Lee, Dong Min;Chae, Chan Dle;Cho, Hanseon;Lee, Suk Ki
Journal of Korean Society of Transportation
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v.31
no.2
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pp.3-10
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2013
Two-lane roads that occupy more than a half of rural highways in Korea have operational problems such as traffic congestion problems due to relatively high traffic volume and safety problems due to overtaking risks in two-lane highways. To solve these problems, a 2+1 road pattern that enables to improve traffic safety and operational efficiency of two-lane highways has been applied in Europe. In this study, in-depth applicability of 2+1 roads to Korean rural highways was investigated based on review results of the successful experience of European 2+1 roads. Then, given the Korean two-lane highway conditions, the service traffic volumes for Korean 2+1 roads was estimated. The analysis results showed that 17,000 veh./day might be the maximum traffic volumes for Korean 2+1 roads.
Kim, Hyun-Gi;Kim, Sung-Chan;Lee, Jong-Won;Hwang, In-Hee
Journal of the Computational Structural Engineering Institute of Korea
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v.25
no.1
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pp.51-56
/
2012
Crashworthy fuel cells have been widely implemented to rotorcraft and rendered a great contribution for improving the survivability of crews and passengers. Since the embryonic stage of military rotorcraft history began, the US army has developed and practised a detailed military specification documenting the unique crashworthiness requirements for rotorcraft fuel cells to prevent most fatality due to post-crash fire. Foreign manufacturers have followed their long term experience to develop their fuel cells, and have reflected the results of crash impact tests on the trial-and-error based design and manufacturing procedures. Since the crash impact test itself takes a long-term preparation efforts together with costly fuel cell specimens, a series of numerical simulations of the crash impact test with digital mock-ups is necessary even at the early design stage to minimize the possibility of trial-and-error with full-scale fuel cells. In the present study a number of numerical simulations on fuel cell crash impact tests are performed with a crash simulation software, Autodyn. The resulting equivalent stresses are further analysed to evaluate a number of appropriate design parameters and the artificial neural network and simulated annealing method are simultaneously implemented to optimize the crashworthy performance of fuel cells.
Journal of Korean Home Economics Education Association
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v.20
no.4
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pp.59-75
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2008
This study is designed to support the development and the teaching of revised curriculum of 2007 "Technology & Home Economics" by investigating the actual condition and the necessity of education for elderly housing education. Questionnaire survey was conducted with 488 high school students in Gyeongnam in 2008. The data analyzed by descriptive statistics, t-test, One-way ANOVA, Duncan's multiple range test by using SPSS 14 program. The results showed that most of the students were dissatisfied with their middle school education of elderly housing due to the lack of interesting and practical contents. Thus, various teaching-learning methods where student can experience and experiment is needed. Also, the students demanded more of factors of elderly housing, spacing plan, elderly welfare service and less of three-generation housing and senior housing in their elderly housing education. The needs of education contents differed among students depending on variables such as sex, graduated middle school, household income, dwelling space and length of residential years. Therefore, revised 2007 curriculum of "Technology & Home Economics" should include required contents in related chapters. Because there are significant differences among textbooks about elderly housing, further attention needs to be paid to the new textbooks in order to include education contents evenly. At the same time, teachers should organize their teaching contents considering the divergence of variables. The effect of elderly housing education will be maximized if the revised curriculum consists of more experimental activities such as elderly simulation in the local community.
Kim, Tae-Dong;Lee, Seung-hyun;Baik, Kyung-Jin;Jang, Byung-Jun;Jung, Kyeong-Hoon
The Journal of Korean Institute of Electromagnetic Engineering and Science
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v.28
no.8
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pp.628-635
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2017
It is important to prescribe and take medicines that are appropriate for symptoms, since medicines are closely related to human health and life. Moreover, it becomes more important to accurately classify genuine medicines with counterfeit, since the number of counterfeit increases worldwide. However, the number of high-quality experts who have enough experience to properly classify them is limited and there exists a need for the automatic technique to classify medicine tablets. In this paper, we propose a method to classify the tablets by using a handheld spectrometer which provides both Near Infra-Red (NIR) and visible light spectrums. We adopted Support Vector Machine(SVM) as a machine learning algorithm for tablet classification. As a result of the simulation, we could obtain the classification accuracy of 99.9 % on average by using both NIR and visible light spectrums. Also, we proposed a two-step SVM approach to discriminate the counterfeit tablets from the genuine ones. This method could improve both the accuracy and the processing time.
This paper describes on our experience of developing the Database Connector as an interconnection method between multimedia database, and the streaming framework. It is possible to support diverse and mature multimedia database services such as retrieval and join operation during the streaming if an interconnection method is provided in between streaming system and multimedia databases. The currently available interconnection schemes, however have mainly used the file systems or the relational databases that are Implemented with separated form of meta data, which deafs with information of multimedia contents, and streaming data which deals with multimedia data itself. Consequently, existing interconnection mechanisms could not come up with many virtues of multimedia database services during the streaming operation. In order to resolve these drawbacks, we propose a novel scheme for an interconnection between streaming framework and multimedia database, called the Inter-Process Communication (IPC) based Database connector, under the assumption that two systems are located in a same host. We define four transaction primitives; Read, Write, Find, Play, as well as define the interface for transactions that are implemented based on the plug-in, which in consequence can extend to other multimedia databases that will come for some later years. Our simulation study show that performance of the proposed IPC based interconnection scheme is not much far behind compared with that of file systems.
Journal of the Korea Society of Computer and Information
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v.25
no.4
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pp.29-35
/
2020
In this paper, we propose a new structured entity recognition DeNERT model. Recently, the field of natural language processing has been actively researched using pre-trained language representation models with a large amount of corpus. In particular, the named entity recognition, which is one of the fields of natural language processing, uses a supervised learning method, which requires a large amount of training dataset and computation. Reinforcement learning is a method that learns through trial and error experience without initial data and is closer to the process of human learning than other machine learning methodologies and is not much applied to the field of natural language processing yet. It is often used in simulation environments such as Atari games and AlphaGo. BERT is a general-purpose language model developed by Google that is pre-trained on large corpus and computational quantities. Recently, it is a language model that shows high performance in the field of natural language processing research and shows high accuracy in many downstream tasks of natural language processing. In this paper, we propose a new named entity recognition DeNERT model using two deep learning models, DQN and BERT. The proposed model is trained by creating a learning environment of reinforcement learning model based on language expression which is the advantage of the general language model. The DeNERT model trained in this way is a faster inference time and higher performance model with a small amount of training dataset. Also, we validate the performance of our model's named entity recognition performance through experiments.
Moon, Soyeon;Song, Je Seon;Shin, Teo Jeon;Choi, Sungchul;Yang, Yeonmi
Journal of the korean academy of Pediatric Dentistry
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v.48
no.3
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pp.333-343
/
2021
The purpose of this study was to investigate current status of sedation training for the residents in pediatric dentistry training institutions and opinions about continuing education after the residency program. Surveys were sent to 18 pediatric dentistry training institutions by e-mail, and the responses were collected and analyzed. Most of the sedation education period for the residents were the 1st-year education (61.1%) and 1 - 3 years of integrated education (55.6%). In terms of an externship, 5 institutions (27.8%) sent their residents to the department of anesthesiology. Second half of the 1st year (50%) was the highest for a resident to use sedation for the first time. The period of supervisor participation varied from not participating at all to whole time throughout the residency program. The sedation training is conducted at all training institutions, but there were variations in the experience that a resident can gain. All training institutions agreed on the necessity of continuing education of the sedation, but there were various opinions regarding time, method, and the period of review course. Overall, this study suggested that continuing education should be consisted of 1 - 2 hours of didactic education every year and clinical skills and simulation training in every 2 - 3 years.
With the aim of preventing safety accidents at construction sites, the company aims to create safe behaviors intended through variables called smart safety and health activities to help reduce industrial accidents. Purpose: It analyzes how smart safety and health activities affect accidents caused by unsafe behavior and changes in worker behavior, which is the root cause, and verifies the hypothesis that it helps prevent safety accidents and protect workers' lives. Method: Smart safety and health activities were selected as independent variables (X), and intended safety and anxiety, which are workers' behavioral intentions, were set as dependent variables (Y), attitude and subjective norms, and planned behavioral control as parameters (M). Exploratory factor analysis, discriminant validity analysis, and intensive validity analysis of safety and health activities were used to analyze the scale's reliability and validity. To verify the hypothesis of behavior change, the study was verified through Bayesian model analysis and MC simulation's probability density distribution. Result: It was found that workers who experienced smart safety and health activities at construction sites had the highest analysis of reducing unstable behavior and performing intended safety behavior. The research hypothesis that this will affect changes in worker behavior has been proven, the correlation between variables has been verified in the structural equation and path analysis of the research analysis, and it has been confirmed that smart safety and health activities can control and reduce worker instability. Conclusion: Smart safety and health activities are a very important item to prevent accidents and change workers' behavior at construction sites.
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.
As information technology fusion is accelerated, the researches to improve the quality and productivity of crops inside a plant factory actively progress. Advanced growth environment management technology that can provide thermal environment and air flow suited to the growth of crops and considering the characteristics inside a facility is necessary to maximize productivity inside a plant factory. Currently running plant factories are designed to rely on experience or personal judgment; hence, design and operation technology specific to plant factories are not established, inherently producing problems such as uneven crop production due to the deviation of temperature and air flow and additional increases in energy consumption after prolonged cultivation. The optimization process has to be set up in advance for the arrangement of air flow devices and operation technology using computational fluid dynamics (CFD) during the design stage of a facility for plant factories to resolve the problems. In this study, the optimum arrangement and air flow of air circulation fans were investigated to save energy while minimizing temperature deviation at each point inside a plant factory using CFD. The condition for simulation was categorized into a total of 12 types according to installation location, quantity, and air flow changes in air circulation fans. Also, the variables of boundary conditions for simulation were set in the same level. The analysis results for each case showed that an average temperature of 296.33K matching with a set temperature and average air flow velocity of 0.51m/s suiting plant growth were well-maintained under Case 4 condition wherein two sets of air circulation fans were installed at the upper part of plant cultivation beds. Further, control of air circulation fan set under Case D yielded the most excellent results from Case D-3 conditions wherein air velocity at the outlet was adjusted to 2.9m/s.
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