ontologies, and key attributes. For the implementation and test of the ontology model, the logical structure is edited using Prot$\acute{e}$g$\acute{e}$ editor. The core engine of the business incubation platform is the simulator module, where the various contexts of export businesses should be captured, defined, and shared with other modules through ontologies. It is well-known that an ontology, with which concepts and their relationships are represented using a shared vocabulary, is an efficient and effective tool for organizing meta-information to develop structural frameworks in a particular domain. The proposed model consists of five ontologies derived from a requirements survey of major stakeholders and their operational scenarios: service, requirements, environment, enterprise, and county. The service ontology contains several components that can find and categorize public services through a case analysis of the public service export. Key attributes of the service ontology are composed of categories including objective, requirements, activity, and service. The objective category, which has sub-attributes including operational body (organization) and user, acts as a reference to search and classify public services. The requirements category relates to the functional needs at a particular phase of system (service) design or operation. Sub-attributes of requirements are user, application, platform, architecture, and social overhead. The activity category represents business processes during the operation and maintenance phase. The activity category also has sub-attributes including facility, software, and project unit. The service category, with sub-attributes such as target, time, and place, acts as a reference to sort and classify the public services. The requirements ontology is derived from the basic and common components of public services and target countries. The key attributes of the requirements ontology are business, technology, and constraints. Business requirements represent the needs of processes and activities for public service export; technology represents the technological requirements for the operation of public services; and constraints represent the business law, regulations, or cultural characteristics of the target country. The environment ontology is derived from case studies of target countries for public service operation. Key attributes of the environment ontology are user, requirements, and activity. A user includes stakeholders in public services, from citizens to operators and managers; the requirements attribute represents the managerial and physical needs during operation; the activity attribute represents business processes in detail. The enterprise ontology is introduced from a previous study, and its attributes are activity, organization, strategy, marketing, and time. The country ontology is derived from the demographic and geopolitical analysis of the target country, and its key attributes are economy, social infrastructure, law, regulation, customs, population, location, and development strategies. The priority list for target services for a certain country and/or the priority list for target countries for a certain public services are generated by a matching algorithm. These lists are used as input seeds to simulate the consortium partners, and government's policies and programs. In the simulation, the environmental differences between Korea and the target country can be customized through a gap analysis and work-flow optimization process. When the process gap between Korea and the target country is too large for a single corporation to cover, a consortium is considered an alternative choice, and various alternatives are derived from the capability index of enterprises. For financial packages, a mix of various foreign aid funds can be simulated during this stage. It is expected that the proposed ontology model and the business incubation platform can be used by various participants in the public service export market. It could be especially beneficial to small and medium businesses that have relatively fewer resources and experience with public service export. We also expect that the open and pervasive service architecture in a digital business ecosystem will help stakeholders find new opportunities through information sharing and collaboration on business processes.

Evaluation of Colour Difference Between Cotton Dyed Fabrics and Reflection Print Images Using CAD Systems (CAD 시스템을 이용한 면염직물과 스캐닝 프린트 이미지간의 색차 평가)

  • Kim, Jeong-hwa;Song, Kyung-hern;Baek, Min-sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.12
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    • pp.1381-1389
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    • 2003
  • 컴퓨터와 첨단영상매체의 발달로 디자인 분야에서도 컴퓨터를 사용하여 색을 자유롭게 선택할 수 있는 그래픽 소프트웨어가 도입되고 있으나 영상정보의 색채 재현성과 영상입출력 장치의 다양화로 인한 색채 불일치에 대한 문제들이 극복해야할 시급한 과제로 부각되고 있다. 따라서, 색채 영상정보 입출력장치의 색채구현 성능과 인간의 색채인지 원리이론을 바탕으로 색보정 알고리즘이 발전하여 색보정 엔진의 개발이 국제적으로 활발히 진행되고 있는 연구 분야임에도 불구하고 국내에서는 그 연구사례가 상대적으로 극히 미비한 실정이며, 더욱이, CAD 시스템을 이용한 패션/텍스타일 디자인 분야에서는 이에 대한 연구가 거의 이루어지지 않고 있다. 본 연구에서는 염색 직물의 색을 CAD시스템을 이용하여 soft-copy로 재현하고 이것을 다시 hard-copy로 출력하여 물리적 측정치와 주관적 색채 인지도간의 일치도를 비교하고, 물리적, 주관적 색차의 한계치를 제시함으로써, 패션/텍스타일 디자인 CAD시스템 운용에 기초가 되는 자료를 제공하려 하였다. 연구의 절차는 객관적 측정과 주관적 평가 두 단계로 나누어 진행되었다 연구에 사용된 직물은 7가지 색상의 면 염직물로써, CAD시스템을 이용하여 각 직물당 5개의 soft-copy를 재현하고, 이것을 다시 hard-copy로 출력하여 spectrophotometer를 이용해 물리적 측정(ΔE, ΔL, Δc, Δh)을 실시하였다. 또한 주관적 평가에는 20명의 의류학 전공 학생들이 참여하였다. 결과 분석에는 분산분석과 Friedman분석이 사용되었다. 연구 결과 색차 측정에 대한 물리적 측정치와 1차 주관적 평가치 사이의 일치도는 90.5%로 나타났으며, 2차 주관적 평가치와의 rank order는 거의 일치하는 것으로 나타났다. 또한 주관적 평가에서 피험자들은 색차인지에 있어 CIELAB 색채공간의 각각의 색요소 차이보다는 전체 색차에 더 영향을 받는 것으로 나타났다.녹색콩풍뎅이의 유충에 의하여 피해를 받는 것이 확인되었다. 녹색콩풍뎅이 유충의 피해를 받은 금잔디는 황화되거나 시들음 증상이 있었고, 이듬해 봄에는 잔디의 회복이 지연되었다.ic conductivity. The changes of $varepsilon$′ and $varepsilon$" were well estimated with this modified Havriliak-Negami model.05). 상기의 결과를 토대로, 성장과 전어체내 지방산조성에 있어서 뱀장어 치어의 사료내 EPA와 DHA의 첨가효과 미약한 것으로 판단되며, 사료내 LNA (n-3)와 LA(n-6) HUFA을 각각 0.35%, 0.65% 첨가했을 때 WG, SGR, FE, PER이 가장 높았으나, 이전의 실험(Takeuchi, 1980)과 동일한 수준인 n-3와 n-6를 각각 0.5%씩 첨가한 실험구와는 유의적인 차이를 보이지 않았다. 이렇게 볼 때, 뱀장어 치어의 필수지방산은 LNA (n-3), LA (n-6)이고, 그 적정수준은 각각 0.35-0.5%, 0.5-0.65%임을 보여준다.George W, Bush)가 새로운 지도자로 취임하여 얼마 되지 않은 2001년 9월 11일 사상 초유로 본토에서 알 카에다 테러리스트 조직에 의해 공격받게 되었다. 뉴욕의 세계무역센터 빌딩 2개가 완전히 붕괴되고, 펜타곤에 민간 여객기가 충돌하여 많은 사람이 살상 당하고, 전체적으로 세계 80여 개국으로부터의 6천여 명이 살상되었다. 전 세계와 미국은 국제 테러리스트들의 야만적 행위에 대해 경악하고 이제 미국은 그 대외정책의 최우선순위를 국제 테러를 발본색원하는 것에 두게 되었다. 본 논문은 1998년 한국에서 새로이 출범한 김대중 행정부가 북한에 대해 실시한 포용정책이 어떠한 성과를 거두고 어떠한 문제점을 간과하고 있는가에 대해 논의하고, 대북 정책의 새로운 지평을 논의하는 것을 목적으로 하고

Formalization of Productivity Metrics for Equipment in Multi-sectioned Road Construction Projects (다(多)공구 도로 공사 현장 장비들의 운영 실태 파악을 위한 생산성 지표 정립에 관한 연구)

  • Kim, Hong-Yeul;Koo, Bon-Sang
    • Korean Journal of Construction Engineering and Management
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    • v.13 no.4
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    • pp.100-109
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    • 2012
  • Large road construction projects are typically partitioned into sections that are then contracted individually to contractors. Each section requires using similar heavy equipment including excavators, dump trucks and pavers, which constitute the highest cost. Normally the equipment is not shared between them, as each contractor wishes to have their equipment readily available. However, such practices result in very low utilization of these equipment. The goal of this research is to develop a programmatic resource sharing system in which contractors can share equipment depending on the changing needs of a multi-sectioned road project. This paper introduces the results of a survey performed to investigate how contractors currently manage the supply and demand of equipment and the equipment that are practical for sharing across a project. More importantly, the paper describes a set of metrics (DPR, nDPR, SDI) needed to quantify the amount of supply/demand variance occurring in each section. The metrics were used on an actual road construction project, and the results show that each section suffers from an imbalance between its monthly planned and actual utilization of equipment. The results also indicate that the sharing of the equipment can lead to potentially large savings as equipment requirements can be met within a project as to short leasing from outside vendors.