최근 기후변화로 인한 집중호우의 강도와 빈도가 증가하면서 아스팔트 포장의 포트홀 발생이 급격히 증가하고 있다. 포트홀은 아스팔트 포장에 침투된 수분이 교통하중과 함께 간극수압을 야기하여 아스팔트 포장의 골재 표면과 아스팔트 바인더 사이의 점착력을 약화시켜 박리가 발생하여 포장이 파손되는 것을 말한다. 이로 인해 아스팔트 포장체의 조기 파손이 발생하게 되면 아스팔트 포장의 공용성을 감소시키고 유지·보수비용을 증가시키므로 사용재료에 대한 점착력 특성을 파악하는 작업이 반드시 필요하다. 본 연 구에서는 아스팔트 포장시공에 많이 사용되는 3가지 종류의 아스팔트 바인더(PG58-22, PG64-22, PG76-22)를 선정해서 동적수침시험(Dynamic Immersion Test)과 바인더 점착력 시험(Bitumen Bond Strength, BBS Test)을 수행하여 각 아스팔트 바인더의 점착력을 평가하였다. 동적수침시험은 EN 12697-11 기준에 의해 수행되었으며, 주관적인 결과분석방법(육안평가)의 개선을 위해 DIA(Digital Image Analysis)를 통해 객관적인 평가를 수행하였다. 각 시편은 기존에 적용되던 육안조사와 무게변화 의 방법을 수행하는 동시에 객관적인 평가를 위해 Mesh Analysis 방법을 적용하였다. 각 시편을 동일한 조건에서 스캔하여 얻어진 이미지 파일을 총 400(20×20)개의 mesh로 나뉘어 각 cell에 대한 피복율을 5 단계의 가중치를 적용하여 계산하였다(Equation 1). Mesh Analysis의 결과를 적용하여 얻어진 기준값 (Threshold Value) 36을 기준으로 DIA를 수행하여 최종 점착력을 비교 ․ 분석하였다. Fig. 1은 동적수침 시험과 BBS Test로 얻어지는 수분민감성과 상온에서의 점착력결과를 나타낸 것이다.
본 연구에서는 DIT의 각 평가 방법을 비교하였고, 그 결과를 BBS 시험과 비교하여 아스팔트 바인더의 점착력을 평가하였으며, 도출된 결론은 다음과 같다. 기존의 DIT 육안평가 방법은 평가자 간의 차이가 크 기 때문에 주관적인 결과를 도출할 가능성이 있으며, DIA를 이용하여 보다 객관적인 평가를 수행할 수 있 을 것으로 판단된다. BBS 시험결과 PG등급이 높을수록 상온에서의 점착력이 좋다는 것을 확인할 수 있 었고, DIT 시험결과 또한 동일한 경향을 보이는 것으로 나타났다.
Vibrio 속에 속한 세균에 의한 식중독은 오염된 해산물식품의 섭취로 인하여 빈번하게 발생하고 있다. 그러므로 해산물을 날것으로 섭취하는 한국인의 특성을 고려할 때, 빠르고 정확한 Vibrio 검출기술은 식품위생 및 공중보건의 측면에서 매우 중요하다. 이와 관련하여 본 연구에서는 전통적인 배지를 이용한 동정방법의 단점을 보완할 수 있는 생화학적 방법인 Vitek 2 system방법과 분자생물학적 방법인 species-specific PCR 방법을 사용하여 얻은 동정결과를 비교·평가하고자 하였다. 본 연구에서는 5개의 Vibrio 표준균주와 16S rRNA gene sequencing 결과에 의하여 Vibrio 속으로 확인된 24개의 분리균주가 이용되었다. Vitek 2 system방법을 이용한 경우, 이와 같이 본 연구에 사용된 29개 균주 중 Vibrio 표준균주 2개(2/5, 40%), 16S rRNAgene sequencing 결과 Vibrio 속으로 확인된 분리균주 15개(15/24, 62.5%) 등의 총 17개 균주(17/29, 58.6%)가 Vibrio 종으로 동정되었다. 그리고 species-specific PCR방법을 이용한 경우, 위의 29개 균주 중 Vibrio 표준균주 5개(5/5, 100%), 16S rRNA gene sequencing 결과 Vibrio 속으로 확인된 분리균주 16개(16/24, 66.7%) 등의 총 21개 균주(21/29, 72.5%)가 Vibrio 종으로 동정되었다. Vitek 2 system방법과 species-specific PCR방법을 이용하여 동정된 결과를 비교하였을 때 표준균주 중 V. parahaemolyticus, V. mimicus등의 2개(2/5, 40%), 새우분리균주 24개 중에서 16S rRNAgene sequencing 결과 Vibrio 속으로 확인된 분리균주 7개(7/24, 29.2%) 등의 총 9개(9/29, 31%) 균주들에 대한 동정결과만이 일치하였다.
Many researches have been performed on eye tracking technology and its major researches include mobile UI measurement, navigation, internet web measurement, measurement of TV concentration. However, a research on evaluating concentration of mobile gamer has not been performed so far. In this study, a possibility of being able to provide mobile game designer with data for concentration measurement was verified by measuring concentration of mobile gamer based on GazePlot, HeatMap, Cluster by utilizing eye tracking technology. In addition, based on the result of measuring eye tracking experiment, several advantages for objectivity, differentiation and complementarities of eye tracking technology were suggested. In order to measure suggested experiment result, an experiment was performed by using eye tracking system software (Tobii Mobile Device Stand for 2x2) and data, graph that could be utilized as reference data at the time of game development in the future were presented by identifying concentrated part and not concentrated part in playing a game after measuring concentration by each age group.
Technology-oriented national R&D programs produce intellectual property as their final result. Patents, as typical industrial intellectual property, are therefore considered an important factor when evaluating the outcome of R&D programs. Among the main components of patent evaluation, in particular, the patent right quality is a key component constituting patent value, together with marketability and usability. Current approaches for patent right quality evaluation rely mostly on intrinsic knowledge of patent attorneys, and the recent rapid increase of national R&D patents is making expert-based evaluation costly and time-consuming. Therefore, this study defines a hierarchy of patent right quality and then proposes how to quantify the evaluation process of patent right quality by combining text mining and regression analysis. This study will contribute to understanding of the systemic view of the patent right quality evaluation, as well as be an efficient aid for evaluating patents in R&D program assessment processes.
PURPOSES : The key point of a multimodal LOS (level-of-service) evaluation system is that all of the modes are mutually associated to determine each mode’s LOS. For example, the LOS of the bicycle mode is measured based on not only bicycle volumes, but also automobile volumes. However, the Korea Highway Capacity Manual (KHCM) still focuses on the automobile mode in evaluating the LOS of the roads. Additionally, the KHCM’s LOS of the other modes, except for the automobile, is not consistent with actual road conditions. The KHCM, therefore, needs to develop and introduce a multimodal LOS system in order to evaluate the service conditions more accurately .
METHODS: As a preliminary step to the introduction of multimodal LOS research, in this study the current problem of the KHCM’s LOS system through a close review and comparison with other HCMs (highway capacity manuals) was identified. Secondly, a field survey and investigation of the urban streets to apply the HCM’s multimodal LOS system was conducted. Finally, a comparison analysis of the results of the HCM and KHCM LOS was performed.
RESULTS: In the study, it was found that the results of the LOS for the automobile mode did not show a significant difference between the HCM and KHCM. However, the LOS of the bicycle and pedestrian mode tended to be worse in the multimodal LOS system, which results from considering the effects of the automobile mode. Moreover, it was found that many cases have the potential to improve the overall LOS conditions, while reducing the automobile capacity.
CONCLUSIONS: With the introduction of the multimodal LOS system, road diet and complete streets can be easily applied to ans actual road improvement project. Ultimately, the multimodal LOS system should be introduced into the KHCM, which can then be applied to traffic impact studies and other road improvement projects for more accurate evaluations.
The history of Korea Qualification system began after the Korea War. The Qualification was recognized to it's value with economic growth until the 2000. But the value of qualifications has to be re-evaluated under the current global environments. Almost Previous research has not to work for the value of qualifications all of Korea. So, This study presents a evaluation structure frame to work and some evaluation factors for the qualification value. In addition, the methodology proposed to obtain results using the AHP weights based on the evaluation methodology and questionnaire. The analysis results are used as a basis for selecting the future policy direction of the national qualification.
When a game was developed, it is impossible to predict the success of the game. Most game developers made a game play test stage in game development process. It is important factor that gamer have good emotion playing the game. There are many ways of gamer's emotion test such questionnaire suvey, EEG test and etc.. but their tests are hard to quantify the results. Gamer's emotion are evolveing according to playing the game. Gamer's emotions are one of important criteria that is used for choosing a game by gamers. Nevertheless, the emotion detection is not considered for play test, because of the difficulty. The emotions of each gamers are different because of their own skills, experiences, preferences, etc. In recent years, the emotion detection technology is evolved, but it is not enough to guarantee the accuracy. In this paper, we propose a hybrid emotion classification system by EEG(Electroencephalogram) test, questionnaire suvey and eyetracking.
According as radiation therapy technique develops, standardization of radiation therapy has been complicated by the plan QA(Quality Assurance). However, plan QA tools are two type, OADT (opposite accumulation dose tool) and 3DADT (3 dimensional accumulation dose tool). OADT is not applied to evaluation of beam path. Therefore tolerance error of beam path will establish measurement value at OADT. Plan is six beam path, five irradiation field at each beam path. And beam path error is 0 degree, 0.2 degree, 0.4 degree, 0.6 degree, 0.6 degree, 0.8 degree. Plan QA accomplishes at OADT, 3DADT. The more path error increases, the more plan QA error increases. Tolerance error of OADT path is 0.357 using tolerance error of conventional plan QA. Henceforth plan QA using OADT will include beam path error. In addition, It will increase reliability through precise and various plan technique.
목적 : 본 연구는 노인 운전자의 삶의 질을 측정할 수 있는 평가항목을 개발하고자 하였다. 연구방법 : 2014년 4월부터 10월까지 노인 운전과 관련된 전문가 패널 39명을 대상으로 델파이 방법을 적용하여 전문가의 의견을 수집하였다. 델파이 조사는 3차에 걸쳐 진행 되었으며, 1차 델파이 설문에는 선행연구를 근거로 하여 삶의 질에 대한 의미에 맞게 재구성한 40개 폐쇄형 질문과 개방형 질문을 혼합 하여 의견을 수렴하였다. 2차 델파이 설문은 1차 설문의 결과를 바탕으로 항목 삭제 및 수정과정을 거 쳤다. 3차 델파이 설문은 2차 설문의 결과와 응답을 전문가 패널들에게 다시 제시한 후 의견을 최종 수 렴하였다. 결과 : 1차 델파이 결과에서는 64개 항목이 선정되었으며, 2차 델파이 결과에서는 내용타당도 비율 .33이 하의 값들과 의미가 중복되는 항목들을 삭제 및 수정 과정을 거쳐 51개 항목으로 분석되었다. 최종 3차 델파이 결과에서는 51개 항목 중 타당도가 부적합한 2개 항목이 삭제되어 최종 49개 항목이 도출되었 다. 최종 델파이 조사의 평균 내용타당도 비율은 .84, 안정도 .13, 수렴도 .30, 합의도 .85로 높은 일치 도를 보였다. 결론 : 본 연구에서는 노인 운전자의 삶의 질에 관한 평가항목에 대한 내용타당도를 검증하였다. 향후에는 타당도 및 신뢰도 검증을 통해 임상에서 표준화된 평가도구로 활용되기를 기대한다.
Field Sequential Color(FSC) 디스플레이는 서로 다른 frame을 순차적으로 화면에 표시하여 영상을 표시한다. 컬러 필터가 없는 FSC 디스플레이는 높은 투과율과 낮은 소비전력의 장점을 갖는다. 하지만, FSC 디스플레이는 순 차적으로 표시하는 구동 방식으로 인하여 움직이는 물체 경계에서 Color break-up(CBU)이 발생한다. CBU는 발생 원인에 따라 static CBU와 dynamic CBU로 나누어진다. 본 논문에서는 두 가지 종류의 CBU에 대한 정량화 방법을 제시하고, 일반영상에서의 CBU를 평가한다. 제안하는 방법의 성능은 시각 실험을 통해 검증한다. 시각 실험 결과 제 안하는 정량화 방법이 실험자가 느끼는 CBU 정도와 일치하는 것을 확인 하였다.
The negative factors of fishery in environmental aspect of view are Greenhouse gas emission problems by high usage of fossil fuel, destruction of underwater ecosystem by bottom trawls, reduction of resources by fishing and damage of ecosystem diversity. Especially, the Greenhouse gas emission from fisheries is an important issue due to Cancún meeting, Mexico in 1992 and Kyoto protocol in 2005. However, the investigation on the GHG emissions from Korean fisheries did not much carry out. Therefore, the quantitative analysis of GHG emissions from Korean fishery industry is needed as a first step to find a relevant way to reduce GHG emissions from fisheries. The purpose of this research is to investigate which degree of GHG emitted from fishery. Here, we calculated the GHG emission from Korean bottom pair trawl fishery using the LCA (Life Cycle Assessment) method. The system boundary and input parameters for each process level are defined for LCA analysis. The fuel use coefficient of the fishery is also calculated. The GHG emissions from the representative fishes caught by bottom pair trawl will be dealt with. Furthermore, the GHG emissions for the edible weight of fishes are calculated with consideration to the different consuming areas and slaughtering process also. The results will be helpful to understand the circumstances of GHG emissions from Korean fisheries.
In order to deduce an objective evaluation method of motion seasickness incidence (MSI) by ship motions during underway in irregular waves and to present the fundamental data of passenger comfort on the yacht and the passenger ship according to the result, the MSI of the trainees by the questionnaires was analysed and compared with the rate of variation of salivary a -amylase activity (VSAA) on the training ship "A-ra ho" of Jeju national university. Relationship between rate of variation (x) by salivary a -amylase activity and motion seasickness incidence (y) was described by the equation, MSI(%) = 0.6073 x + 12.189 including the correlation coefficient (R 2 = 0.9853). The result obtained through the rate of variation of salivary a -amylase activity which was the quantitative evaluation method for ship motions causing seasickness was most affected by z-vertical acceleration and occurred within the frequency range 0.1 to 0.3Hz centered on 0.2Hz, and the simulation result based on this finding showed the motion seasickness rate at approximately 4% lower than the rate obtained through the survey.
Recently, the technology for smart phones has shown a quantum leap so the market share of mobile games is gradually increasing. User Interface(UI) is a crucial factor in the success of a mobile game. Thus, the mobile game UI evaluation is undoubtedly important. Currently, survey and heuristic evaluation methods are widely used in terms of evaluation. However, these methods have not been proven to show the user experiences. This study suggests a new method using ‘eye tracking’ technology which focuses on where on the mobile screen the user concentrates the most, where the user shows the most interest and how the user’s eyes move on the screen. Experiments have been conducted to verify the availability of eye tracking technology along with the differences between the traditional methods and the eye tracking method.