• Title/Summary/Keyword: Se Kwang Moon

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A Case Study For Livability Management System (거주 성능 관리 시스템을 활용한 평가 사례 연구)

  • Ko, Se-Kwang;Lee, Hee-Won
    • Proceedings of the KAIS Fall Conference
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    • 2008.05a
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    • pp.129-131
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    • 2008
  • 본 논문은 거주 성능 관리 시스템을 이용하여 수원시 인계동 반경 1km지역에 대한 거주 성능 평가 적용 사례이다. 수치지도가 가지고 있는 기본 데이터를 EasyMap을 이용하여 1차, 2차의 단계로 가공한 후 Geomania를 통해 데이터베이스를 구축한다. 구축된 데이터 베이스는 거주 성능 관리 시스템을 통해 분석/평가 자료로 사용된다.

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Particle Size and Piezoelectric Characteristics of PNW-PMN-PZT Ceramics as a Function of Attrition Milling process. (PNW-PMN-PZT 세라믹스의 Attrition Milling에 따른 입도분석 및 압전특성)

  • Lee, Sang-Ho;Yoo, Ju-Hyun;Oh, Dong-On;Ryu, Sung-Lim;Hong, Jae-Il;Chung, Kwang-Hyun;Jung, Moon-Young
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2003.11a
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    • pp.332-335
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    • 2003
  • Particle size and piezoelectric characteristics of PNW-PMN-PZT ceramics with the variations in attrition milling conditions were investigated for the piezoelectric transformer application. Particle size and distribution were decreased with increasing milling time. Dielectric constant (${\varepsilon}r$), electromechanical coupling factor (kp), mechanical quality factor (Qm) and density showed the optimum value of 1563, 0.53, 2342, 7.63, respectively at 7h milling time.

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A Study on the Use of an Application of Polygraph (거짓말 탐지기 어플리케이션의 활용방안에 관한 연구)

  • Kang, Ye-Seul;Kim, Kwang-Hoon;Kim, Se-Rom;Min, Cho-Rong;Choi, Jae-Sung
    • Annual Conference of KIPS
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    • 2016.10a
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    • pp.878-879
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    • 2016
  • 본 논문에서는 기존의 고비용-고정형 거짓말탐지기의 단점을 극복하기 위하여 거짓말 시 발생되는 인체의 생리적 변화를 측정하기 위한 GSR (Galvanic Skin Response) 센서와 스트레스수치 알고리즘을 활용하여 스마트폰 기반 어플리케이션을 개발 및 그 활용방안을 제안한다. 사용자에게 부착하여 사용자의 생체 피부를 통해 외적자극 또는 심적 흥분/동요 상태에 의한 활동전위 발생 정도를 측정하고 이를 스트레스 지수로 변환할 수 있는 방법을 제시한다. 또한, 사용성 및 저비용성을 보장하기 위하여, 제안하는 거짓말 탐기기능을 스마트폰 어플리케이션화 하였다.

User Matching System for Activating Sports Tourism Based on Hybrid App

  • Kim, Se-won;Moon, Seok-Jae;Ryua, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.241-246
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    • 2020
  • In this paper, we propose a user matching app based on hybrid app and a utilization plan to promote sports tourism in line with the growing trend of sports industry scale. The proposed app categorizes sports facilities across the country into regional, sports, private and public sports facilities to support reservations and matching. The proposed app applied a matching system in which matching scores were given according to the preference of events, places, and users by user net matching algorithm. Users can enjoy sports as a team or individual through the suggestion app even if they do not have any clubs or friends to which they belong. It can be used to improve tourism content services and establish tourism industry policies by analyzing data generated while using a user matching system.

A Study on the Analysis of Museum Gamification Keywords Using Social Media Big Data

  • Jeon, Se-won;Choi, YounHee;Moon, Seok-Jae;Yoo, Kyung-Mi;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.66-71
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    • 2021
  • The purpose of this paper is to identify keywords related to museums, gamification, and visitors, and provide basic data that the museum market can be expanded by using gamification. That used to collect data for blogs, news, cafes, intellectuals, academic information by Naver and Daum which is Web documents in Korea, and Google Web, news, Facebook, Baidu, YouTube, and Twitter for analysis. For the data analysis period, a total of one year of data was selected from April 16, 2020 to April 16, 2021, after Corona. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analysed and visualized using the Netdraw function in the UCINET6 program. In addition, We performed CONCOR analysis to derive clusters for similar keywords. As a result, a total of 25,761 cases that analysing the keywords of museum, gamification and visitors were derived. This shows that the museum, gamification, and spectators are related to each other. Furthermore, if a system using gamification is developed for museums, the museum market can be developed.

AN CLINICAL ANALYSIS ON THE DENTAL EMERGENCY PATIENTS VISITING THE EMERGENCY ROOM OF DENTAL HOSPITAL OF WON-KWANG UNIVERSITY (단독 치과 병원 치과응급실 내원 환자의 임상적 분석)

  • Keum, Ki-Chun;Paeng, Jun-Young;Choi, Bo-Young;Choi, Jung-Gu;Oh, Se-Ri;Lee, Jun;Choi, Moon-Ki;Kwon, Kyung-Hwan;Oh, Seung-Hwan;Min, Seung-Ki
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.31 no.1
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    • pp.35-40
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    • 2009
  • Dental emergency varies from toothache to trauma of oromaxillofacial area. Recently, the number of emergency cases after dental treatment is increasing because surgical treatments such as implant installation rise. Dental emergency patients have been looking for emergency room of general hospital and they could be treated only when the dentist of night duty exists. Although there are many analyses on the dental emergency patients visiting general hospitals, research on the dental treatment only has not been provided enough. We anticipated different aspects between the dental emergency patients visiting independent dental hospital and general hospitals. We analyzed dental emergency patients' chief complaints and received procedures for almost 1-year period in Won-Kwang dental hospital in Dae-jeon where there had been no dental emergency settings. With this 1574 patients' result, we tried to find appropriate treatment plans regarding dental emergency patients occurring at night and holidays.