• Title/Summary/Keyword: 프로그램 수행 공간

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A Case Study on 3-D Modeling of the Orebody by using the 3D Modeler ('3D Modeler'를 사용한 광체의 3차원 모델링 사례연구)

  • Lee, Doo-Sung;Kim, Hyoun-Gyu
    • Geophysics and Geophysical Exploration
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    • v.5 no.2
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    • pp.93-98
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    • 2002
  • A three dimensional model for the orebody of an operating mine in Korea was constructed by using a program called '3-D Modeler'. The program allows the user to interactively construct a 3-D model of an orebody from its horizontal cross-sections. The 3-D Modeler is easily able to combine and display various spatial data for model construction. The result of modeling is strongly influenced by control points that correlate to the adjacent horizontal cross-sections. The control points are determined by comparing the geometrical shape of the adjacent cross-sections in conjunction with the geological features of the orebody. The resulting model can be evaluated in viewing the constructed object in three dimensional space or more closely evaluated by inspecting the cross-section. The model can iteratively be improved by modifying the shape of the cross-section and by using this new cross-section for the model building.

A Preliminary Study on the Effective Management Plan for the International Science Business Library (국제과학비즈니스도서관의 효과적 운영에 관한 기초연구)

  • Park, Hyun-Hee;Lee, Sung-Sook
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.2
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    • pp.235-254
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    • 2015
  • The aim of this study is to propose the effective management plan for (New) Library at International Science Business Belt in Korea. For this purpose, this study analyzed cases of domestic and overseas libraries which have been providing the special Science Business Service. Also user questionnaire surveys were conducted for the user demand in (New) Library. Based on case studies and user surveys, the management plan for ISBL was suggested as follow with its division into five realms; that is, information resources and special programs, manpower, space facilities, internal cooperation and international network. The research could be used as basic resources for the International Science Business Library in Korea.

Establishing Guidelines for Implementing and Operating Makerspaces in Public Libraries (공공도서관 메이커스페이스 조성 및 운영을 위한 가이드라인 개발)

  • Chang, Yunkeum;Lee, Hye-Eun;Jeon, Kyungsun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.1
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    • pp.337-356
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    • 2020
  • The purpose of this study is to recommend practical guidelines for developing and operating makerspaces in public libraries. Using the results of prior research, this study examines eight public library makerspaces across key elements, including space, size, staff, equipment, programs, and budget. This study finds that public library makerspaces should be built according to the library's size, budget, and purpose, and should also employ sustainable operating strategies. On that basis, this study suggests three models of guidelines for implementing and developing makerspaces in public libraries: the "craft" makerspace at the basic level, the "studio" makerspace at the intermediate level, and the "platform" makerspace at the regional level.

Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.21-28
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    • 2004
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent On-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper, the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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Power Aware Suffer Cache (저전력 버퍼 캐시)

  • Lee, Min;Seo, Eui-Seong;Lee, Joon-Won
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.766-768
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    • 2005
  • 컴퓨팅 환경이 무선과 휴대용 시스템으로 변화하면서, 전력효율이 점점 중요해지고 있다. 특히 내장형 시스템일 경우에 더욱 그러한데 이중 메모리에서 소모되는 전력이 전체 전력소모의 두 번째 큰 요소가 되고 있다. 메모리 시스템에서의 전력소모를 줄이기 위해서 DRAM의 저전력 모드인 냅모드(nap mode)를 활용할 수 있다. 냅모드는 액티브 모드(active mode)일 때의 $28\%$의 전력만을 소모한다. 하지만 하드웨어 컨트롤러는 운영체제가 협조하지 않으면 이 기능을 효율적으로 활용하지 못한다. 이 논문에서는 DRAM의 액티브 유닛(active unit)의 수를 최소화하는 방법에 초점을 맞춘다. 운영체제는 참조되지 않는 메모리를 냅모드에 놓음으로써 최소한의 유닛들만을 액티브 모드에 놓아 프로그램이 수행될 수 있도록 피지컬(physical) 페이지들을 할당한다. 이것은 PAVM(Power Aware Virtual Memory) 연구의 일반화된 시스템 전반에 대한 연구라고 할 수 있다. 우리는 모든 피지컬 메모리를 고려하고 있으며, 특히 평균적으로 전체 메모리의 절반을 사용하는 버퍼 캐시를 고려하고 있다. 버퍼 캐시의 용량과 그 중요성 때문에 PAVM 방식은 버퍼 캐시를 고려하지 않고는 완전한 해법이 되지 못한다. 이 논문에서 우리는 메모리의 사용처를 분석하고 저전력 페이지 할당 정책을 제안한다. 특히 프로세스의 주소공간에 매핑(mapping)된 페이지들과 버퍼 캐시가 고려된다. 이 두 종류의 페이지들간의 상호작용과 그 관계를 분석하고 저전력을 위해 이러한 관계를 이용한다.

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Implementation of Light Weight Linux O.S on the Flash Memory (플래쉬 메모리 내에 상주 가능한 경량 리눅스 운영체제 구현)

  • Jang, Seung-Ju
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.12
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    • pp.2298-2305
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    • 2007
  • Many people is studying the embedded system. The embedded system becomes a small size device. The DOM memory is using in the mobile device and small site devices. This paper proposes light-weighted Linux O.S that is running onto the DOM memory. The embedded system with the DOM must have a light-weigthed O.S due to the memory space restriction. This paper designs light-weigthed Linux O.S for the DOM memory. The new designed LILO boot loader boots the new designed light-weigthed Linux O.S as a normal Linux O.S. This paper experiments comparing the designed new light-weigthed Linux O.S with a Linux PC.

Effects of the Planetarium Lesson on Students' Understanding of Astronomical Concepts (천체투영관 수업이 학생들의 천문 개념 이해에 미치는 효과)

  • Kim, Wansoo;Shim, Hyunjin
    • Journal of Science Education
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    • v.42 no.1
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    • pp.49-65
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    • 2018
  • Astronomy is the subject that can easily draw students' interest in studying science, therefore plays an important role in developing scientific core competence. However, it is difficult to develop spatial thinking that is required in understanding astronomical concepts through the classroom lessons. Planetarium, along with the science museum, is one of the most representative informal educational institution where astronomical concepts can be taught beyond time and space constraints. In this study, we developed the astronomy education program that is operated in the planetarium and applied the program to the elementary, middle and high-school students to investigate the effects of the planetarium lesson compared to the classroom lesson. The duration of this research was about 8 months, and the number of the students involved is 761, including participants of the 1 night and 2 days camps in the Daegu National Science Museum. The newly developed planetarium lesson is comparable to the previous classroom lesson of which topics are cardinal points, constellation, and the rotation of the earth. Test items were developed to evaluate the understanding of the astronomical concepts. The study was conducted based on the pre- and post-test with non-equivalent groups design comparing classroom and planetarium lessons. The results of this study are as follows. First, planetarium lesson is more effective for understanding astronomical concepts such as the cardinal points, earth's rotation, and the constellation than classroom lesson. Second, planetarium has a positive effect irrespective of gender and previous knowledge. Third, planetarium for high school students has the same effect as additional observation activities followed by the classroom instruction. Therefore, planetarium can be used as an alternative, effective tool when night observation is not available. In summary, planetarium is an effective tool that helps students to understand the astronomical concepts.

An Analysis on the Effects of Demand Response in Electricity Markets (수요반응자원의 전력시장 도입효과 분석)

  • Yoo, Young-Gon;Song, Byung-Gun;Kang, Seung-Jin
    • Environmental and Resource Economics Review
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    • v.16 no.1
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    • pp.99-127
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    • 2007
  • When the margin between available capacity and demand is thin in a liberalized electricity market, prices rise steeply and system reliability is threatened. The principal response to these circumstances is often an assumption that price spikes and electricity shortages are the result of a failure to build sufficient new supplying facilities. It is, of course, often the case that additional investments in generation and network facilities would improve reliability, and such investments are often needed. But focusing on additional generation and transmission facilities for restoring balance to the grid overlooks the essential fact that reliability is a function of the relationship between supply and demand, imposing unnecessary costs on electric system. When the relationship is out of balance, the search for solutions must consider not only investments supply-side resources but also cost-effective demand-side resources such as accelerated load management, efficiency measures, and price-responsive load programs. Integrating demand resources into electricity markets can add enormous value to the electric system, widening the capacity margin, lowering costs and enhancing system reliability at the same time. This paper studies several challenges now facing electricity markets: demand-side management-especially, economic effects of demand response, potential reliability problems, market and system operation, CBP market improvements and so on. The paper concludes with a series of policy recommendations in five areas: (i) The Effects of efficient improvement to incorporate demand responses and demand-side resources into modem electricity markets, (ii) Fosteing price based demand response and (iii) improving incentive based demand response, (iv) strengthen demand response analysis and valuation, (v) integrating demand response into resource planning and adopting enabling technologies.

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An Evaluation on Visitor Satisfaction in Waterfront Park (수변공원의 이용 만족도 평가)

  • Chang, Min-Sook;Chang, Byung-MKoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.3
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    • pp.41-52
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    • 2010
  • The purpose of this paper is to evaluate visitor satisfaction(VS) in waterfront parks in terms of resources, facilities, embodiment of theme(ET), site composition(SC), relaxation activity space(RAS), and dynamic activity space(DAS), which are supply-side components in the planning process of waterfront parks, in order to answer the research question; 'How is visitor satisfaction of waterfront parks determined?' After reviewing the literature on parks and the building process of waterfront parks in Korea, we constructed a conceptual framework and have ascertained a research hypothesis. We had obtained data through a questionnaire survey from 327 visitors at waterfront parks, based on the quota sampling method. We have analyzed the data using the path analysis method. We found that: 1) The direct effects of resources and facilities on VS turned out to be 0.273 and 0.306, respectively while the indirect effects are 0.114, 0.170, respectively. 2) The direct effects of SC, as a component of the planning process on VS, turned out to be 0.243 while that of ET had no affect on VS. The indirect effect of ET and SC on VS turned out to be 0.059 and 0.018, respectively. 3) The direct effects of RAS on VS turned out to be 0.129 while the indirect effects of RAS and DAS on VS turned out to be 0.002 and 0.017, respectively. 4) The size of causal effect, in order, were facilities, resources, SC, RAS, ET, and DAS. 5) Resources and facilities, as a park foundation, compose 64.84 percent of total causal effect while ET and SC have 24.04 percent and RAS and DAS have 11.12 percent, respectively. These research results imply that: 1) Existing waterfront parks should be regenerated with the embodiment of water related theme and with improved facilities for RAS and visitor programs and/or facilities for DAS. 2) The relationship among ET, SC, RAS and DAS should be increased for a significant improvement of VS, and 3) A process-oriented approach turned out to be highly useful for the development of substantive theory and methodology. It is recommended that a structural equation model on waterfront parks be developed using more empirical data and this approach be widely applied for testing its validity.

Development and Research for the Professional Brand of TV Broadcasting Program -By focusing the actually proved study for news program brand- (TV 방송 프로그램의 전문 브랜드 개발 연구 -뉴스 프로그램 브랜드의 실증연구를 중심으로-)

  • Jeong, Bong-Keum;Chang, Dong-Ryun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.39-48
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    • 2005
  • In the age of digital culture, TV broadcasting is exercising more influence as a information and communication medium compared to past. With the appearance of satellite broadcasting service in 2002, the broadcasting environment became a diversified field of local TV, cable TV, satellite, internet, etc. and created the time of multi-media and multi-channel. This ongoing change of broadcasting environment made the passive audience of the past, active image makers and new accepters, participants and users of communications, who know how to choose and use media as the active centerpiece, The active acceptor as the centerpiece of channel selections has become the center of the broadcasting, whereby they pick up and enjoy their favorite TV programs and came to remember the list of their favorite channels and zap them finally. In this point of spotting their favorite channels and improving the degree of recognition for the channels, the development of the noticeable brand for a particular program has made a great contribution. The aim of this study, therefore, is to recognize the factors, which are important in the habits of watching TV and to develop professional brands for TV broadcasting programs. The range of the survey for this study was home news programs and broadcasting stations abroad, which were on air from March to May in 2004. The focus of the survey was universal and professional news programs. Through this study, it was ascertained that, in the case of news, developing a brand for an anchor as well as for a professional brand of TV program could be an important element.

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