• Title/Summary/Keyword: Qualitative number

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Generating Sponsored Blog Texts through Fine-Tuning of Korean LLMs (한국어 언어모델 파인튜닝을 통한 협찬 블로그 텍스트 생성)

  • Bo Kyeong Kim;Jae Yeon Byun;Kyung-Ae Cha
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.3
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    • pp.1-12
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    • 2024
  • In this paper, we fine-tuned KoAlpaca, a large-scale Korean language model, and implemented a blog text generation system utilizing it. Blogs on social media platforms are widely used as a marketing tool for businesses. We constructed training data of positive reviews through emotion analysis and refinement of collected sponsored blog texts and applied QLoRA for the lightweight training of KoAlpaca. QLoRA is a fine-tuning approach that significantly reduces the memory usage required for training, with experiments in an environment with a parameter size of 12.8B showing up to a 58.8% decrease in memory usage compared to LoRA. To evaluate the generative performance of the fine-tuned model, texts generated from 100 inputs not included in the training data produced on average more than twice the number of words compared to the pre-trained model, with texts of positive sentiment also appearing more than twice as often. In a survey conducted for qualitative evaluation of generative performance, responses indicated that the fine-tuned model's generated outputs were more relevant to the given topics on average 77.5% of the time. This demonstrates that the positive review generation language model for sponsored content in this paper can enhance the efficiency of time management for content creation and ensure consistent marketing effects. However, to reduce the generation of content that deviates from the category of positive reviews due to elements of the pre-trained model, we plan to proceed with fine-tuning using the augmentation of training data.

Relationships between Job Stress and Burnout of Primary Health Care Practitioners during COVID-19: A Mixed Methods Study (코로나19 기간 동안 보건진료전담공무원의 직무스트레스와 소진의 관계: 혼합연구방법)

  • Ha, Yeongmi;Yim, Eun Shil;Kim, Youngnam;Choi, Hyunkyoung;Ko, Young-suk;Jung, Mira;Yi, Jee-Seon;Choi, Youngmi; Shin, Eun Ji;Kim, Younkyoung;Lee, Kowoon;Jung, Aeri;Jang, Ji hui;Kim, Da Eun;Kim, Kyeonghui;Shin, So Young;Yang, Seung-Kyoung;Park, Songran
    • Journal of Korean Academy of Rural Health Nursing
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    • v.19 no.1
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    • pp.25-34
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    • 2024
  • Purpose: This study investigates the relationship between job stress and burnout among primary healthcare practitioners during COVID-19 pandemic through mixed methods study. Methods: Data were collected from October to November 2022 using Qualtrix, a web-based survey platform. 1,082 primary health care practitioners participated in the survey. Quantitative data were analyzed using correlation analysis using IBM SPSS/WIN 27.0. Qualitative data were analyzed using content analysis through open-ended questions. Results: Job stress and burnout among primary healthcare practitioners during COVID-19 were positively correlated. Four categories and seven subcategories were identified. Conclusion: Based on these findings, it is necessary to develop a support system for primary healthcare practitioners according to the type of residential area and the number of peopleto reduce job stress and burnout.

Development of BIM Utilization Level Evaluation Model in Construction Management Company (건설사업관리기업의 BIM 활용수준 평가 모형 개발)

  • Jeong, Seo-Hee;Kim, Gwang-Hee
    • Korean Journal of Construction Engineering and Management
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    • v.25 no.4
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    • pp.24-33
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    • 2024
  • Recently, as smart construction has become more active, construction companys are evaluating their smart construction capabilities in order to transform into smart construction companies. However, the revitalization of smart construction doesn't only apply to construction companies, the level of utilization of all participants, including owners, designers, construction project managers, and construction company, must be improved. Therefore, this study aims to present a model that evaluate the building information modeling (BIM) utilization level for measuring the BIM utilization level of construction management companies in executing construction project management. In this study, an AHP questionnaire survey targeting BIM practitioners to calculate the weight of each BIM utilization item and score it to construct evaluation model and evaluate it by applying it to construction management companies are conducted. As a result of the evaluation using model, there were differences between companies in the number of BIM users, and in the qualitative evaluation, it is mainly used for interference review, constructability review, and design change management. Therefore, in order to revitalize BIM, it is believed that it is necessary to strengthen BIM utilization ability through separate training for construction manager (CMr) and to present clear utilization standards and scope of work for BIM utilization in performing construction management tasks. Consequently, evaluating more construction management companies using the model presented in this study will result in the transition of CM companies to smart construction and revitalization of BIM adoption.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

The Fish Community and Habitat Analysis in the Bongseonsa Stream within Gwangneung Forest, South Korea (광릉숲 내 봉선사천의 어류군집 및 서식처 분석)

  • Wang, Ju Hyoun;Kim, Jeong Eun;Choi, Jun Kil;Lee, Hyuk Je;Cho, Yong Chan;Lee, Hwang Goo
    • Korean Journal of Environmental Biology
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    • v.35 no.2
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    • pp.105-115
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    • 2017
  • The present study is to understand the Bongseonsa stream in the National Arboretum fish fauna variation through comparison with historical data and to evaluate the stream health situated. We performed investigations over three times from April to September 2015. In the survey, 2,960 individuals which belonging to 22 species, 8 families were collected. Dominant species by number was Zacco platypus and subdominant species was Zacco koreanus. Seven Korean endemic species (Squalidus gracilis majimae, Microphysogobio yaluensis, Zacco koreanus, Koreocobitis rotundicausata, etc) were observed and showed a ratio of 36.4%. The community analysis revealed that the structure of fish community in the study sampling sites was instability in having dominance 0.79 (${\pm}0.15$), diverse 1.21 (${\pm}0.60$), evenness 0.58 (${\pm}0.15$) and species richness 1.49 (${\pm}0.83$). The values in the Qualitative Habitat Evaluation Index (QHEI) was averagely 122.9 (${\pm}44.8$) in the Bongseonsa stream and this was showed to have favorable habitat surroundings. As a result of tolerance guild analysis, the total number of sensitive species and intermediate species were higher than tolerant species. Analysis was divided into A and B two groups of fiducial 12.25% in Cluster analysis degree of similarity between study sampling sites. Fish Assessment Index (FAI) was rated A and B grade in Bongseonsa stream that stream health showed favorable. However Wangsuk stream as a urban stream rated C grade and analysed the lowest grade in the whole study sampling sites. There was high correlation beteween FAI and various indexes, dominance, diverse, evenness and sensitive species and intermediate species.

PRC Maritime Operational Capability and the Task for the ROK Military (중국군의 해양작전능력과 한국군의 과제)

  • Kim, Min-Seok
    • Strategy21
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    • s.33
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    • pp.65-112
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    • 2014
  • Recent trends show that the PRC has stepped aside its "army-centered approach" and placed greater emphasis on its Navy and Air Force for a wider range of operations, thereby reducing its ground force and harnessing its economic power and military technology into naval development. A quantitative growth of the PLA Navy itself is no surprise as this is not a recent phenomenon. Now is the time to pay closer attention to the level of PRC naval force's performance and the extent of its warfighting capacity in the maritime domain. It is also worth asking what China can do with its widening naval power foundation. In short, it is time to delve into several possible scenarios I which the PRC poses a real threat. With this in mind, in Section Two the paper seeks to observe the construction progress of PRC's naval power and its future prospects up to the year 2020, and categorize time frame according to its major force improvement trends. By analyzing qualitative improvements made over time, such as the scale of investment and the number of ships compared to increase in displacement (tonnage), this paper attempts to identify salient features in the construction of naval power. Chapter Three sets out performance evaluation on each type of PRC naval ships as well as capabilities of the Navy, Air Force, the Second Artillery (i.e., strategic missile forces) and satellites that could support maritime warfare. Finall, the concluding chapter estimates the PRC's maritime warfighting capability as anticipated in respective conflict scenarios, and considers its impact on the Korean Peninsula and proposes the directions ROK should steer in response. First of all, since the 1980s the PRC navy has undergone transitions as the focus of its military strategic outlook shifted from ground warfare to maritime warfare, and within 30 years of its effort to construct naval power while greatly reducing the size of its ground forces, the PRC has succeeded in building its naval power next to the U.S.'s in the world in terms of number, with acquisition of an aircraft carrier, Chinese-version of the Aegis, submarines and so on. The PRC also enjoys great potentials to qualitatively develop its forces such as indigenous aircraft carriers, next-generation strategic submarines, next-generation destroyers and so forth, which is possible because the PRC has accumulated its independent production capabilities in the process of its 30-year-long efforts. Secondly, one could argue that ROK still has its chances of coping with the PRC in naval power since, despite its continuous efforts, many estimate that the PRC naval force is roughly ten or more years behind that of superpowers such as the U.S., on areas including radar detection capability, EW capability, C4I and data-link systems, doctrines on force employment as well as tactics, and such gap cannot be easily overcome. The most probable scenarios involving the PRC in sea areas surrounding the Korean Peninsula are: first, upon the outbreak of war in the peninsula, the PRC may pursue military intervention through sea, thereby undermining efforts of the ROK-U.S. combined operations; second, ROK-PRC or PRC-Japan conflicts over maritime jurisdiction or ownership over the Senkaku/Diaoyu islands could inflict damage to ROK territorial sovereignty or economic gains. The PRC would likely attempt to resolve the conflict employing blitzkrieg tactics before U.S. forces arrive on the scene, while at the same time delaying and denying access of the incoming U.S. forces. If this proves unattainable, the PRC could take a course of action adopting "long-term attrition warfare," thus weakening its enemy's sustainability. All in all, thiss paper makes three proposals on how the ROK should respond. First, modern warfare as well as the emergent future warfare demonstrates that the center stage of battle is no longer the domestic territory, but rather further away into the sea and space. In this respect, the ROKN should take advantage of the distinct feature of battle space on the peninsula, which is surrounded by the seas, and obtain capabilities to intercept more than 50 percent of the enemy's ballistic missiles, including those of North Korea. In tandem with this capacity, employment of a large scale of UAV/F Carrier for Kill Chain operations should enhance effectiveness. This is because conditions are more favorable to defend from sea, on matters concerning accuracy rates against enemy targets, minimized threat of friendly damage, and cost effectiveness. Second, to maintain readiness for a North Korean crisis where timely deployment of US forces is not possible, the ROKN ought to obtain capabilities to hold the enemy attack at bay while deterring PRC naval intervention. It is also argued that ROKN should strengthen its power so as to protect national interests in the seas surrounding the peninsula without support from the USN, should ROK-PRC or ROK-Japan conflict arise concerning maritime jurisprudence. Third, the ROK should fortify infrastructures for independent construction of naval power and expand its R&D efforts, and for this purpose, the ROK should make the most of the advantages stemming from the ROK-U.S. alliance inducing active support from the United States. The rationale behind this argument is that while it is strategically effective to rely on alliance or jump on the bandwagon, the ultimate goal is always to acquire an independent response capability as much as possible.

A Review of Multivariate Analysis Studies Applied for Plant Morphology in Korea (국내 식물 형태 연구에 사용된 다변량분석 논문에 대한 재고)

  • Chang, Kae Sun;Oh, Hana;Kim, Hui;Lee, Heung Soo;Chang, Chin-Sung
    • Journal of Korean Society of Forest Science
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    • v.98 no.3
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    • pp.215-224
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    • 2009
  • A review was given of the role of traditional morphometrics in plant morphological studies using 54 published studies in three major journals and others in Korea, such as Journal of Korean Forestry Society, Korean Journal of Plant Taxonomy, Korean Journal of Breeding, Korean Journal of Apiculture, Journal of Life Science, and Korean Journal of Plant Resources from 1997 to 2008. The two most commonly used techniques of data analysis, cluster analysis (CA) and principal components analysis (PCA) with other statistical tests were discussed. The common problem of PCA is the underlying assumptions of methods, like random sampling and multivariate normal distribution of data. The procedure was intended mainly for continuous data and was not efficient for data which were not well summarized by variances or covariances. Likewise CA was most appropriate for categorical rather than continuous data. Also, the CA produced clusters whether or not natural groupings existed, and the results depended on both the similarity measure chosen and the algorithm used for clustering. An additional problems of the PCA and the CA arised with both qualitative and quantitative data with a limited number of variables and/or too few numbers of samples. Some of these problems may be avoided if a certain number of variables (more than 20 at least) and sufficient samples (40-50 at least) are considered for morphometric analyses, but we do not think that the methods are all mighty tools for data analysts. Instead, we do believe that reasonable applications combined with focus on objectives and limitations of each procedure would be a step forward.

Expansive Application of the POCoM (Practical On-site Cooperation Model) for Practical Improvement of Science Teaching (과학수업의 실제적 개선을 위한 POCoM (Practical On-site Cooperation Model)의 확장 적용)

  • Park, Jongwon;Kim, Youngmin;Jeong, Jin-Su;Park, Young-Shin;Park, Jongseok
    • Journal of Science Education
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    • v.41 no.3
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    • pp.365-381
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    • 2017
  • Based on the previous study (Park et al., 2015) which indicated positive results in the improvement of science teaching through the POCoM (Practical On-site Cooperation Model) application, this work concentrates on expanding the POCoM to more various teaching settings. To do this, 18 cyclic applications (72 teaching classes in total) of the POCoM were divided into (1) the first cycles and the second cycles conducted after the first cycles, (2) classroom teaching and laboratory teaching, and (3) cycles by our research team and cycles by other experts team. The comparison between the two parts were conducted using the improvement rates, the number of KTOP (Korean Teaching Observation Protocol) items which improvement was needed, and the change of these numbers according to teaching sequence. As results, no difference regarding the improvement was observed between classroom and laboratory teachings, and also between the first and the second cycles. When other experts team applied the POCoM, the number of KTOP items which improvement was needed was larger and the improvement rate was lower than those in the cycle by our research team. Nevertheless, these differences were not statistically significant, and also, it was expected that, if other experts team tries to improve science teaching through 6 teachings, the improvement by the other experts would be nearly the same with the improvement by our research team through 4 teachings. In conclusion, it is confirmed that the POCoM can be used in various teaching settings with the almost the same potency. Lastly, the necessity and possibility of the more detailed and qualitative analysis about the POCoM application are discussed.

Effect of Market Basket Size on the Accuracy of Association Rule Measures (장바구니 크기가 연관규칙 척도의 정확성에 미치는 영향)

  • Kim, Nam-Gyu
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.95-114
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    • 2008
  • Recent interests in data mining result from the expansion of the amount of business data and the growing business needs for extracting valuable knowledge from the data and then utilizing it for decision making process. In particular, recent advances in association rule mining techniques enable us to acquire knowledge concerning sales patterns among individual items from the voluminous transactional data. Certainly, one of the major purposes of association rule mining is to utilize acquired knowledge in providing marketing strategies such as cross-selling, sales promotion, and shelf-space allocation. In spite of the potential applicability of association rule mining, unfortunately, it is not often the case that the marketing mix acquired from data mining leads to the realized profit. The main difficulty of mining-based profit realization can be found in the fact that tremendous numbers of patterns are discovered by the association rule mining. Due to the many patterns, data mining experts should perform additional mining of the results of initial mining in order to extract only actionable and profitable knowledge, which exhausts much time and costs. In the literature, a number of interestingness measures have been devised for estimating discovered patterns. Most of the measures can be directly calculated from what is known as a contingency table, which summarizes the sales frequencies of exclusive items or itemsets. A contingency table can provide brief insights into the relationship between two or more itemsets of concern. However, it is important to note that some useful information concerning sales transactions may be lost when a contingency table is constructed. For instance, information regarding the size of each market basket(i.e., the number of items in each transaction) cannot be described in a contingency table. It is natural that a larger basket has a tendency to consist of more sales patterns. Therefore, if two itemsets are sold together in a very large basket, it can be expected that the basket contains two or more patterns and that the two itemsets belong to mutually different patterns. Therefore, we should classify frequent itemset into two categories, inter-pattern co-occurrence and intra-pattern co-occurrence, and investigate the effect of the market basket size on the two categories. This notion implies that any interestingness measures for association rules should consider not only the total frequency of target itemsets but also the size of each basket. There have been many attempts on analyzing various interestingness measures in the literature. Most of them have conducted qualitative comparison among various measures. The studies proposed desirable properties of interestingness measures and then surveyed how many properties are obeyed by each measure. However, relatively few attentions have been made on evaluating how well the patterns discovered by each measure are regarded to be valuable in the real world. In this paper, attempts are made to propose two notions regarding association rule measures. First, a quantitative criterion for estimating accuracy of association rule measures is presented. According to this criterion, a measure can be considered to be accurate if it assigns high scores to meaningful patterns that actually exist and low scores to arbitrary patterns that co-occur by coincidence. Next, complementary measures are presented to improve the accuracy of traditional association rule measures. By adopting the factor of market basket size, the devised measures attempt to discriminate the co-occurrence of itemsets in a small basket from another co-occurrence in a large basket. Intensive computer simulations under various workloads were performed in order to analyze the accuracy of various interestingness measures including traditional measures and the proposed measures.

Evaluation of Image Noise and Radiation Dose Analysis In Brain CT Using ASIR(Adaptive Statistical Iterative Reconstruction) (ASIR를 이용한 두부 CT의 영상 잡음 평가 및 피폭선량 분석)

  • Jang, Hyon-Chol;Kim, Kyeong-Keun;Cho, Jae-Hwan;Seo, Jeong-Min;Lee, Haeng-Ki
    • Journal of the Korean Society of Radiology
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    • v.6 no.5
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    • pp.357-363
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    • 2012
  • The purpose of this study on head computed tomography scan corporate reorganization adaptive iteration algorithm using the statistical noise, and quality assessment, reduction of dose was evaluated. Head CT examinations do not apply ASIR group [A group], ASIR 50 applies a group [B group] were divided into examinations. B group of each 46.9 %, 48.2 %, 43.2 %, and 47.9 % the measured in the phantom research result of measurement of CT noise average were reduced more than A group in the central part (A) and peripheral unit (B, C, D). CT number was measured with the quantitive analytical method in the display-image quality evaluation and about noise was analyze. There was A group and difference which the image noise notes statistically between B. And A group was high so that the image noise could note than B group (31.87 HUs, 31.78 HUs, 26.6 HUs, 30.42 HU P<0.05). The score of the observer 1 of A group evaluated 73.17 on 74.2 at the result 80 half tone dot of evaluating by the qualitative evaluation method of the image by the bean curd clinical image evaluation table. And the score of the observer 1 of B group evaluated 71.77 on 72.47. There was no difference (P>0.05) noted statistically. And the inappropriate image was shown to the diagnosis. As to the exposure dose, by examination by applying ASIR 50 % there was no decline in quality of the image, 47.6 % could reduce the radiation dose. In conclusion, if ASIR is applied to the clinical part, it is considered with the dose written much more that examination is possible. And when examination, it is considered that it becomes the positive factor when the examiner determines.