• Title/Summary/Keyword: Scenario-based design

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Safety Assessment of Near Surface Disposal Facility for Low- and Intermediate-Level Radioactive Waste (LILW) through Multiphase-Fluid Simulations Based on Various Scenarios (다양한 시나리오 기반 유체거동 수치모사를 통한 중·저준위 방사성 폐기물 표층처분시설 안전성 평가)

  • Jeong, Jina;Kown, Mijin;Park, Eungyu
    • Economic and Environmental Geology
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    • v.51 no.2
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    • pp.131-147
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    • 2018
  • In the present study, the safety of the near surface disposal facility for low- and intermediate-level radioactive waste (LILW) is examined based on the fluid-flow simulation model. The effects of the structural design and hydrological properties of the disposal system are quantitatively evaluated by estimating the flux of infiltrated water at the boundary of the structure. Additionally, the safety margins of the disposal system, especially for the cover layer and vault, are determined by applying the various scenarios with consideration of possible facility designs and precipitation conditions. The overall results suggest that the disposal system used in this study is sufficiently suitable for the safe operation of the facility. In addition, it is confirmed that the soundness of both the cover layer and the vault have great impact on the safety of the facility. Especially, as shown in the vault degradation scenario, capability of the concrete barrier of the vault make more positive contribution on the safe operation of the facility compared to that of the cover layer.

Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.293-304
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    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

Design and Analysis of Ubiquitous Social Network Management Service Model: u-Recruiting Service Model (유비쿼터스 사회연결망관리 서비스 모델 설계 및 분석: u-구인 구직 서비스 모델을 중심으로)

  • Oh, Jae-Suhp;Lee, Kyoung-Jun;Kim, Jae-Kyeong
    • Information Systems Review
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    • v.13 no.1
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    • pp.33-59
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    • 2011
  • Although online social network services widely used in human networking and recruiting industries, it is showing off its limitations in followings-it's hard to reach the status of seamless connection between offline and online; the incompletion and low credibility of the information came from non-face-to-face profile exchange; and the restraint of user autonomy due to centralized control. This paper defines the ubiquitous social network management which enables the seamless real-time face-to-face social interactions of the users based on WPAN (Wireless Personal Area Network) who share the same interest in real word and deduces a ubiquitous social network management framework based on it. As an instance of ubiquitous social network management, u-Recruiting service model will be designed and analyzed. The Analysis using the business model will be followed by the possible scenario of service model. The role, value proposition and potential benefits of the each participants in this service model and will be given as well. In order to evaluate relative advantages of the model suggested by this study, 6 cases will be compared.

The Effect of the Satisfaction after Consumption and Consumer Self-Confidence for Hedonic Products on Transaction Coupling (소비 후 만족도와 소비자 자신감이 거래 커플링에 미치는 영향 - 쾌락적 제품을 중심으로 -)

  • Kang, Seong-Min;Kang, Hyun-Mo
    • CRM연구
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    • v.4 no.2
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    • pp.1-17
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    • 2011
  • In the study of transaction coupling and consumer behavior it is argued that the satisfaction after consumption and consumer self-confidence would affect the degree of transaction coupling. Based on Kivetz(1999), this study expand transaction coupling which is a mental accounting process. Satisfaction after consumption and consumer self-confidence have been frequently cited as a key construct for predicting various consumer-related behaviors. The purpose of this research is to examine the effect of satisfaction after consumption and consumer self-confidence for hedonic products on transaction coupling. In order to explain the impact of consumer self-confidence clearly, the authors used a five-factor(i.e., information acquisition, consideration-set formation, personal and social outcomes, persuasion knowledge and marketplace interfaces). Using the scenario about baseball game, the authors manipulated the consumer satisfaction after consumption (satisfaction vs. dissatisfaction) between-subjects design. And consumer self-confidence was measured based on Bearden et al.(2001). The results of experimental study showed that the main effects of satisfaction after consumption is significant. The larger consumer satisfaction after consumption reflected a higher degree of transaction coupling. The 2-way interaction between satisfaction after consumption and consumer self-confidence is also significant. Specifically, the transaction coupling differentiation from satisfaction after consumption tends to be larger at high consumer-self confidence than at low one.

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MPEG-21 Terminal (MPEG-21 터미널)

  • 손유미;박성준;김문철;김종남;박근수
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.410-426
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    • 2003
  • MPEG-21 defines a digital item as an atomic unit lot creation, delivery and consumption in order to provide an integrated multimedia framework in networked environments. It is expected that MPEG-21 standardization makes it Possible for users to universally access user's preferred contents in their own way they want. In order to achieve this goal, MPEG-21 has standardized the specifications for the Digital Item Declaration (DID). Digital Identification (DII), Rights Expression Language (REL), Right Data Dictionary (RDD) and Digital Item Adaptation (DIA), and is standardizing the specifications for the Digital Item Processing (DIP), Persistent Association Technology (PAT) and Intellectual Property Management and Protection (IPMP) tot transparent and secured usage of multimedia. In this paper, we design an MPEG-21 terminal architecture based one the MPEG-21 standard with DID, DIA and DIP, and implement with the MPEG-21 terminal. We make a video summarization service scenario in order to validate ow proposed MPEG-21 terminal for the feasibility to of DID, DIA and DIP. Then we present a series of experimental results that digital items are processed as a specific form after adaptation fit for the characteristics of MPEG-21 terminal and are consumed with interoperability based on a PC and a PDA platform. It is believed that this paper has n important significance in the sense that we, for the first time, implement an MPEG-21 terminal which allows for a video summarization service application in an interoperable way for digital item adaptation and processing nth experimental results.

Estimation of the Relative Risk of the Elderly with Different Evacuation Velocity in a Toxic Gas Leakage Accident (독성물질 누출 시 대피 속도 차이에 따른 고령자의 상대적 위험도 산정)

  • Lee, H.T.;Kwak, J.;Park, J.;Ryu, J.;Lee, J.;Jung, Seungho
    • Journal of the Korean Society of Safety
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    • v.34 no.6
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    • pp.13-21
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    • 2019
  • Leakage accidents in businesses dealing with hazardous chemicals can have a great impact on the workers inside the workplace, as well as residents outside the workplace. In fact, there were cases where hazardous chemicals leaked from many businesses. As a result, the Chemicals Control Act(CCA) was enacted in 2015, the Ministry of Environment introduced an Off-site Risk Assessment(ORA). The purpose of the ORA is to secure safety from the installation of the design of the workplace facilities so that chemical accidents of hazardous chemical handling facilities do not cause human or physical damage outside the workplace. In general, the ORA qualitatively determines where a protected facility is within the scope of the accident scenario. However, elderly who belong to the sensitive group is more sensitive than the general group under the same chemical accident effect, and the extent of the damage is serious. According to data from the Korea National Statistic Office, the number of elderly people is expected to increase steadily. Therefore, a quantitative risk analysis considering the elderly is necessary as a result of a chemical accident. In this study, accident scenarios for 14 locations were set up to perform emergency evacuation due to toxic gas leakage of Cl2(Chlorine) and HF(Hydrogen Fluoride), and the effects of exposure were analyzed based on the evacuation velocity difference of age 20s and 60s. The ALOHA(Areal Locations of Hazardous Atmospheres) program was used to calculate the concentration for assessing the effects. The time of exposure to toxic gas was calculated based on the time it took for the evacuation to run from the start point to the desired point and a methodology was devised that could be applied to the risk calculation. As a result of the study, the relative risk of the elderly, the sensitive group, needs to be determined.

Privacy Assurance and Consumer Behaviors in e-Business Environments (e-비즈니스 환경에서 기업의 개인정보보호 활동이 소비자 행위에 미치는 영향)

  • Park, JaeYoung;Jung, Woo-Jin;Lee, SangKeun;Kim, Beomsoo
    • The Journal of Society for e-Business Studies
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    • v.23 no.4
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    • pp.1-17
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    • 2018
  • Recently, most online firms are trying to provide personalized services based on customer's data. However, customers are reluctant to give their information to online firm because of concerns about data breach. Online firms are seeking to increase their trust by ensuring the protection of personal information for customers through privacy seal (e.g. e-privacy) or data breach insurance. This research examines the effects of privacy assurance(i.e. privacy seal, data breach insurance) on consumer behavior in online environment. An experiment based on the hypothetical scenario was conducted using a between-subjects 2 (type of privacy assurance) + 1 (control) design. We found that both privacy seal and data breach insurance increased perceived privacy trust. In addition, privacy seal has a positive effect on the intention to provide personal information through perceived privacy trust. Finally, in the case of the group with a high (low) disposition to trust, higher perceived privacy trust is formed through privacy seal (data breach insurance). Theoretical and practical implications are discussed.

A research on cyber target importance ranking using PageRank algorithm (PageRank 알고리즘을 활용한 사이버표적 중요성 순위 선정 방안 연구)

  • Kim, Kook-jin;Oh, Seung-hwan;Lee, Dong-hwan;Oh, Haeng-rok;Lee, Jung-sik;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • v.22 no.6
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    • pp.115-127
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    • 2021
  • With the development of science and technology around the world, the realm of cyberspace, following land, sea, air, and space, is also recognized as a battlefield area. Accordingly, it is necessary to design and establish various elements such as definitions, systems, procedures, and plans for not only physical operations in land, sea, air, and space but also cyber operations in cyberspace. In this research, the importance of cyber targets that can be considered when prioritizing the list of cyber targets selected through intermediate target development in the target development and prioritization stage of targeting processing of cyber operations was selected as a factor to be considered. We propose a method to calculate the score for the cyber target and use it as a part of the cyber target prioritization score. Accordingly, in the cyber target prioritization process, the cyber target importance category is set, and the cyber target importance concept and reference item are derived. We propose a TIR (Target Importance Rank) algorithm that synthesizes parameters such as Event Prioritization Framework based on PageRank algorithm for score calculation and synthesis for each derived standard item. And, by constructing the Stuxnet case-based network topology and scenario data, a cyber target importance score is derived with the proposed algorithm, and the cyber target is prioritized to verify the proposed algorithm.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.