• Title/Summary/Keyword: Simulation-based learning

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Deriving Topics for Safety of Folk Villages Following Scope and Content of ICT-Based DPD

  • Oh, Yong-Sun
    • International Journal of Contents
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    • v.12 no.2
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    • pp.12-23
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    • 2016
  • This paper presents a novel concept of Disaster Prevention Design (DPD) and its derived subjects and topics for the safety of folk villages in both Korea and Japan. Nowadays, design concepts are focused on 'human-oriented nature' as a whole and this tendency fits to be appropriate for disaster prevention against real dangers of a future society, which is expected to have far more complicated features. On the other hand, convergences have performed with other areas in the field of Information Communication Technology (ICT) so that we can easily find examples like 'the strategy of ICT-based convergence' of the Korean Government in 2014. Modern content designs including UI (user interface) and USN (ubiquitous sensor network) have been developed as one of the representative areas of ICT & UD (universal design) convergences. These days this novel concept of convergence is overcoming the existing limitations of the conventional design concept focused on product and/or service. First of all, from that point our deduced topic or subject would naturally be a monitoring system design of constructional structures in folk villages for safety. We offer an integrated model of maintenance and a management-monitoring scheme. Another important point of view in the research is a safety sign or sign system installed in folk villages or traditional towns and their standardization. We would draw up and submit a plan that aims to upgrade signs and sign systems applied to folk villages in Korea and Japan. According to our investigations, floods in Korea and earthquakes in Japan are the most harmful disasters of folk villages. Therefore, focusing on floods in the area of traditional towns in Korea would be natural. We present a water-level expectation model using deep learning simulation. We also apply this method to the area of 'Andong Hahoe' village which has been registered with the World Cultural Heritage of UNESCO. Folk village sites include 'Asan Oeam', 'Andong Hahoe' and 'Chonju Hanok' villages in Korea and 'Beppu Onsen' village in Japan. Traditional Streets and Markets and Safe Schools and Parks are also chosen as nearby test-beds for DPD based on ICT. Our final goal of the research is to propose and realize an integrated disaster prevention and/or safety system based on big data for both Korea and Japan.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Contraction of Alpha-nickel Hydroxide Layers by Excess Coulombic Attraction of Anions (전기화학적으로 형성된 알파 상 니켈 수산화물의 층간 거리에 미치는 음이온의 영향 연구)

  • Kim, Gwang-Beom;Ganesh Kumar, V.;Bae, Sang-Won;Lee, Jae-Seong
    • Journal of the Korean Chemical Society
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    • v.50 no.2
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    • pp.141-152
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    • 2006
  • In this study computer assisted instruction materials for the ‘Solution' chapter in high school chemistry II textbook were developed based on a view of particle and analyze the effect of the materials on 10th and 11th high school students. The contents of developed materials are dissolution, vapor pressure, the change of boiling point and freezing point, osmosis, and so on which are the major contents of Solution chapter in high school chemistry II textbook. Materials were developed with using animation and simulation for students understanding of the phenomena with a particle view point. Many phenomena in a solution were not simplified by colligative property of solution, but tried to explain by the concept of attraction between solute and solvent molecules. This computer assisted learning materials were developed using Flash 5.0 and Flash 6.0 Action Script. Educational effects of the materials on 10th and 11th grade students represented statistically meaningful increase of concept understanding. Especially the materials were effective to the transition stage or formal stage students in 10th grade and formal stage or the natural science major students in 11th grade.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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Development of a Chinese cabbage model using Microsoft Excel/VBA (엑셀/VBA를 이용한 배추 모형 제작)

  • Moon, Kyung Hwan;Song, Eun Young;Wi, Seung Hwan;Oh, Sooja
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.20 no.2
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    • pp.228-232
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    • 2018
  • Process-based crop models have been used to assess the impact of climate change on crop production. These models are implemented in procedural or object oriented computer programming languages including FORTRAN, C++, Delphi, Java, which have a stiff learning curve. The requirement for a high level of computer programming is one of barriers for efforts to develop and improve crop models based on biophysical process. In this study, we attempted to develop a Chinese cabbage model using Microsoft Excel with Visual Basic for Application (VBA), which would be easy enough for most agricultural scientists to develop a simple model for crop growth simulation. Results from Soil-Plant-Atmosphere-Research (SPAR) experiments under six temperature conditions were used to determine parameters of the Chinese cabbage model. During a plant growing season in SPAR chambers, numbers of leaves, leaf areas, growth rate of plants were measured six times. Leaf photosynthesis was also measured using LI-6400 Potable Photosynthesis System. Farquhar, von Caemmerer, and Berry (FvCB) model was used to simulate a leaf-level photosynthesis process. A sun/shade model was used to scale up to canopy-level photosynthesis. An Excel add-in, which is a small VBA program to assist crop modeling, was used to implement a Chinese cabbage model under the environment of Excel organizing all of equations into a single set of crop model. The model was able to simulate hourly changes in photosynthesis, growth rate, and other physiological variables using meteorological input data. Estimates and measurements of dry weight obtained from six SPAR chambers were linearly related ($R^2=0.985$). This result indicated that the Excel/VBA can be widely used for many crop scientists to develop crop models.

Direction of Emergency Rescue Education Based on the Experience of New 119 Paramedics for National Health Promotion (국민건강증진을 위한 응급구조학 교육의 나아갈 방향 -신임 119구급대원의 출동경험을 바탕으로-)

  • Kim, Jung-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.207-220
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    • 2021
  • The purpose of the study is to investigate the application and utility of emergency rescue education and derive limitations, improvements and development directions of university education based on the field experience of 119 emergency medical technician(EMT)s. The research subjects were six new 119 emergency medical technician(EMT)s within three years of starting their first-aid service in the field. After conducting in-depth narrative interviews, the analysis was performed using Colaizzi method. The 82 formulated meanings were derived from significant statements. From formulated meanings, 23 themes, 4 theme clusters, 2 categories were identified. The four theme clusters were 'The effectiveness of university education', 'The limitations of university education', 'The direction of improvement in educational methodology' and 'The direction of improvement in educational contents. University education has been helpful overall, but limitations are observed at the same time, suggesting that it should be developed through the improvement of educational methodologies (i.e. problem-based learning, field case review, education through role-playing, simulation education, strengthening skill ect.) and educational content (i.e. training tailored to the field, education focused on trauma or cardiac arrest, expansion of triage education in disaster management, reinforcement of education on-site safety, education on special patients, diverse guidance and faculty for different perspectives).

Comparison of ANN model's prediction performance according to the level of data uncertainty in water distribution network (상수도관망 내 데이터 불확실성에 따른 절점 압력 예측 ANN 모델 수행 성능 비교)

  • Jang, Hyewoon;Jung, Donghwi;Jun, Sanghoon
    • Journal of Korea Water Resources Association
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    • v.55 no.spc1
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    • pp.1295-1303
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    • 2022
  • As the role of water distribution networks (WDNs) becomes more important, identifying abnormal events (e.g., pipe burst) rapidly and accurately is required. Since existing approaches such as field equipment-based detection methods have several limitations, model-based methods (e.g., machine learning based detection model) that identify abnormal events using hydraulic simulation models have been developed. However, no previous work has examined the impact of data uncertainties on the results. Thus, this study compares the effects of measurement error-induced pressure data uncertainty in WDNs. An artificial neural network (ANN) is used to predict nodal pressures and measurement errors are generated by using cumulative density function inverse sampling method that follows Gaussian distribution. Total of nine conditions (3 input datasets × 3 output datasets) are considered in the ANN model to investigate the impact of measurement error size on the prediction results. The results have shown that higher data uncertainty decreased ANN model's prediction accuracy. Also, the measurement error of output data had more impact on the model performance than input data that for a same measurement error size on the input and output data, the prediction accuracy was 72.25% and 38.61%, respectively. Thus, to increase ANN models prediction performance, reducing the magnitude of measurement errors of the output pressure node is considered to be more important than input node.

A Hybrid Forecasting Framework based on Case-based Reasoning and Artificial Neural Network (사례기반 추론기법과 인공신경망을 이용한 서비스 수요예측 프레임워크)

  • Hwang, Yousub
    • Journal of Intelligence and Information Systems
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    • v.18 no.4
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    • pp.43-57
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    • 2012
  • To enhance the competitive advantage in a constantly changing business environment, an enterprise management must make the right decision in many business activities based on both internal and external information. Thus, providing accurate information plays a prominent role in management's decision making. Intuitively, historical data can provide a feasible estimate through the forecasting models. Therefore, if the service department can estimate the service quantity for the next period, the service department can then effectively control the inventory of service related resources such as human, parts, and other facilities. In addition, the production department can make load map for improving its product quality. Therefore, obtaining an accurate service forecast most likely appears to be critical to manufacturing companies. Numerous investigations addressing this problem have generally employed statistical methods, such as regression or autoregressive and moving average simulation. However, these methods are only efficient for data with are seasonal or cyclical. If the data are influenced by the special characteristics of product, they are not feasible. In our research, we propose a forecasting framework that predicts service demand of manufacturing organization by combining Case-based reasoning (CBR) and leveraging an unsupervised artificial neural network based clustering analysis (i.e., Self-Organizing Maps; SOM). We believe that this is one of the first attempts at applying unsupervised artificial neural network-based machine-learning techniques in the service forecasting domain. Our proposed approach has several appealing features : (1) We applied CBR and SOM in a new forecasting domain such as service demand forecasting. (2) We proposed our combined approach between CBR and SOM in order to overcome limitations of traditional statistical forecasting methods and We have developed a service forecasting tool based on the proposed approach using an unsupervised artificial neural network and Case-based reasoning. In this research, we conducted an empirical study on a real digital TV manufacturer (i.e., Company A). In addition, we have empirically evaluated the proposed approach and tool using real sales and service related data from digital TV manufacturer. In our empirical experiments, we intend to explore the performance of our proposed service forecasting framework when compared to the performances predicted by other two service forecasting methods; one is traditional CBR based forecasting model and the other is the existing service forecasting model used by Company A. We ran each service forecasting 144 times; each time, input data were randomly sampled for each service forecasting framework. To evaluate accuracy of forecasting results, we used Mean Absolute Percentage Error (MAPE) as primary performance measure in our experiments. We conducted one-way ANOVA test with the 144 measurements of MAPE for three different service forecasting approaches. For example, the F-ratio of MAPE for three different service forecasting approaches is 67.25 and the p-value is 0.000. This means that the difference between the MAPE of the three different service forecasting approaches is significant at the level of 0.000. Since there is a significant difference among the different service forecasting approaches, we conducted Tukey's HSD post hoc test to determine exactly which means of MAPE are significantly different from which other ones. In terms of MAPE, Tukey's HSD post hoc test grouped the three different service forecasting approaches into three different subsets in the following order: our proposed approach > traditional CBR-based service forecasting approach > the existing forecasting approach used by Company A. Consequently, our empirical experiments show that our proposed approach outperformed the traditional CBR based forecasting model and the existing service forecasting model used by Company A. The rest of this paper is organized as follows. Section 2 provides some research background information such as summary of CBR and SOM. Section 3 presents a hybrid service forecasting framework based on Case-based Reasoning and Self-Organizing Maps, while the empirical evaluation results are summarized in Section 4. Conclusion and future research directions are finally discussed in Section 5.

Application of convolutional autoencoder for spatiotemporal bias-correction of radar precipitation (CAE 알고리즘을 이용한 레이더 강우 보정 평가)

  • Jung, Sungho;Oh, Sungryul;Lee, Daeeop;Le, Xuan Hien;Lee, Giha
    • Journal of Korea Water Resources Association
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    • v.54 no.7
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    • pp.453-462
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    • 2021
  • As the frequency of localized heavy rainfall has increased during recent years, the importance of high-resolution radar data has also increased. This study aims to correct the bias of Dual Polarization radar that still has a spatial and temporal bias. In many studies, various statistical techniques have been attempted to correct the bias of radar rainfall. In this study, the bias correction of the S-band Dual Polarization radar used in flood forecasting of ME was implemented by a Convolutional Autoencoder (CAE) algorithm, which is a type of Convolutional Neural Network (CNN). The CAE model was trained based on radar data sets that have a 10-min temporal resolution for the July 2017 flood event in Cheongju. The results showed that the newly developed CAE model provided improved simulation results in time and space by reducing the bias of raw radar rainfall. Therefore, the CAE model, which learns the spatial relationship between each adjacent grid, can be used for real-time updates of grid-based climate data generated by radar and satellites.

Context Prediction Using Right and Wrong Patterns to Improve Sequential Matching Performance for More Accurate Dynamic Context-Aware Recommendation (보다 정확한 동적 상황인식 추천을 위해 정확 및 오류 패턴을 활용하여 순차적 매칭 성능이 개선된 상황 예측 방법)

  • Kwon, Oh-Byung
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.51-67
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    • 2009
  • Developing an agile recommender system for nomadic users has been regarded as a promising application in mobile and ubiquitous settings. To increase the quality of personalized recommendation in terms of accuracy and elapsed time, estimating future context of the user in a correct way is highly crucial. Traditionally, time series analysis and Makovian process have been adopted for such forecasting. However, these methods are not adequate in predicting context data, only because most of context data are represented as nominal scale. To resolve these limitations, the alignment-prediction algorithm has been suggested for context prediction, especially for future context from the low-level context. Recently, an ontological approach has been proposed for guided context prediction without context history. However, due to variety of context information, acquiring sufficient context prediction knowledge a priori is not easy in most of service domains. Hence, the purpose of this paper is to propose a novel context prediction methodology, which does not require a priori knowledge, and to increase accuracy and decrease elapsed time for service response. To do so, we have newly developed pattern-based context prediction approach. First of ail, a set of individual rules is derived from each context attribute using context history. Then a pattern consisted of results from reasoning individual rules, is developed for pattern learning. If at least one context property matches, say R, then regard the pattern as right. If the pattern is new, add right pattern, set the value of mismatched properties = 0, freq = 1 and w(R, 1). Otherwise, increase the frequency of the matched right pattern by 1 and then set w(R,freq). After finishing training, if the frequency is greater than a threshold value, then save the right pattern in knowledge base. On the other hand, if at least one context property matches, say W, then regard the pattern as wrong. If the pattern is new, modify the result into wrong answer, add right pattern, and set frequency to 1 and w(W, 1). Or, increase the matched wrong pattern's frequency by 1 and then set w(W, freq). After finishing training, if the frequency value is greater than a threshold level, then save the wrong pattern on the knowledge basis. Then, context prediction is performed with combinatorial rules as follows: first, identify current context. Second, find matched patterns from right patterns. If there is no pattern matched, then find a matching pattern from wrong patterns. If a matching pattern is not found, then choose one context property whose predictability is higher than that of any other properties. To show the feasibility of the methodology proposed in this paper, we collected actual context history from the travelers who had visited the largest amusement park in Korea. As a result, 400 context records were collected in 2009. Then we randomly selected 70% of the records as training data. The rest were selected as testing data. To examine the performance of the methodology, prediction accuracy and elapsed time were chosen as measures. We compared the performance with case-based reasoning and voting methods. Through a simulation test, we conclude that our methodology is clearly better than CBR and voting methods in terms of accuracy and elapsed time. This shows that the methodology is relatively valid and scalable. As a second round of the experiment, we compared a full model to a partial model. A full model indicates that right and wrong patterns are used for reasoning the future context. On the other hand, a partial model means that the reasoning is performed only with right patterns, which is generally adopted in the legacy alignment-prediction method. It turned out that a full model is better than a partial model in terms of the accuracy while partial model is better when considering elapsed time. As a last experiment, we took into our consideration potential privacy problems that might arise among the users. To mediate such concern, we excluded such context properties as date of tour and user profiles such as gender and age. The outcome shows that preserving privacy is endurable. Contributions of this paper are as follows: First, academically, we have improved sequential matching methods to predict accuracy and service time by considering individual rules of each context property and learning from wrong patterns. Second, the proposed method is found to be quite effective for privacy preserving applications, which are frequently required by B2C context-aware services; the privacy preserving system applying the proposed method successfully can also decrease elapsed time. Hence, the method is very practical in establishing privacy preserving context-aware services. Our future research issues taking into account some limitations in this paper can be summarized as follows. First, user acceptance or usability will be tested with actual users in order to prove the value of the prototype system. Second, we will apply the proposed method to more general application domains as this paper focused on tourism in amusement park.