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    Performance Evaluation of Distance Measurement Methods for Construction Noise Prediction Using Case-Based Reasoning

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    Concerns over environmental issues have recently increased. Particularly, construction noise in highly populated areas is recognized as a serious stressor that not only negatively affects humans and their environment, but also construction firms through project delays and cost overruns. To deal with noise-related problems, noise levels need to be predicted during the preconstruction phase. Case-based reasoning (CBR) has recently been applied to noise prediction, but some challenges remain to be addressed. In particular, problems with the distance measurement method have been recognized as a recurring issue. In this research, the accuracy of the prediction results was examined for two distance measurement methods: The weighted Euclidean distance (WED) and a combination of the Jaccard and Euclidean distances (JED). The differences and absolute error rates confirmed that the JED provided slightly more accurate results than the WED with an error ratio of approximately 6%. The results showed that different methods, depending on the attribute types, need to be employed when computing similarity distances. This research not only contributes an approach to achieve reliable prediction with CBR, but also contributes to the literature on noise management to ensure a sustainable environment by elucidating the effects of distance measurement depending on the attribute types.This research was funded by the Ministry of Science, ICT & Future Planning (No. 2015R1A5A1037548)

    A Study on the Design of Interior Tray for the Storage and Transport with Vacuum freeze-dried strawberries in Industry and Agriculture

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    농업 전문기업, 스마트팜 및 개인 생산자들은 다양한 부가가치를 증진시키고 고유의 브랜드를 갖기 위하여 다양한 시도들을 하고 있다. 그러나, 농업의 디자인을 통한 고부가가치 및 브랜드화는 해외에서는 이미 일반화 되어 있으나 국내 농업의 환경상 해외와 비교하면 초창기에 있는 실정이다. 따라서 본 연구는 국내 딸기농가의 새로운 수익 모델의 창출과 함께 국내 뿐만 아니라 해외에서도 경쟁력을 갖도록 하기 하여 농업 및 산업의 융합기술을 바탕으로 연구하였다. 현재 각광받고 있는 수확후 처리 방법인 진공동결건조기를 이용, 딸기의 형상에 따라 농가의 수입을 극대화한 운전시간 및 건조를 최적화하고 포장재의 디자인 및 형상을 설계하고 구조적 최적화를 위하여 해석을 통하여 최적 형상을 도출하여 소형 딸기농가에 새로운 부가가치 및 브랜드화를 할 수 있도록 하였다. 연구결과 진공동결건조 딸기는 절단방식에 따라 시간 및 생산량을 비교하면 Half-cut으로 생산하는 것이 적절하다. 또한, 구조 해석을 통하여 리브의 보강을 하여 진공동결건조딸기를 보다 안전하게 보관할 수 있는 내부 트레이 디자인을 제시하였다. Agricultural specialty enterprise and individual farmers are making various attempts to have their own brands in order to promote various value added in the agriculture. However, high added value and branding through the design of agriculture has already been generalized overseas, but it is in its early stage in korea compared with overseas in the domestic agricultural environment. Therefore, this study was conducted to develop a new profit model for domestic strawberry farmers and to make them competitive in domestic as well as abroad. Based on the convergence engineering of agriculture and industrial, the vacuum freeze dryer, Through the optimization of operation time and drying which maximize farmer`s income, designing of package design of shape and optimization of structure for structural optimization have done, it is proposed optimal packaging design that can add value and brand to small strawberry farmers. As a result of the study, vacuum freeze-dried strawberries are suitable to be produced in the half-cut by comparing the time and the yield according to the cutting methods. In addition, Structural analysis was performed to show the design of the inner tray to reinforce ribs and to store vacuum freeze-dried strawberries more safely

    The Study on The Strategy of Trans-branding Storytelling in A New Media Environment - Focusing on The Comparison and Analysis between Google and Naver -

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    현대의 뉴 미디어 환경은 시간의 흐름에 따라 더욱 다차원적인 환경을 만들어 내고 있다. 이러한 환경에서 소비자의 역할은 과거와 다르게 능동적으로 변화하였으며, 브랜드 또한 보다 복합적인 경험 제공이 요구된다. 이에 브랜드 마케팅 전략으로서 다양한 뉴미디어를 활용한 트랜스 브랜딩과 적절한 스토리텔링 구성 방안에 주목할 필요성이 있으며, 본 연구에서는 뉴 미디어 환경에서 트랜스 브랜딩 스토리텔링 활용전략을 제시하는데 그 목적을 두었다. 일차적으로 이론적 고찰을 통해 뉴미디어 환경, 트랜스 브랜딩, 스토리텔링에 대해 연구하였으며, 이를 바탕으로 트랜스브랜딩 스토리텔링 전략 요소로서 Story(메시지), Tell(전달 방식), Ing(인터랙션) 및 세부 요소를 도출하였다. 다음으로 사례분석 시 뉴미디어 환경이라는 특성을 고려하여 이를 적극 활용하는 브랜드 분야 중에서도 검색 엔진 브랜드를 택하였으며, 세부적으로는 세계 1위 브랜드인 구글과 국내 1위 브랜드인 네이버를 비교 분석하였다. 그 결과 두 사례는 브랜드 메시지를 일관적으로 유지한다는 점과 사용자를 협력자로서 인지하여 서비스를 제공한다는 공통점을 살펴볼 수 있었다. 그러나 구글은 뉴 미디어를 적극 활용한다는 점과 이로 인해 다차원적인 경험을 제공하는데 비해 네이버는 이러한 점이 다소 부족하다는 차이점이 나타났다. 따라서 점유율을 기준으로 분석 결과를 살펴보았을 때 세계 1위 점유율의 구글과 같이, 뉴 미디어 환경에서 트랜스 브랜딩 스토리텔링 전략의 경우 브랜드의 스토리를 일관적으로 유지하되 뉴미디어의 적극 활용과 다차원적인 경험 제공이 성공 요인으로 작용하는 것으로 보여진다. The modern media environment is creating the more multidimensional environment over time. This new media environment has also actively changed the role of consumers. Also, such changes have had the major impacts on the corporate branding activities. Therefore, there is a need to pay attention to trans-branding as a brand marketing strategy, The purpose of this study is to present a strategy for using trans-branding in a new media environment. First, I studied about new media environment, trans-branding, and storytelling through theoretical considerations, Based on this, the brand storytelling requires the storytelling strategy consisting of the Story, the Tell and the Ing. In this study, I compared Google (the top brand in the world) and Naver (the top brand in Korea) using media based on such a brand storytelling. These two companies have the common features of maintaining the brand messages consistently and providing the services by recognizing users as collaborators. However, while Google is actively leveraging new media to provide the multidimensional experience, Naver is somewhat lacking in this respect. So when I look at the results based on the market share, Google took the top share in the world. This high share of Google seems to be due to the following trans-brand storytelling strategy. In other words, such a high share of Google seems to be because Google has consistently maintained the brand story, but also actively utilizes the new media and provides the multidimensional experience

    Two-echelon supply chain coordination with advertising-driven demand under Stackelberg game policy

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    This paper develops a two-echelon supply chain model with a single manufacturer and a single retailer, where the demand is sensitive to advertising and retail price. To resolve the supply chain coordination, three strategies are introduced as retailer leader-manufacturer follower, manufacturer leader-retailer follower, and centralised supply chain. Based on these strategies, this paper suggests an optimal production rate, a production lot size, shortage level, an advertising expenditure, and retail price. Stackelberg approach is employed for solving leader-follower game to obtain the maximum profit of both manufacturer and retailer. The improved algorithm is developed to obtain the numerical results. For testing the model, this paper considers several numerical experiments, graphical illustrations, and sensitivity analysis. The result shows that the strategy of retailer leader-manufacturer follower obtains the highest profit than other strategies

    Incorporation of torsional & higher-mode responses in displacement-based seismic design of asymmetric RC frame buildings

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    Direct Displacement-Based Design (DDBD) is currently a widely used displacement-based seismic design method. DDBD accounts for the torsional response of Reinforced Concrete (RC) frame buildings by using semi-empirical equations formulated for wall-type buildings. Higher-mode responses are incorporated by using equations obtained from only a few parametric studies of regular planar frames. In this paper, there is an attempt to eliminate torsional responses by proportioning frames' secant stiffnesses so that the centers of rigidity and supported mass (the mass on and above each story) coincide. Once the torsional rotations are significantly reduced and only translational motions are achieved, higher-mode responses are included using a technique developed by the authors in their recent paper. The efficiency of the proposed design procedure in fulfilling the intended performance objective is checked by two plan-asymmetric 20-story RC frame building cases. Case-I has the same-plan configuration while Case-II has a different-plan configuration along the height. Both cases have different bay widths in orthogonal directions. Verification of the case studies by Nonlinear Time History Analysis (NTHA) has shown that the proposed method results in designs that satisfy the performance objective with reasonable accuracy without redesigning members. It is believed that a step forward is undertaken toward rendering design verification by NTHA less necessary, thereby saving computational resources and effort.This research was supported by Grant No. NRF-2017M2B2B1072890 from the National Research Foundation of Korea (NRF) funded by the Korean government (MSIP: Ministry of Science, Information and Communication Technology (ICT), and Future Planning) and Grant No. 17IFIP-B067108-05 from the Korea Agency for Infrastructure Technology Advancement funded by Ministry of Land, Infrastructure and Transport

    Analysis of User Performance and Fatigue Depending on Refresh Rates and Display Movement in FPS Game Environment

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    본 연구는 모니터 주사율과 화면 움직임에 따른 게임 수행도와 안구 피로도, 그리고 주관적 수행도, 주관적 피로도의 차이를 비교 분석하였다. 실험 결과 고주사환경에서 게임 수행도가 증가함을 확인할 수 있었고 주관적 안구 피로를 나타내는 변수들에는 큰 영향을 미치지 않았다. 수행도에 대한 주관적 평가 결과는 실제 수행도와 일치하였고 주관적 안구 피로도 평가 결과는 주사율 증가에 따라 통계적으로 유의한 피로도 감소를 나타냈다. 특히 상대적으로 좌우 화면 움직임이 클 경우 이러한 현상은 두드러졌다. 그러므로 다양한 3D 디스플레이 환경에서 수행도 향상을 위해 주사율과 화면 움직임의 영향을 고려하여 설계하는 것이 중요하다. The purpose of this study is to compare and analyze the human performance, eye fatigue, subjective performance and subjective fatigue depending on the refresh rate and display movement. Experimental results showed that the human performance increased at high refresh rate but does not affect the parameters of eye fatigue. Subjective questionnaire results were consistent with performance data but eye fatigue questionnaire results showed statistically significant fatigue reduction as the refresh rate increased. Especially, when the horizontal display movements are relatively greater, the difference was appeared. In order to improve human performance in various 3D display environments, the influence of refresh rate and display movement needs to be considered for the performance and eye fatigue reduction

    Future Hydrological Drought Risk Assessment Based on Nonstationary Joint Drought Management Index

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    As the environment changes, the stationarity assumption in hydrological analysis has become questionable. If nonstationarity of an observed time series is not fully considered when handling climate change scenarios, the outcomes of statistical analyses would be invalid in practice. This study established bivariate time-varying copula models for risk analysis based on the generalized additive models in location, scale, and shape (GAMLSS) theory to develop the nonstationary joint drought management index (JDMI). Two kinds of daily streamflow data from the Soyang River basin were used; one is that observed during 1976-2005, and the other is that simulated for the period 2011-2099 from 26 climate change scenarios. The JDMI quantified the multi-index of reliability and vulnerability of hydrological drought, both of which cause damage to the hydrosystem. Hydrological drought was defined as the low-flow events that occur when streamflow is equal to or less than Q80 calculated from observed data, allowing future drought risk to be assessed and compared with the past. Then, reliability and vulnerability were estimated based on the duration and magnitude of the events, respectively. As a result, the JDMI provided the expected duration and magnitude quantities of drought or water deficit.This work is supported by the Korea Environmental Industry & Technology Institute (KEITI) grant funded by the Ministry of Environment (Grant 18AWMP-B083066-05)

    Nrf2-lncRNA controls cell fate by modulating p53-dependent Nrf2 activation as an miRNA sponge for Plk2 and p21cip1

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    Long noncoding RNA (lncRNA) capable of controlling antioxidative capacity remains to be investigated. Nuclear factor erythroid-2-related factor 2 (Nrf2) is a central molecule for cellular defense that increases antioxidative capacity. We identified a novel lncRNA named Nrf2-activating lncRNA (Nrf2-lncRNA) transcribed from an upstream region of the microRNA 122 gene (MIR122). Nrf2-lncRNA existed in the cytoplasm, suggestive of its function as a competing endogenous RNA [ceRNA, microRNA (miRNA) sponge]. Nrf2-lncRNA served as a ceRNA for polo-like kinase (Plk) 2 and cyclin-dependent kinase inhibitor 1 (p21(cip1)) through binding of miRNA 128 and miRNA 224, inducing Plk2/Nrf2/p21(cip1) complexation for Nrf2 activation in the cells under p53-activating conditions (i.e., DNA damage and serum deprivation). Nrf2-lncRNA expression was suppressed with the initiation of apoptosis, being a rheostat for cell fate determination. Nrf2-lncRNA levels correlated with the recurrence-free postsurgery survival rate of patients with hepatocellular carcinoma. Collectively, Nrf2-lncRNA promotes Plk2 and p21(cip1) translation by competing for specific miRNAs and activating Nrf2 under surviving conditions from oxidative stress, implying that Nrf2-lncRNA serves as a fine-tuning rheostat for cell fate decision.-Joo, M. S., Shin, S.-B., Kim, E. J., Koo, J. H., Yim, H., Kim, S. G. Nrf2-lncRNA controls cell fate by modulating p53-dependent Nrf2 activation as an miRNA sponge for Plk2 and p21(cip1).The authors thank Dr. Hye Eun Byeon (Hanyang University) for the technical support. This work was supported by National Research Foundation (NRF) grants funded by the Ministry of Science and Information and Communication Technology of the Korean government (2014M1A3A3A02034698 and 2017K1A1A2004511 to S.G.K., and 2017R1A2B2012301 to H.Y.). S.G.K. is lead contact. The authors declare no conflicts of interest

    A Study on the Edutainment Contents Elements in Augmented Reality(AR) Educational Contents Design

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    증강현실을 이용한 교육용 콘텐츠는 현재 다양한 방법으로 연구 발전되고 있는 양상이며, 그중에서도 증강현실을 이용한 책들이 가장 많은 비중을 차지하며, 출판업계에서 적극적으로 증강현실을 접목시켜 어린이들의 교육용 콘텐츠들을 생산하고 있는 추세이다. 기존의 종이책 교육 방식에서 확장되어 어린이들의 관심과 교육의 효과를 높일 수 있는 증강현실 그림책은 교육 시장에서 새로운 교육방식으로 각광받고 있는 추세이다. 따라서 미래의 희망인 어린이들에게 새로운 교육방식을 제공하고 교육산업의 발전과 더불어 어린이들의 직접적인 체험과 흥미 유발을 지속적으로 가능하게 할 수 있는 증강현실 교육용 콘텐츠의 발전이 필요하다. 본 연구는 증강현실 교육용 콘텐츠에서 사용자의 지속적이고 직접적인 참여를 유도하고, 다양한 학습의 효과를 높이기 위한 발전 방안으로서, 사용자의 흥미유발과 교육의 만족도를 높여줄 수 있는 에듀테인먼트(Edutainment) 콘텐츠의 특성을 적용하여 그 유형을 분석해보고자 하였다. 일차적으로 이론적 고찰을 통하여 증강현실 개념 및 증강현실 교육용 콘텐츠의 유형을 살펴보고, 에듀테인먼트 콘텐츠의 특성을 통한 증강현실 교육용 콘텐츠 디자인에서의 에듀테인먼트 콘텐츠 요소들을 도출하여 연구에 적용하였다. 증강현실 교육용 콘텐츠의 유형에 따른 분류에 의하여 현재 증강현실 교육 분야에서 상용화가 가장 많이 되고 있는 유형 세 가지를 선정하였으며, 국내 사례로만 선별하여 가장 교육용 콘텐츠 중 판매율이 높았던 사례 세 가지(AR코드 기반 ‘도라(Dora)’ AR 북, 삼성전자 AR 북 플랫폼 ‘둥둥이 시리즈’, ‘꼬마버스 타요’ 증강현실 컬러링 북)를 선정하여 도출된 에듀테인먼트 디자인 요소(놀이와 재미, 다양한 미디어 활용, 상상력과 아이디어 발상, 긍정적인 피드백)를 사례에 적용시켜 연구, 분석 하였다. 분석결과, 증강현실 교육용 콘텐츠는 현실세계에서 어린이들의 직접적인 참여가 높고, 증강된 이미지로써 현실세계에서 얻을 수 없는 부가적인 정보를 가장 많이 제공해 줄 수 있는 ‘증강현실 컬러링 북’이 에듀테인먼트 콘텐츠의 특성을 가장 많이 포함하고 있었으며, 사용자들에게 교육적으로의 만족감을 가장 많이 제공할 수 있고, 지속적인 참여율이 가장 높을 수 있는 요소들을 가지고 있었다. 어린이들의 동기 유발과 몰입을 통하여 능동적이고 적극적인 참여를 유도 하는 ‘놀이와 재미’ 요소는 세 가지 사례 모두 포함하고 있었지만, 사고력과 이해력을 증진시키고 자기 동기화 강화 및 이야기 구성능력을 함양시켜 주는 ‘다양한 미디어 활용’요소는 ‘꼬마버스 타요’ 증강현실 컬러링 북을 제외한 나머지 두 사례에서는 모두 나타나지 않았으며, 창의적 사고의 결과물을 풍부하게 만들어주고 어린이들의 문제해결 능력을 증대시켜 줄 수 있는 ‘상상력과 아이디어 발상’ 요소는 ‘삼성전자 AR 북 플랫폼 ‘둥둥이 시리즈’에서는 나타나지 않았다. 또한, 재미요소 첨가를 통하여 어린이들의 지속적인 참여를 유도할 수 있는 요소인 ‘긍정적인 피드백’ 요소는 ‘AR코드 기반 도라(Dora) AR 북’에서는 나타나지 않았다. 결론적으로, 교육 분야에서의 가능성이 무한하게 열려있는 증강현실 기술은 사용자의 교육의 효과를 극대화하기 위하여 필요한 요소들을 빠르게 파악하여, 직접적인 체험과 지속적인 참여를 바탕으로 사용자의 전반적인 교육의 효과를 극대화할 수 있는 방안을 기대하는 사용자들에게, 쉽게 다가갈 수 있는 에듀테인먼트 디자인의 특성을 바탕으로 연구 개발 되어져야 한다. 또한 사용자의 재미와 흥미를 꾸준히 유발시켜 교육의 효과를 높이고 사용자의 경험과 인지를 만족시킬 수 있는 증강현실 교육용 콘텐츠의 지속적인 연구, 개발이 필요할 것이다. Educational Contents using Augmented Reality (AR) are currently being studied and developed in various ways. Among them, books using AR take the largest portion, and the publishing industry actively combines AR to produce educational contents for children trend. The AR picture book which is expanded from the existing paper book method and can enhance the interest of children and the effect of education, is becoming a new educational method in education market. Therefore, it is necessary to develop AR educational content that can provide new education methods to children who are hopeful of the future, and that will enable the direct experience and excitement of children to continue with the development of education industry. The purpose of this study is to develop a method to induce users’ continuous and direct participation in AR educational contents and to enhance the effectiveness of various learning activities by applying characteristics by applying characteristics of edutainment contents that can enhance users’ tried to analyze the types. Firstly, I investigated the types of AR concept and AR contents through a theoretical review and applied it to the research by deriving edutainment contents elements in contents design for AR education through the characteristics of edutainment contents. Based on the classification of AR educational contents, three types of commercial AR education were selected most frequently. Three types of the most commercialized AR education were selected by classification according to the types of AR reality educational contents (AR code based ‘Dora’ AR Book, Samsung AR Platform ‘dungdung series’, TAYO AR coloring book). Three types of educational contents among the most educational contents were selected by domestic cases. Design elements(Play and fun, Use of various media, Imaginative ideas and positive feedback). As a result of the analysis, the Ar coloring book, which can provide most of the additional information that can not be obtained in the real world as AR image, and it has the elements that can provide the uses with the most educational satisfaction and the highest participation rate. The ‘play and fun’ factor, which encourages active and participation through motivation and commitment of the children, included all three cases, the ‘use of various media’ factor was not dound in the other two cases except for the ‘TAYO’ AR coloring book, and the ‘imagination and idea’ factor can enrich the reaults of creative thinking and increase children’s element did not appear in ‘Samsung AR DungDung series’. Also, the ‘positive feedback’ factor, which is a factor that can encourage the participation of children through the addition of fun elements, did not appear in ‘AR code based Dora AR book’. In conclusion, the AR technology, which has unlimited possibilities in the field of education, can quickly identify the necessary factors to maximize the effectiveness of the user’s education and maximize the effectiveness of the use’s overall education based on direct experience and continuous participation. It should be developed based on the characteristics of edutainment contents that can be easily accessible to users who are expecting a users. In addition, it is necessary to continuously study and develop the contents for AR education which can induce the fun and interest of the user steadily to enhance the effect of education and satisfy the user’s experience an perception

    Target Tracking in Clutter with Extremum Seeking Control for Adaptive Detection Thresholding

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    If the signal strength obtained from sonar is higher than the predefined detection threshold, it is considered as a candidate for target tracking. This detection threshold is a parameter that affects the detection probability of targets and the distribution of clutter measurements, so it is important to determine a proper threshold to improve target tracking performance. There are various techniques for adjusting the detection threshold. To apply these techniques, it is assumed that the probability density functions of the signal strength for clutter are known in advance. However, in a real environment, the probability density function of the signal strength is unknown in general. In this paper, we propose a detection threshold control method using extremum seeking control in realistic environments. The extremum seeking control is a method used in complex nonlinear systems. We propose a new structure for extremum seeking control that is applicable to detection processes with nonlinear characteristics. This structure is used to adjust the detection threshold of the received signal amplitude to make the estimated clutter measurement density converge to a designed clutter measurement density to achieve the best target tracking performance in the current environment. Simulation studies for the proposed extremum seeking control applied to target tracking in an unknown clutter signal distribution demonstrate the effectiveness and improved target tracking performance.This work was supported by the LIG-Nex1 Co. through grant Y17-006

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