• Title/Summary/Keyword: 언어획득

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Flood Estimation Using Neuro-Fuzzy Technique (Neuro-Fuzzy 기법을 이용한 홍수예측)

  • Ji, Jung-Won;Choi, Chang-Won;Yi, Jae-Eung
    • Proceedings of the Korea Water Resources Association Conference
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    • 2012.05a
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    • pp.128-132
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    • 2012
  • 물은 생물의 생존을 위해 필수적인 요소로 인류가 시작된 이래로 물을 효율적으로 이용하고 안전하게 관리하기 위한 노력은 계속되어 왔다. 최근 지구 온난화가 주요 원인으로 알려진 국지성 집중호우의 피해는 매우 심각하며, 이로 인해 치수에 대한 중요성은 날로 커지고 있다. 지금까지 사용해 왔던 홍수 예 경보 과정은 특정 지점의 유출량을 예측하기 위해서 강우-유출 모형을 운영하였다. 그러나 물리적 모형의 경우 운영에 필요한 매개변수의 결정과정이 복잡하고, 매개변수 결정을 위해 많은 자료를 필요로 한다. 또한 그 매개변수의 결정과정은 많은 불확실성을 포함하고 있어서 모형의 운영을 위한 전처리과정과 계산과정을 거치는 동안 발생한 오차가 누적되어 결과물 속에는 많은 오차가 포함되어 있다. 본 연구에서는 기존의 홍수 예 경보 시스템의 문제점과 불확실성을 최대한 감소시키고 더 우수한 유출량 예측을 위해 neuro-fuzzy 추론 기법을 이용한 모형인 ANFIS(Adaptive Neuro-Fuzzy Inference System)를 사용하여 하천수위를 예측하였다. ANFIS는 신경회로망과 퍼지이론을 결합한 기법으로 신경회로망의 구조와 학습 능력을 이용하여 제어환경에서 획득한 입 출력 정보로부터 언어변수의 membership 함수와 제어규칙을 제어 대상에 적합하도록 자동으로 조종하는 기법이다. 본 연구에서는 ANFIS를 사용하여 탄천 하류에 위치한 대곡교의 수위를 예측하였다. 분석을 위해 2007년부터 2011년까지의 탄천 유역의 관측 강우자료와 수위 자료 중 강우강도와 지속시간, 강우 형태에 따라 7개의 강우사상을 선정하였다. 학습자료 및 보정자료의 변화에 따른 예측 오차를 비교하여 모형의 적용성과 적정성을 평가하였다. 적용결과 입력자료 구성의 경우 해당 시간의 강우량 및 수위자료와 10분 전 강우자료를 이용한 모델이 가장 우수한 예측을 보였고, 학습자료의 경우 자료의 길이가 길고, 최대홍수량이 큰 경우 가장 우수한 예측 결과를 보였다. 본 연구의 적용결과 가장 우수한 모형의 경우 30분 예측 첨두수위 오차는 0.32%, RMSE는 0.05m 이고 예측시간이 길어짐에 따라 오차가 비선형적으로 증가하는 경향을 보였다.

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Analyzing 3D Imaging of Type as Formative Language (조형언어적 타입의 공간적 이미지화 분석)

  • Chung, Hoon-Dong
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.104-116
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    • 2009
  • Today's Digital Environment made Typography to enter into a new phase. The Type which is a principal component of Typography is no exception to this aspect. However since the existing two-dimensional space has figurative potential, Visual Communication designers are still striving to explore both X axis and Y axis. In this context, Z axis which signifies 'Depth' is often recognized as an unfamiliar mathematical concept unrelated to Design Sensibility. If Z axis is used, the figurative aspect can be acquired, which was hard to be realized in the flat space, because the additional space of depth allows the expansion of omni-directional expression of target. Most notable is the fact that Z axis provided by Digital Environment has actually long existed and is inseparable from Type. This study, therefore, focuses on the three-dimensional expression of Type in the Visual Communication Design area by taking into account the above characteristics.

Realistic 3D Scene Reconstruction from an Image Sequence (연속적인 이미지를 이용한 3차원 장면의 사실적인 복원)

  • Jun, Hee-Sung
    • The KIPS Transactions:PartB
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    • v.17B no.3
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    • pp.183-188
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    • 2010
  • A factorization-based 3D reconstruction system is realized to recover 3D scene from an image sequence. The image sequence is captured from uncalibrated perspective camera from several views. Many matched feature points over all images are obtained by feature tracking method. Then, these data are supplied to the 3D reconstruction module to obtain the projective reconstruction. Projective reconstruction is converted to Euclidean reconstruction by enforcing several metric constraints. After many triangular meshes are obtained, realistic reconstruction of 3D models are finished by texture mapping. The developed system is implemented in C++, and Qt library is used to implement the system user interface. OpenGL graphics library is used to realize the texture mapping routine and the model visualization program. Experimental results using synthetic and real image data are included to demonstrate the effectiveness of the developed system.

Novel Vulnerability against Dummy Based Side-Channel Countermeasures - Case Study: XMEGA (더미 기반 부채널 분석 대응기법 신규 취약점 - Case Study: XMEGA)

  • Lee, JongHyeok;Han, Dong-Guk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.29 no.2
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    • pp.287-297
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    • 2019
  • When cryptographic algorithms are implemented to provide countermeasures against the side-channel analysis, designers frequently employ the combined countermeasures between the first-order masking scheme and hiding schemes. Their combination can be enough to offer security and efficiency. However, if dummy operations can be distinguished from real operations, an attacker can extract the secret key with lower complexity than the intended attack complexity by the designer inserting the dummy operations. In this paper, we categorize types of variables used in a dummy operation when C language is employed. Then, we present the novel vulnerability that can distinguish dummy operations for all cases where the hiding schemes are applied using different types of variables. Moreover, the countermeasure is provided to prevent the novel vulnerability.

A Study on People Directly Involved in Resolution to Bullying Problems and Conflict-Coping Method in Picture Books Regarding Bullying (또래 괴롭힘 그림책에서 나타난 갈등 해결의 주체와 갈등 상황에 대처하는 방식 분석)

  • Jeong, Eun-Ah;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.373-384
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    • 2019
  • This study aims to look closely picture books regarding bullying and to analyze people directly involved in resolution to bullying problems and conflict-coping method in those picture books. 71 picture books on bullying were examined in this study. Results are as follows: (1) As person directly involved in resolution to bullying problems, 'victim by himself' settles a conflict situation over half of the books, followed by 'victim and other character' and 'other character alone'. (2) various types are described relatively evenly such as 'getting positive mind or building confidence', 'distancing bullies group or making new friends', 'gaining recognition by showing one's competence off', 'helping bullies or being nice to bullies' for conflict-coping method to bullying problems. In conclusion, the necessity of community effort rather than an individual's own effort to solve bullying problems and possibilities of teaching of language use in those books were discussed.

How does the world in the game reveal the end of the century? -Analysis on the method of the representation of the end of the century in the game : With focus on Resident Evil 3, Parasite Eve 2, Silent Hill 3- (게임 속의 세계는 세기말을 어떤 방식으로 드러내는가? -게임 속 세기말의 구현 방식에 관한 분석 : Resident Evil 3, Parasite Eve 2, Silent Hill 3 중심으로-)

  • Ok, Seon Young
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.3-24
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    • 2021
  • This paper deals with on the game's way of embodying the society at the end of the century. Resident Evil, Parasite Eve, and Silent Hill are the targets of the analysis. First, I examine the world view of each game and its own language that conveys its contents. Second, I analyze the specific parts of reality that the three games imitate and the way they are represented. Third, I consider the connection between the real world and the world embodied in the game. Fourth, I suggest the possibility of providing an 'alternative perspective' of game media that reveals the hidden aspects of reality in a way of representation. In conclusion, the image of the game becomes 'the eye' that complements our perspective, captures the hidden aspects of reality, obtains a meaningful part, and even presents its blueprint.

Design of Initial Decision-Making Support Interface for Crop Facility Cultivation (작물 시설재배 초기 의사결정 지원 인터페이스 설계)

  • Kim, Kuk-Jong;Cho, Yong-Yoon
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.71-78
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    • 2022
  • Recently, the number of people wishing to return to farming is increasing, However, the lack of farming experience and management information of returnees is one of the main reasons for increasing the probability of agricultural failure. This study proposes an interface to support early facility cultivation management decision-making for returnees who want facility cultivation. The proposed interface is designed with UML(Unified Modeling Language) and provides key decision-making information such as land/crop suitability, land/facility costs, and management costs according to input data such as cultivation areas, selected crops, and cultivation types selected by the user. Through the proposed interface, facility cultivators can effectively and quickly acquire initial decision-making information for facility cultivation in the desired target area.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Development of Software for Measuring Suspended Sediment Concentration Using Acoustic Backscatter Data from Automatic Flow Monitoring Station (자동유량관측소 초음파산란도를 활용한 부유사농도 측정을 위한 소프트웨어 개발)

  • Geunsoo Son;Youngsin Roh;Dongsu Kim;Suin Choi
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.489-489
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    • 2023
  • 최근 유량 측정을 위해 사용되는 ADCP를 통해 부가적으로 측정되는 초음파산란도 자료를 활용하여 부유사농도를 측정하는 연구가 수행되고 있다. 이에 국내에서는 국가하천에 설치되어 있는 자동유량관측소의 초음파산란도를 활용하여 연속적인 부유사농도를 측정하는 연구가 수행되고 있다. 이를 통해 10분 단위로 연속적인 유사량 자료를 생산할 수 있을 것으로 기대되며, 현재 유사량 측정결과의 제공을 위해 사용되는 유량-유사량 관계곡선의 산포로 인한 신뢰도 문제를 개선할 수 있을 것으로 기대되고 있다. 그러나, 이미 설치된 자동유량관측소의 H-ADCP 원시데이터를 활용하여 다지점에서 부유사농도를 측정에 대한 분석을 수행하기 위해서는 초음파산란도의 보정, 관계식 개발, 관계식 적용을 통한 유사량 측정 결과의 분석을 위한 소프트웨어 개발이 필요하다. 이에 본 연구에서는 초음파산란도 자료를 이용하여 부유사농도를 분석할 수 있는 소프트웨어 개발하고자 하였다. 개발된 소프트웨어는 Microsoft Visual Studio를 이용하여 C# 언어를 사용하여 개발하였으며, ComponentOne 라이브러리를 활용하여 그래픽 사용자 인터페이스(GUI)를 구현하였다. 소프트웨어의 구성은 H-ADCP 원시자료와 실측 부유사농도 자료와의 시간동기화를 통해 동일시간에서 측정된 자료를 획득, 초음파산란도의 보정과 지표로 활용할 초음파산란도의 측정영역 분석, 초음파산란도-부유사농도와의 다중 회귀를 통한 관계식 개발 및 통계 분석결과 도출, 관계식을 활용한 부유사농도 계산을 수행할 수 있도록 구성하였다. 본 연구를 통해 개발된 소프트웨어를 통해 추후에 시범적용 예정인 자동유량관측소의 초음파산란도를 활용 부유사농도 측정 방법에 대한 분석 효율성을 향상시키고, 지속적인 개선을 통해서 실제 실무에서 활용이 가능할 것으로 기대된다.

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Phenomenological Study on the Elementary Students' Experience Participating in the Science Fair (과학전람회에 참여하는 초등학생들의 경험에 관한 현상학적 연구)

  • Kim, Eunha;Kwon, Hyeoksoon
    • Journal of The Korean Association For Science Education
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    • v.36 no.1
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    • pp.113-123
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    • 2016
  • The purpose of this study is to understand the elementary student's growth and its implications from the students' experience participating in the science fair by phenomenological study. The results are as follows. First, the students have various experiences. They acquire scientific knowledge and inquiry skills by conducting in-depth experiments, visiting several places, and interviewing experts. They have some experience in writing experiment journals to record the inquiry process in their own language, and presenting their results in public. Second, the students suffer several difficulties while preparing for the science fair. They have some difficulties when the results were not consistent with the hypothesis, or they had to repeat the experiment over and over. They feel burdened in writing the experiment journal. They had a few time to meet friends or for hobbies. Third, the students improve scientific attitude through the science fair, and they receive a positive effect on the affective side. They developed scientific interest, curiosity, cooperation, etc. And they also gained a sense of accomplishment, confidence, friendship, good relationship with teachers, career interest, etc. This study finds out that students participating in the science fair have a lot of experience that cannot be done easily in a normal science class. Even though students confront some difficulties in the inquiry process, they make good progression and feel accomplished. So the science fair is valuable experience for them.