• Title/Summary/Keyword: 선택시뮬레이션

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Comparison of Forest Carbon Stocks Estimation Methods Using Forest Type Map and Landsat TM Satellite Imagery (임상도와 Landsat TM 위성영상을 이용한 산림탄소저장량 추정 방법 비교 연구)

  • Kim, Kyoung-Min;Lee, Jung-Bin;Jung, Jaehoon
    • Korean Journal of Remote Sensing
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    • v.31 no.5
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    • pp.449-459
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    • 2015
  • The conventional National Forest Inventory(NFI)-based forest carbon stock estimation method is suitable for national-scale estimation, but is not for regional-scale estimation due to the lack of NFI plots. In this study, for the purpose of regional-scale carbon stock estimation, we created grid-based forest carbon stock maps using spatial ancillary data and two types of up-scaling methods. Chungnam province was chosen to represent the study area and for which the $5^{th}$ NFI (2006~2009) data was collected. The first method (method 1) selects forest type map as ancillary data and uses regression model for forest carbon stock estimation, whereas the second method (method 2) uses satellite imagery and k-Nearest Neighbor(k-NN) algorithm. Additionally, in order to consider uncertainty effects, the final AGB carbon stock maps were generated by performing 200 iterative processes with Monte Carlo simulation. As a result, compared to the NFI-based estimation(21,136,911 tonC), the total carbon stock was over-estimated by method 1(22,948,151 tonC), but was under-estimated by method 2(19,750,315 tonC). In the paired T-test with 186 independent data, the average carbon stock estimation by the NFI-based method was statistically different from method2(p<0.01), but was not different from method1(p>0.01). In particular, by means of Monte Carlo simulation, it was found that the smoothing effect of k-NN algorithm and mis-registration error between NFI plots and satellite image can lead to large uncertainty in carbon stock estimation. Although method 1 was found suitable for carbon stock estimation of forest stands that feature heterogeneous trees in Korea, satellite-based method is still in demand to provide periodic estimates of un-investigated, large forest area. In these respects, future work will focus on spatial and temporal extent of study area and robust carbon stock estimation with various satellite images and estimation methods.

Mobility and Safety Evaluation Methodology for the Locations of Hi-PASS Lanes Using a Microscopic Traffic Simulation Tool (미시교통시뮬레이션모형을 이용한 하이패스 차로 위치별 이동성 및 안전성 평가방법 연구)

  • Yun, Ilsoo;Han, Eum;Lee, Cheol-Ki;Rho, Jeong Hyun;Lee, Soojin;Kim, Sang Byum
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.12 no.1
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    • pp.98-108
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    • 2013
  • The number of Hi-Pass lanes became 793 lanes at 316 expressway tollgates in 2011 due to the increase in the Hi-Pass use. In spite of the increase in the number of Hi-Pass lanes, there have been increased potential risks in tollgates where vehicles using a Hi-Pass lane must weave with other vehicles using a TCS lane. Therefore, there is a need for study on the safety in tollgates. To this end, this study aims at developing a methodology to evaluate the performance measures of diverse location countermeasures of Hi-Pass lanes in an efficient and systematic way. This study measured the mobility, safety and the convenience of installation and operation of Hi-Pass lanes using a microscopic traffic simulation tool, the surrogate safety assessment model and survey. In addition, this study aggregated the above three performance indexes using weight factors estimated using the AHP technique. For the test site, Dongsuwon interchange was selected. After building the microscopic traffic simulation model for the test site, the location countermeasures of Hi-Pass lanes applicable to the test site were compared with each other in terms of the mobility, safety and installing and operating convenience. As a result, there has been no apparent difference in mobility index based on delays. However, the countermeasures where Hi-Pass lanes are located in inside lanes generally showed better safety performance based on the number of conflicts. In addition, countermeasures with neighboring Hi-Pass lanes were favorable in terms of the safety and the convenience of installation and operation. The methodology proposed in this study was found to be useful to support decision makings by providing critical and quantitative information regarding the mobility, safety and the convenience of installation and operation.

A Study for Analysis of Image Quality Based on the CZT and NaI Detector according to Physical Change in Monte Carlo Simulation (CZT와 NaI 검출기 물질 기반 물리적 변화에 따른 영상의 질 분석에 관한 연구: 몬테카를로 시뮬레이션)

  • Ko, Hye-Rim;Yoo, Yu-Ri;Park, Chan-Rok
    • Journal of the Korean Society of Radiology
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    • v.15 no.5
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    • pp.741-748
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    • 2021
  • In this study, we evaluated image quality by changing collimator length and detector thickness using the Geant4 Application for Tomographic Emission (GATE) simulation tool. The gamma camera based on the Cadimium Zinc Telluride (CZT) and NaI detectors is modeled. In addition the images were acquired by setting 1, 2, 3, 4, 5, and 6 cm collimator length and 1, 3, 5, and 7 mm detector thickness using point source and phantom, which is designed by each diameter (4.45, 3.80, 3.15, 2.55 mm) with 447, 382, 317, and 256 Bq. The sensitivity (cps/MBq) for point source, and signal to noise ratio (SNR) and profile for phantom at the 4.45 mm by drwan the region of interests were used for quantitative analysis. Based on the results, the sensitivity according to collimator length is 2.3 ~ 48.6 cps/MBq for CZT detector, and 1.8 ~ 43.9 cps/MBq for NaI detector. The SNR using phantom is 3.6~9.8 for CZT detector, and 2.9~9.5 for NaI detector. As the collimator length is increased, the image resolution is also improved according to profile results based on the CZT and NaI detector. In addition, the senistivity for detector thickness is 0.04 ~ 0.12 cps/MBq for CZT detector, and 0.03 ~ 0.11 cps/MBq. The SNR using phnatom is 7.3~9.8 count for CZT detector, and 5.9~9.5 for NaI detector. As the detector thickness is increased, the image resolution is decreased according to profile results based on the CZT and NaI detector due to scatter ray. In conclusion, we need to set the geometric material such as detector and collimator to acuquire suitable image quality in nuclear medicine.

Study of East Asia Climate Change for the Last Glacial Maximum Using Numerical Model (수치모델을 이용한 Last Glacial Maximum의 동아시아 기후변화 연구)

  • Kim, Seong-Joong;Park, Yoo-Min;Lee, Bang-Yong;Choi, Tae-Jin;Yoon, Young-Jun;Suk, Bong-Chool
    • The Korean Journal of Quaternary Research
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    • v.20 no.1 s.26
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    • pp.51-66
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    • 2006
  • The climate of the last glacial maximum (LGM) in northeast Asia is simulated with an atmospheric general circulation model of NCAR CCM3 at spectral truncation of T170, corresponding to a grid cell size of roughly 75 km. Modern climate is simulated by a prescribed sea surface temperature and sea ice provided from NCAR, and contemporary atmospheric CO2, topography, and orbital parameters, while LGM simulation was forced with the reconstructed CLIMAP sea surface temperatures, sea ice distribution, ice sheet topography, reduced $CO_2$, and orbital parameters. Under LGM conditions, surface temperature is markedly reduced in winter by more than $18^{\circ}C$ in the Korean west sea and continental margin of the Korean east sea, where the ocean exposed to land in the LGM, whereas in these areas surface temperature is warmer than present in summer by up to $2^{\circ}C$. This is due to the difference in heat capacity between ocean and land. Overall, in the LGM surface is cooled by $4{\sim}6^{\circ}C$ in northeast Asia land and by $7.1^{\circ}C$ in the entire area. An analysis of surface heat fluxes show that the surface cooling is due to the increase in outgoing longwave radiation associated with the reduced $CO_2$ concentration. The reduction in surface temperature leads to a weakening of the hydrological cycle. In winter, precipitation decreases largely in the southeastern part of Asia by about $1{\sim}4\;mm/day$, while in summer a larger reduction is found over China. Overall, annual-mean precipitation decreases by about 50% in the LGM. In northeast Asia, evaporation is also overall reduced in the LGM, but the reduction of precipitation is larger, eventually leading to a drier climate. The drier LGM climate simulated in this study is consistent with proxy evidence compiled in other areas. Overall, the high-resolution model captures the climate features reasonably well under global domain.

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A study on the Success Factors and Strategy of Information Technology Investment Based on Intelligent Economic Simulation Modeling (지능형 시뮬레이션 모형을 기반으로 한 정보기술 투자 성과 요인 및 전략 도출에 관한 연구)

  • Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.19 no.1
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    • pp.35-55
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    • 2013
  • Information technology is a critical resource necessary for any company hoping to support and realize its strategic goals, which contribute to growth promotion and sustainable development. The selection of information technology and its strategic use are imperative for the enhanced performance of every aspect of company management, leading a wide range of companies to have invested continuously in information technology. Despite researchers, managers, and policy makers' keen interest in how information technology contributes to organizational performance, there is uncertainty and debate about the result of information technology investment. In other words, researchers and managers cannot easily identify the independent factors that can impact the investment performance of information technology. This is mainly owing to the fact that many factors, ranging from the internal components of a company, strategies, and external customers, are interconnected with the investment performance of information technology. Using an agent-based simulation technique, this research extracts factors expected to affect investment performance on information technology, simplifies the analyses of their relationship with economic modeling, and examines the performance dependent on changes in the factors. In terms of economic modeling, I expand the model that highlights the way in which product quality moderates the relationship between information technology investments and economic performance (Thatcher and Pingry, 2004) by considering the cost of information technology investment and the demand creation resulting from product quality enhancement. For quality enhancement and its consequences for demand creation, I apply the concept of information quality and decision-maker quality (Raghunathan, 1999). This concept implies that the investment on information technology improves the quality of information, which, in turn, improves decision quality and performance, thus enhancing the level of product or service quality. Additionally, I consider the effect of word of mouth among consumers, which creates new demand for a product or service through the information diffusion effect. This demand creation is analyzed with an agent-based simulation model that is widely used for network analyses. Results show that the investment on information technology enhances the quality of a company's product or service, which indirectly affects the economic performance of that company, particularly with regard to factors such as consumer surplus, company profit, and company productivity. Specifically, when a company makes its initial investment in information technology, the resultant increase in the quality of a company's product or service immediately has a positive effect on consumer surplus, but the investment cost has a negative effect on company productivity and profit. As time goes by, the enhancement of the quality of that company's product or service creates new consumer demand through the information diffusion effect. Finally, the new demand positively affects the company's profit and productivity. In terms of the investment strategy for information technology, this study's results also reveal that the selection of information technology needs to be based on analysis of service and the network effect of customers, and demonstrate that information technology implementation should fit into the company's business strategy. Specifically, if a company seeks the short-term enhancement of company performance, it needs to have a one-shot strategy (making a large investment at one time). On the other hand, if a company seeks a long-term sustainable profit structure, it needs to have a split strategy (making several small investments at different times). The findings from this study make several contributions to the literature. In terms of methodology, the study integrates both economic modeling and simulation technique in order to overcome the limitations of each methodology. It also indicates the mediating effect of product quality on the relationship between information technology and the performance of a company. Finally, it analyzes the effect of information technology investment strategies and information diffusion among consumers on the investment performance of information technology.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

Multi-Protocol Based Routing Selection Scheme for MANET Using Mobility and Connectivity (MANET에서 이동성과 연결성을 고려한 다중 모드 라우팅 프로토콜 적용 기법)

  • Heo, Ung;Wan, Xin;Zhao, Yi;You, Kang-Soo;Choi, Jae-Ho
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.5
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    • pp.40-52
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    • 2010
  • A mobile ad hoc network is instant and heuristic, and it is also vulnerable and volatile. Since topology and route changes are frequent, no single routing protocol designed for a conventional network performs well. Some protocols suffer from significant performance degradation when the number of nodes increases, or when nodes become highly mobile. In this paper we investigate a way to adaptively select a routing protocol that fits to the real-time network conditions. The first phase of our study is to analyze the performances of two classes of routing protocols under various network scenarios. The second phase consists of constructing a routing protocol selection reference. All nodes continue to monitor the status of neighbor nodes and control packets exchanged. Then, the aggregated information is periodically compared against the protocol selection reference. The selected routing protocol is maintained throughout the network until the network property changes substantially. The performance of the proposed algorithm is verified by a set of computer simulations using the OPNET modeler. The experimental results show that selectively changing routing protocol adaptive to the network conditions greatly improves the efficacy of bandwidth utilization.

A Scalable Feedback Control Technique for RTP/RTCP (RTP/RTCP를 위한 확장성 있는 피드백 제어 기법)

  • 모수정;안종석
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10a
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    • pp.477-479
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    • 1998
  • 인터넷상에서의 다자간 회의는 수천명의 참가하는 대규모의 회의가 될 수 있으므로 다자간 회의 시스템에서는 확장성이 중요하다. 현재의 인터넷상에서의 다자간 회의 시스템은 대부분 RTP/RTCP를 이용하는데. RTCP를 이용한 피드백 정보 전송의 빈도 수와 전송 시간의 동기화 현상이 다자간 회의 시스템의 확장성에 큰 영향을 준다. 즉, 세션 참가자 수가 증가함에 따라 네트워크에 전송되는 RTCP 패킷의 숫자가 기하급수적으로 증가하게 된다. 피드백 정보의 전송 빈도 수 감소와 동기화 현상을 방지하기 위해 도입한 무작위 지연기법은 너무 단순하여 수많은 참가자들이 동시에 피드백 정보를 교환할 때에 피드백 정보 전송시간의 동기화 현상을 피하지 못해 네트워크에 혼잡 상태를 유발할 수 있다. 이러한 혼잡을 예방하기 위한 기존의 RTP/RTCP 확장 기법의 피드백 정보 전송지연은 송신자가 수신자의네트워크 상태에 따라 효율적으로 전송을 제어할 수 없게 한다. 본 논문에서는 RTP/RTCP 확장성을 증가시키는 기존의 기법들의 성능을 평가하고, 확장성 증가와 동시에 성능이 향상된 RTP/RTCP 확장 기법을 제안한다. 본 논문에서는 확장성 증가와 피드백 지연 정도를 줄이기 위해 빠른 제고 기법을 제안한다. 빠른 재고 기법은 두가지 세부 기법으로 나누어지는데, 첫째는 네트워크의 상태의 변화에 따라 RTCP피드백 정보의 전송지연 정도를 조절하는 것이고, 둘째는 무작위 지연을 선택적으로 조정하려 피드백 정보를 오랜 기간 동안에 보내지 못한 참가자에게 우선권을 주는 것이다. 본 논문에서는 시뮬레이션을 통해 제안된 확장성 기법을 이용할 때에 기존 방식에 비해 거의 비슷한 확장성을 보이면서도 초기 RTCP패킷 전송지연이 50%정도 감소함을 보여준다.구현되고 있다.팔일 전송 기법을 각각 제시하고 실험을 통해 이들의 특성을 비교분석하였다.미에서 uronic acid 함량이 두 배 이상으로 나타났다. 흑미의 uronic acid 함량이 가장 많이 용출된 분획은 sodium hydroxide 부분으로서 hemicellulose구조가 polyuronic acid의 형태인 것으로 사료된다. 추출획분의 구성단당은 여러 곡물연구의 보고와 유사하게 glucose, arabinose, xylose 함량이 대체로 높게 나타났다. 점미가 수가용성분에서 goucose대비 용출함량이 고르게 나타나는 경향을 보였고 흑미는 알칼리가용분에서 glucose가 상당량(0.68%) 포함되고 있음을 보여주었고 arabinose(0.68%), xylose(0.05%)도 다른 종류에 비해서 다량 함유한 것으로 나타났다. 흑미는 총식이섬유 함량이 높고 pectic substances, hemicellulose, uronic acid 함량이 높아서 콜레스테롤 저하 등의 효과가 기대되며 고섬유식품으로서 조리 특성 연구가 필요한 것으로 사료된다.리하였다. 얻어진 소견(所見)은 다음과 같았다. 1. 모년령(母年齡), 임신회수(姙娠回數), 임신기간(姙娠其間), 출산시체중등(出産時體重等)의 제요인(諸要因)은 주산기사망(周産基死亡)에 대(對)하여 통계적(統計的)으로 유의(有意)한 영향을 미치고 있어 $25{\sim}29$세(歲)의 연령군에서, 2번째 임신과 2번째의 출산에서 그리고 만삭의 임신 기간에, 출산시체중(出産時體重) $3.50{\sim}3.99kg$사이의 아이에서 그 주산기사망률(周産基死亡率)이 각각 가장 낮았다. 2. 사산(死産)과 초생아사망(初生兒死亡)을 구분(區分)하여 고려해

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Active-RC Channel Selection Filter with 40MHz Bandwidth and Improved Linearity (40MHz의 대역폭과 개선된 선형성을 가지는 Active-RC Channel Selection Filter)

  • Lee, Han-Yeol;Hwang, Yu-Jeong;Jang, Young-Chan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.10
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    • pp.2395-2402
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    • 2013
  • An active-RC channel selection filter (CSF) with the bandwidth of 40MHz and the improved linearity is proposed in this paper. The proposed CSF is the fifth butterworth filter which consists of a first order low pass filter, two second order low pass filters of a biquad architecture, and DC feedback circuit for cancellation of DC offset. To improve the linearity of the CSF, a body node of a MOSFET for a switch is connected to its source node. The bandwidth of the designed CSF is selected to be 10MHz, 20MHz and 40MHz and its voltage gain is controlled by 6 dB from 0 dB to 24 dB. The proposed CSF is designed by using 40nm 1-poly 8-metal CMOS process with a 1.2V. When the designed CSF operates at the bandwidth of 40 MHz and voltage gain of 0 dB, the simulation results of OIP3, in-band ripple, and IRN are 31.33dBm, 1.046dB, and 39.81nV/sqrt(Hz), respectively. The power consumption and layout area are $450{\times}210{\mu}m^2$ and 6.71mW.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.