• Title/Summary/Keyword: Scenario Based Design

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A study on the variation of design flood due to climate change in the ungauged urban catchment (기후변화에 따른 미계측 도시유역의 확률홍수량 변화에 관한 연구)

  • Hwang, Jeongyoon;Ahn, Jeonghwan;Jeong, Changsam;Heo, Jun-Haeng
    • Journal of Korea Water Resources Association
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    • v.51 no.5
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    • pp.395-404
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    • 2018
  • This research evaluated the change in rainfall quantile during S1, S2, and S3 by using Representative Concentration Pathways (RCP) 4.5 climate scenario HadGEM3-RA Regional Climate Model (RCM) produced by downscaling and bias correlation compared to the past standard observation data S0. Also, the maximum flood peak volume and flood area were calculated by using the urban runoff model and the impact of climate change was analyzed in each period. For this purpose, Gumbel distribution was used as an appropriate model based on the method of maximum likelihood. As a result, in the case of the 10 year-frequency which is the design of most urban drainage facilities, the rainfall quantile is in increased about 10% if we assume 50 years from now with the $3^{rd}$ quarter value and about 20% if we assume 70 years from now. This result implies that the installed urban drainage facility based on the currently set design flood volume cannot be met the design criteria in the future. Therefore, it is necessary to reflect future climate conditions to current urban drainage facilities.

A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

Calculation of future rainfall scenarios to consider the impact of climate change in Seoul City's hydraulic facility design standards (서울시 수리시설 설계기준의 기후변화 영향 고려를 위한 미래강우시나리오 산정)

  • Yoon, Sun-Kwon;Lee, Taesam;Seong, Kiyoung;Ahn, Yujin
    • Journal of Korea Water Resources Association
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    • v.54 no.6
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    • pp.419-431
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    • 2021
  • In Seoul, it has been confirmed that the duration of rainfall is shortened and the frequency and intensity of heavy rains are increasing with a changing climate. In addition, due to high population density and urbanization in most areas, floods frequently occur in flood-prone areas for the increase in impermeable areas. Furthermore, the Seoul City is pursuing various projects such as structural and non-structural measures to resolve flood-prone areas. A disaster prevention performance target was set in consideration of the climate change impact of future precipitation, and this study conducted to reduce the overall flood damage in Seoul for the long-term. In this study, 29 GCMs with RCP4.5 and RCP8.5 scenarios were used for spatial and temporal disaggregation, and we also considered for 3 research periods, which is short-term (2006-2040, P1), mid-term (2041-2070, P2), and long-term (2071-2100, P3), respectively. For spatial downscaling, daily data of GCM was processed through Quantile Mapping based on the rainfall of the Seoul station managed by the Korea Meteorological Administration and for temporal downscaling, daily data were downscaled to hourly data through k-nearest neighbor resampling and nonparametric temporal detailing techniques using genetic algorithms. Through temporal downscaling, 100 detailed scenarios were calculated for each GCM scenario, and the IDF curve was calculated based on a total of 2,900 detailed scenarios, and by averaging this, the change in the future extreme rainfall was calculated. As a result, it was confirmed that the probability of rainfall for a duration of 100 years and a duration of 1 hour increased by 8 to 16% in the RCP4.5 scenario, and increased by 7 to 26% in the RCP8.5 scenario. Based on the results of this study, the amount of rainfall designed to prepare for future climate change in Seoul was estimated and if can be used to establish purpose-wise water related disaster prevention policies.

Development of Retargetable Hadoop Simulation Environment Based on DEVS Formalism (DEVS 형식론 기반의 재겨냥성 하둡 시뮬레이션 환경 개발)

  • Kim, Byeong Soo;Kang, Bong Gu;Kim, Tag Gon;Song, Hae Sang
    • Journal of the Korea Society for Simulation
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    • v.26 no.4
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    • pp.51-61
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    • 2017
  • Hadoop platform is a representative storing and managing platform for big data. Hadoop consists of distributed computing system called MapReduce and distributed file system called HDFS. It is important to analyse the effectiveness according to the change of cluster constructions and several parameters. However, since it is hard to construct thousands of clusters and analyse the constructed system, simulation method is required to analyse the system. This paper proposes Hadoop simulator based on DEVS formalism which provides hierarchical and modular modeling. Hadoop simulator provides a retargetable experimental environment that is possible to change of various parameters, algorithms and models. It is also possible to design input models reflecting the characteristics of Hadoop applications. To maximize the user's convenience, the user interface, real-time model viewer, and input scenario editor are also provided. In this paper, we validate Hadoop Simulator through the comparison with the Hadoop execution results and perform various experiments.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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Software Release Management System : ThinkSync DM-SoftMan for Wireless Device based on OMA DM (OMA DM 기반의 무선 단말기 소프트웨어 배포 관리 시스템 ThinkSync DM-SoftMan 개발)

  • Ju, Hong-Taek;Park, Kee-Hyun;Bang, Dae-Wook
    • The KIPS Transactions:PartC
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    • v.13C no.5 s.108
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    • pp.641-650
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    • 2006
  • There has been a continued increase in the complexity of software equipped with wireless mobile devices, due to the introduction of new device functionality and services via network connection. The increasement expected to be accelerated by convergence of telecommunication and broadcasting, and proliferation of telematics and home networking services using wireless mobile devices. The higher the complexity of mobile device software, the higher the necessity of management for the software. As for the global standard of mobile device management technology, OMA DM has been widely adopted by device manufacture and expected to be accelerated its adoption. In this paper, we present a development result of mobile device software release management system ThinkSync DM SoftMan. The implementation details of ThinkSync DM SoftMan are provided in implementation architecture and its working scenario based on the design of ThinkSync DM SoftMan that is summarized in this paper as our previous work. The conformance and performance test of the system are presented.

An Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World (가상현실 속의 상황 표현을 위한 시공간 그래프의 구현)

  • Park, Jong-Hee;Jung, Gung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.9-19
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    • 2013
  • In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. An event in general occupies not only a space but a time. Hence a crucial premise for the simulation of virtual situations is to position events in the multi-dimensional context, that is, 3-D space extended by the temporal dimension. Furthermore an event tends to have physical, social and mental aspects intertwined. As a result we need diverse information structures and functions to model entities and relations associated with events and to describe situations in different stances or perspectives of the virtual agents. These structures and functions are implemented in terms of integrated and intuitive representation schemes at different levels such as Ontology View, Instance View, ST View, Reality View. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. The viability of this knowledge representation scheme is demonstrated with a typical scenario applied to a simulator implemented based on the ST Graph. The virtual stage based on the ST graph can be used to provide natural contexts for situated learning or next-generation simulation games.

InfoFlow: A Web-based Workflow Management System

  • Kim, Yeong-Ho;Kang, Suk-Ho;Kim, Dong-Soo;Heo, Won-Chang;Ko, Young-Myoung;Lee, Sang-Jin;Joo, Kyoung-Jun
    • Proceedings of the CALSEC Conference
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    • 1999.07b
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    • pp.587-596
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    • 1999
  • In this paper, we introduce the design and development of a web-based workflow management system. The goal of the developed system is to manage business processes occurring in the CITIS (Contractor Integrated Technical Information Services) environment. The system is composed of three main modules: Process Designer, Workflow Engine, and Client modules. The Process Designer is a module that provides the environment for the build-time function, which generates the specifications of processes. The module presents the capability of defining nested process models, which is powerful in particular for designing complex processes. Since the other two modules are implemented using pure Java technology, the Workflow Engine can be implemented on any platform and the Client programs can be accessed via the WWW interface. This indicates that there is no need to install any client programs at the client-sides. Users who has a connection to the internet with web browsers, such as Internet Explorer and Netscape Navigator, and has a proper right of access can utilize the normal client, monitoring client, and system administration client programs. Communications between the workflow engine and the clients are implemented using the java servlet mechanism. The workflow system can serve as the underlying platform of process management tool in CALS and CITIS environments. An example scenario of using the system is presented.

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TPEG based RFID application service for terrestrial-DMB (지상파DMB를 위한 TPEG 기반 RFID 응용서비스)

  • Kim Hyun-Gon;Jeong Yong-Ho;Ahn Chung-Hyun
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.9 s.351
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    • pp.14-24
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    • 2006
  • The terrestrial-DMB (T-DMB) provides one-way broadcasting service in intial phase and two-way interactive data services through a return channel of mobile communications network are commercialized recently. The possible evolution of the T-DMB will be fully convergence between the T-DMB and other communication services such as telematics, RFID and so on. From this evolution point of view, a framework should be defined for supporting telematics and RFID applications on T-BMB platform. In this paper, we propose an integrated service model that could support RFID application services on the interactive T-DMB. To realize the model, we design a service scenario, a network reference model, functionalities of each entity, a data transmission mechanism messages, and coding rules. The service model could allow users to support the identical RFID application services over the T-DMB network even if T-DMB terminal doesn't have RFID reader capability. In addition, in the case for providing the interactive TTI(Traffic and Travel Information)service, users could utilize the current location based RFID application service using by the TPEG-Location application that forms the basis of user location referencing. The messages structure is designed by following TPEG standardization

Long-term Streamflow Prediction Using ESP and RDAPS Model (ESP와 RDAPS 수치예보를 이용한 장기유량예측)

  • Lee, Sang-Jin;Jeong, Chang-Sam;Kim, Joo-Cheol;Hwang, Man-Ha
    • Journal of Korea Water Resources Association
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    • v.44 no.12
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    • pp.967-974
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    • 2011
  • Based on daily time series from RDAPS numerical weather forecast, Streamflow prediction was simulated and the result of ESP analysis was implemented considering quantitative mid- and long-term forecast to compare the results and review applicability. The result of ESP, ESP considering quantitative weather forecast, and flow forecast from RDAPS numerical weather forecast were compared and analyzed with average observed streamflow in Guem River Basin. Through this process, the improvement effect per method was estimated. The result of ESP considering weather information was satisfactory relatively based on long-term flow forecast simulation result. Discrepancy ratio analysis for estimating accuracy of probability forecast had similar result. It is expected to simulate more accurate flow forecast for RDAPS numerical weather forecast with improved daily scenario including time resolution, which is able to accumulate 3 hours rainfall or continuous simulation estimation.