• Title/Summary/Keyword: 채널4

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Estimation of Flood Discharge using Satellite-derived Rainfall in Abroad Watershed - A Case Study of Pasig-Marakina, Phillippines - (위성강우를 이용한 해외 유역 홍수량 추정 - 필리핀 파시그-마라키나강 유역을 대상으로 -)

  • Kim, Joo Hun;Choi, Yun Seok;Kim, Kyeong Tak
    • Proceedings of the Korea Water Resources Association Conference
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    • 2018.05a
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    • pp.398-398
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    • 2018
  • OECD 발표에 의하면 물산업 관련 인프라 투자 전망은 전세계 GDP 대비 2010~2020년 약 1.01%에서 2020~2030년 약 1.03%로 확대될 전망으로 다른 통신, 전력, 철도 인프라 투자수요보다 많을 것으로 전망하고 있다(파이넨셜 뉴스, 2013.3.21.). 우리나라는 2005년 베트남 홍강종합개발사업을 시작으로 2015년 기준으로 세계 35개국에 진출하고 있다. 그러나 대부분의 물 산업 진출 대상 국가는 미계측 유역이 많고 지상에서 계측된 수문 자료가 부족한 실정이다. Namgung and Lee(2014)에 의하면 네팔의 수력발전소 건설에 관측된 강우량 자료가 없어 발전소 하류 10km 지점의 유하량 자료를 이용하여 자료의 정확도 검증을 대신하여 적용한 바 있다. 이와 같이 계측자료가 없거나 부족한 지역에 대하여 기상 위성을 이용하여 추정된 강수량 자료가 해당 지역의 강수 특성을 파악하는데 중요한 자료로 이용될 수 있다. 글로벌 위성 기반의 강수량 관측에 대한 역사는 1979년에 IR방법에 의해 위성으로부터 강우자료를 유도하는 개념이 도입된 이후 1987년 다중 채널의 마이크로파(MW) 복사계를 이용한 방법, 이후 두 IR과 MW를 혼합한 방법에서, 1997년 TRMM위성의 PR(Precpipitation Radar)의 레이더를 이용하는 방법, 그리고 2014년 GPM 핵심 위성(GPM Core Observatory)에 탑재된 Dual PR에 의한 방법으로 위성강수의 정확도를 매우 높여가고 있다. 본 연구는 KOICA 사업으로 진행중인 필리핀 메트로 마닐라 홍수조기경보 및 모니터링 체계 구축사업 중 파시그-마라키나강(Pasig-Marakina) 유역의 2012년 8월의 홍수사상에 대한 위성강우 및 글로벌 지형자료를 이용하여 홍수 유출량을 추정하는 것으로 목적으로 하고 있다. 유역내 6개 관측소의 일일 강우량 자료와 GPM IMERG 일강우량 자료 상관분석 결과 약 0.623, Bias는 -0.147, RMSE는 15.7정도로 분석되었다. 홍수량 분석은 2012년 8월 홍수가 발생한 시기인 2012년 8월 1일 00(UTC)부터 2012년 8월 16일 00(UTC)까지의 1시간 간격의 위성강우자료와 글로벌 지형자료를 이용하였고, 한국건설기술연구원의 MapWindow 기반 GRM 모형(mwGRM)을 이용하였다. 분석 결과 첨부홍수가 발생한 시기는 8월 7일 18:00(UTC)였고, 첨두 홍수량은 $4,073.9m^3/sec$로 분석되었다. 향후 수위-유량 관계식에 의해 정확도평가를 수행할 계획이다.

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A research on the emotion classification and precision improvement of EEG(Electroencephalogram) data using machine learning algorithm (기계학습 알고리즘에 기반한 뇌파 데이터의 감정분류 및 정확도 향상에 관한 연구)

  • Lee, Hyunju;Shin, Dongil;Shin, Dongkyoo
    • Journal of Internet Computing and Services
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    • v.20 no.5
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    • pp.27-36
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    • 2019
  • In this study, experiments on the improvement of the emotion classification, analysis and accuracy of EEG data were proceeded, which applied DEAP (a Database for Emotion Analysis using Physiological signals) dataset. In the experiment, total 32 of EEG channel data measured from 32 of subjects were applied. In pre-processing step, 256Hz sampling tasks of the EEG data were conducted, each wave range of the frequency (Hz); Theta, Slow-alpha, Alpha, Beta and Gamma were then extracted by using Finite Impulse Response Filter. After the extracted data were classified through Time-frequency transform, the data were purified through Independent Component Analysis to delete artifacts. The purified data were converted into CSV file format in order to conduct experiments of Machine learning algorithm and Arousal-Valence plane was used in the criteria of the emotion classification. The emotions were categorized into three-sections; 'Positive', 'Negative' and 'Neutral' meaning the tranquil (neutral) emotional condition. Data of 'Neutral' condition were classified by using Cz(Central zero) channel configured as Reference channel. To enhance the accuracy ratio, the experiment was performed by applying the attributes selected by ASC(Attribute Selected Classifier). In "Arousal" sector, the accuracy of this study's experiments was higher at "32.48%" than Koelstra's results. And the result of ASC showed higher accuracy at "8.13%" compare to the Liu's results in "Valence". In the experiment of Random Forest Classifier adapting ASC to improve accuracy, the higher accuracy rate at "2.68%" was confirmed than Total mean as the criterion compare to the existing researches.

Storytelling Strategy of and Its Potential to Evolve into Transmedia Franchise (<자이언트 펭TV> 스토리텔링 전략과 트랜스미디어 스토리텔링으로의 가능성)

  • Cho, Hee-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.211-227
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    • 2020
  • This study intends to analyze the storytelling strategy of EBS's YouTube channel , which has been creating a remarkable cultural phenomenon since April 2019, and to examine the potential for its transition to transmedia franchise. Based on Henry Jenkins'seven principles of transmedia storytelling, shows satisfactory relevance in all but 'multiplicity'out of the 10 capacities consisting of the principles. In particular, was found excellent in terms of core capacities such as 'spreadability', 'immersion', 'worldbuilding', 'continuity', 'drillability' and 'performance'. In addition, critical discourse analysis(CDA) in sociocultural practice dimension of the keywords of the related news articles has discovered that is strongly linked to the following five values: 'social integration', 'resistance against authoritarianism', 'self-dignity and reasonable individualism', 'gender neutrality' and 'ecologism', indicating the reason why the work has been able to resonate so extraordinarily with participants across all generations. By answering the two chosen research questions, this study has proved that has high potential to be successful in evolving into transmedia franchise, while keeping building a new realm of edutainment storytelling by cleverly exploiting EBS's unique identity as a public education broadcaster. is viewed as an exceptional property capable of advancing transmedia storytelling in the local market; thus, productive arguments and contemplation over its evolution in storytelling needs to continue so that it can maintain a long-lasting positive influence.

Exploring Fractional Ownership in Korean Art Market: Based on Business Model Canvas (분할소유 미술시장의 현황과 과제 - 비즈니스 모델 캔버스를 중심으로 -)

  • Lee, Yunjin;Koo, Jajoon
    • Korean Association of Arts Management
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    • no.58
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    • pp.179-204
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    • 2021
  • Not only the consumption trend after the COVID-19 pandemic but also low financial interest rates have stimulated people to invest artworks. With the recent noticeable growth, art investments that mainly conducted by younger generation through online platform can be characterized by a fractional ownership in art market which means several people share one piece of artwork. This study explores 4 fractional ownership platforms in the domestic art market including Art Together, Art & Guide, Tessa, and Pica projects, using a business model canvas that describes nine key elements: Customer Segments, Value Proposition, Channels, Customer Relationships, Revenue Streams, Key Resources, Key Activities, Key Partners and Cost Structure. The four cases have similar business models, but the details of revenue streams are different. The key sources of revenue are the profit and commission of the work. Thus, maximizing the profit margin of artworks is the core of revenue streams, so selecting and purchasing highly profitable artworks are significant. Based on the analysis, there are 3 suggestions to continue fractional ownership platform businesses in art market successfully. First, it is required to have a long-term perspective on art investments, as a way to diverse asset portfolio. Second, business confidence should be increased to maintain customer loyalty. Third, the role of platforms as competent experts is important.

A Study on the Factors to Customers Attitude for the Goods and Service Introduced in Review UGC (체험형 1인 미디어콘텐츠에서 소개하는 상품에 대한 소비자 태도 영향요인 연구)

  • Son, Jaeyoung
    • 지역과문화
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    • v.7 no.2
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    • pp.155-172
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    • 2020
  • This study analyzed the factors to customer attitude on the goods and service introduced in UGC(User Generated Contents) and explored the difference between Korean and Chinese customers. For the first research question, the hypothetical factors were selected through literature review, the area of which are media consumption, social media and effect of advertising. In this study examined 4 independent variables: information, reliability, BJ attractiveness and customer innovation. Methodologies are confirmatory factor analysis, correlation analysis and multi regression. Result showed that reliability, BJ attractiveness and customer innovation are statistically significant. According to the β value, the biggest one is customer innovation, the second one is BJ attractiveness and the third one is reliability. The influence of information on customer attitude is not statistically significant. The result is well-aligned with the prior studies. The information factor's influence, however, is disputable because some prior studies shows that it is not significant when the research samples are recently developed channel such as mobile or social media commerce platforms. It is necessary to identify the root causes why the information factor is not significant in some research cases. For the second research question, this study used independent t-test between Korean and Chinese customers. The result shows that the difference in reliability, BJ attractiveness and attitude are stastically significant, and the ratings of Chinese customers are higher. This result caused by the difference of media commerce environment between Korea and China. Information and customer innovation didn't show significant difference.

An Exploratory Case Study of a Successful Online Start-up Fashion Shopping Store: Focusing on the Entrepreneurial Process of a Soho Shopping Mall (온라인 패션쇼핑몰의 성공적 창업에 대한 탐색적 사례연구: 소호쇼핑몰의 기업가적 과정을 중심으로)

  • Son, Mi Young
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.91-106
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    • 2022
  • This study targets four Soho fashion shopping malls that are operating successfully in the online fashion market. This study analyzed the entrepreneurship process by dividing it into three stages. The results of the case study are as follows. In the case of Company S, the founder, who had little work experience, started an e-commerce business with a sense of fashion and entrepreneurship. It is a contemporary, casual brand with competitive prices, design power, and diverse product assortment, and the business performance was achieved through data management and analysis and the diversification of distribution channels. In the case of Company B, the founder, who had little work experience, started a manufacturing and e-commerce business by leveraging their SNS network capabilities and entrepreneurial spirit. It is a contemporary fashion brand with product competitiveness of specific items and start-up characteristics, and performance was achieved through the establishment of brand identity and market expansion. Third, Company M and Company C are examples of Soho fashion shopping malls where the founders with more extensive work experience at the time of founding their respective start-ups focused on brand recognition as their core competitiveness. In the case of Company M, the apparel brand was launched with a wealth of experience and design spirit. It is a fashion designer brand that stands out for its sensibility, and the owner has achieved performance through various entrepreneurial activities that broaden the corporate horizon. Company C is a manufacturing and e-commerce brand that was started with design capabilities and an entrepreneurial spirit. It is a luxury fashion brand that focuses on emotional expression, and the outcomes, such as brand recognition and sales, were achieved through active customer management. The results of this study can be used as basic data in education for and research of Soho shopping malls and the prospective founders.

Development of Digital Streamer System for Ultra-high-resolution Seismic Survey (초고해상 탄성파 탐사를 위한 디지털 스트리머 시스템 개발)

  • Shin, Jungkyun;Ha, Jiho;Yoon, Seongwoong;Im, Taesung;Im, Gwansung
    • Geophysics and Geophysical Exploration
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    • v.25 no.3
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    • pp.129-139
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    • 2022
  • Analog-based streamers for ultra-high-resolution seismic surveys are capable of additional noise ingress in water, but the specifications cannot be expanded through interconnections. Foreign-produced digital streamers have been introduced and used primarily at domestic research institutes; however, the cost is high and smooth maintenance is challenging. This study investigates the localization of ultra-high-resolution digital streamers capable of high-resolution imaging of a geological structure. A digital streamer capable of 24-bit, 10 kHz digital sampling of up to 64 channel data was developed through research and development. Various quantitative specifications of the system were designed and developed close to the benchmark model, Geometrics' GeoEel streamer, and the number of modules that make up the system was drastically reduced, reducing development costs and making it easier to use. The field applicability of the developed streamer system was evaluated in an in situ experiment conducted in the waters around the Port of Yeong-il Bay in Pohang in April 2022.

Underwater acoustic communication performance in reverberant water tank (잔향음 우세 수조 환경에서의 수중음향 통신성능 분석)

  • Choi, Kang-Hoon;Hwang, In-Seong;Lee, Sangkug;Choi, Jee Woong
    • The Journal of the Acoustical Society of Korea
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    • v.41 no.2
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    • pp.184-191
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    • 2022
  • Underwater acoustic wave in shallow water is propagated through multipath that has a large delay spread causing Inter-Symbol Interference (ISI) and these characteristics deteriorate the performance in the communication system. In order to analyze the communication performance and investigate the correlation with multipath delay spread in a reverberant environment, an underwater acoustic communication experiment using Binary Phase-Shift Keying (BPSK) signals with symbol rates from 100 sym/s to 8000 sym/s was conducted in a 5 × 5 × 5 m3 water tank. The acoustic channels in a well-controlled tank environment had the characteristics of dense multipath delay spread due to multiple reflections from the interfaces and walls within the tank and showed the maximum excess delay of 40 ms or less, and the Root Mean Squared (RMS) delay spread of 8 ms or less. In this paper, the performances of Bit Error Rate (BER) and output Signal-to-Noise Ratio (SNR) were analyzed using four types of communication demodulation techniques. And the parameter, Symbol interval to Delay spread Ratio in reverberant environment (SDRrev), which is the ratio of symbol interval to RMS delay spread in the reverberant environment is defined. Finally, the SDRrev was compared to the BER and the output SNR. The results present the reference symbol rate in which high communication performance can be guaranteed.

A Study on the user attributes for acquisition of information by analyzing the durability of real-time issues (실시간 이슈의 지속성 분석을 통한 사용자 정보 습득에 대한 특성과 패턴에 대한 연구)

  • Oh, Junyep;Lee, Seungkyu;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.299-314
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    • 2017
  • Technological advances in media have expanded users' consciousness. At the same time, users have changed from passive into active voice by interacting media. The emergence of mobile made different structures and contents compared to the past. Especially, Korean culture of mobile converted original media channels to contents in a category. Plus, the usage structure of internet of this time converges in massive portal sites. It is because that the structure has aspect of emitting through remediation in the sites. Also, Korean massive portal sites have provided specific service named 'real-time issues'. This is not only the unique way of offering information that exists in Korea but also high usability of getting issues. We therefore considered the meaning of durability of real-time issues in the view of journalism, compared original media channels. Then, this paper identified the user attributes for acquisition of information following ways using informal and formal data from Korean massive portal sites named 'Daum' and 'Naver'.

A Study on Audio-Visual Expression of Biometric Data Based on the Polysomnography Test (수면다원검사에 기반한 생체데이터 시청각화 연구)

  • Kim, Hee Soo;Oh, Na Yea;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.35
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    • pp.145-155
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    • 2018
  • The goal of the study is to provide a new type of audio-visualization method through case analysis and work production based on Polysomnography(PSG) data that is difficult to interpret or not familiar to the public. Most art works are produced with conscious actions during waking hours. On the other hand, during sleep, we get into the world of unconsciousness. Therefore, through the experiment, want to discover if could get something new when we were in the subconscious state, and if so, wondered what kind of art could be made through it. The study method is to consider definition of sleep and sleep data first. The sleep data were classified into normal group and Narcolepsy, Insomnia, and sleep apnea by focusing on sleep disorder graphs that is measured by sleep polygraph. After that, I refined and converted the acquired biometric data into a text-based script. The degree of sleep in the text form of the script was rendered as a 3D animated image using Maya. In addition, the heart rate data script was transformed into a midi format, and the audition was implemented in the garage band. After Effects combines the image and sound to create four single channel images of 3 minutes and 20 seconds each. As a result of the research, I made an opportunity for anyone easy to understand the results, having difference with the normal data, through art instead of using difficult medical term. It also showed the possibility of artistic expression even when conscious actions did not occur. Through the results of this research, I expect the expansion and diversity of artistic audiovisual expression of biometric data.