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Aerodynamic characteristics of a small vertical axis wind turbine with dual blade type
박병호(Park, Byungho),김종식(Kim, Jongsik),임종호(Lim, Jongho),임종빈(Ehim, Jongbin),이승호(Lee, Seungho),이진현(Lee, Jinhyun) 한국신재생에너지학회 2011 한국신재생에너지학회 학술대회논문집 Vol.2011 No.05
The objective of this study is to investigate the aerodynamic characteristics of a small vertical axis wind turbine with dual blade type. The Wind turbine with dual blade has various angle of attack. so this turbine improve starting characteristics. The various arrangement of the vertical axis wind turbine with dual blade is designed. Among them, it shows superior quality that is arranged in three rows. Among arrangement in three rows, we use general computational fluid dynamics program CFX to find out the optimal arrangement. By comparing the predicted results of the aerodynamic characteristics of the different arrangement of the blades, an appropriate arrangement of the blade is suggested to design the small wind turbine blade.
엔터테인먼트 콘텐츠의 각성수준과 개인의 특성이 동영상 시각정보 처리에 미치는 영향 : 시선추적을 통한 PPL 광고효과 측정
박병호(Byungho PARK),오효선(Hyosun OH) 한국HCI학회 2011 한국HCI학회 학술대회 Vol.2011 No.1
제품배치(PPL)는 간접광고의 한 기법으로 한국에서는 2010 년 방송 관련법의 개정으로 TV 에 본격적으로 등장하기 시작하였으나 아직 그 효과를 체계적으로 분석한 연구는 얼마 되지 않는다. 본 연구에서는 기존 연구에서 주로 사용하는 기억(재인기억)에 대한 자료뿐만 아니라 시선추적기를 사용, 시각적 주의를 계량화한 자료를 함께 분석, PPL 광고의 결과뿐만 아니라 그 정보가 처리되는 과정까지 함께 분석할 수 있는 단초를 제공하였다. Lang (2006)의 LC4MP 이론을 토대로 콘텐츠의 각성수준에 따른 정보처리 패턴의 변화 및 그에 따른 PPL 광고 효과를 확인하는 데에는 성공하였으나, 개인의 인성 차에 따른 정보처리의 차이는 유의하지 않았다 [1]. 콘텐츠와 개인 차의 상호작용 가능성이 비즈니스에 대해 갖는 의미를 논하였다. Product placement is a type of indirect advertising which has been legalized for television broadcasting in Korea only in 2010. Due to its short history, the effect has rarely been tested in the context of Korean media. This study used self-report measures for recognition memory, as well as eye tracking data to explain both the effect and the process of human information processing. As predicted by Lang s (2006) LC4MP, arousing content has demonstrated a significant impact on viewer s information processing, which resulted in difference of memory for PPLs [1]. However, there was no significant result for individual difference. Interaction of content and individual difference and its implication for business is discussed.
박병호(Byungho Park),서형준(Hyungjun Seo),임재혁(Jaehyuk Im),유호동(Hodong Yoo) 한국정보과학회 2003 한국정보과학회 학술발표논문집 Vol.30 No.1B
웹서비스는 개방성 · 호환성 · 재활용성 · 유연성등 이기종 시스템간의 호환성이 뛰어나 분산연동을 위한 차세대 대안책으로 급부상하고 있다. 또한, XML을 기반으로하여 개발언어나 플랫폼에 종속되지 않고 다수의 개발업체가 참여하여 핵심 표준(SOAP, WSDL, UDDI)이 폭넓게 수용되고 채택돼 동적인 연동을 통한 분산 서비스를 지원한다. 그러나, 실제적으로는 요청체계에서 서비스 서버의 고정화로 인해 동적인 연동이 제한을 받는다는 것은 주지의 사실이다. 본고에서는 고정된 지원서버의 서비스제공이 불가한 경우에서도 유사도 개념을 도입한 UDDI의 유사 시스템을 제공할 수 있는 지능형 동적바인딩을 제안한다.
박병호(Byungho Park),강윤희(Yunhee Kang) 한국정보기술학회 2005 한국정보기술학회논문지 Vol.3 No.6
Recently the use of Web services on the World Wide Web is expanding rapidly as the need for application-to-application communication and interoperability grows. These services provide a standard means of communication among different software applications involved in presenting dynamic information to the user. In order to promote interoperability and extensibility among these applications, as well as to allow them to be combined in order to perform more complex operations, a standard reference architecture is needed. It is required for applying web service techniques to military information system. But there is no methods for risk analysis and alternative strategy. In this paper we compare web services with other distributed inter-operative techniques and identify the considerations in applying web services to many types of traditional military information system. To the end, web service based military information system is designed. Finally we construct a prototype for interoperability database applications in diverse platforms and data resources.
유광일,권재민,박병호,박건영,나용수,You, Kwang-Il,Kwon, Jae-Min,Park, ByungHo,Park, Gunyoung,Na, Yong-Su 한국진공학회 2014 진공 이야기 Vol.1 No.2
In this article, we present a brief explanation of simulation for magnetic confined fusion plasma. Devices for nuclear fusion experiment become large, complex, and expensive these days, so the simulation can be a valuable tool for understanding and expecting the fusion plasma physics. Research areas presented here are plasma equilibrium and instability, turbulence study, heating and current driving, boundary and divertor area plasma physics, and integrated operation scenario study. Traditionally, many foreign codes have been used because those are verified and stable, however our own MHD and gyrokinetic codes with better performance are under developing recently. While researchers have devoted their effort to make and use a simulation code in individual areas, many ones also endeavor to integrate the simulation codes in different areas for thorough understanding of fusion plasma physics.
박준영(Junyoung Park),강동우(Dongwoo Kang),강현진(Hyunjin Kang),권혜연(Hyeyon Kwon),김준태(Joontae Kim),박병호(Byungho Park),조현(Hyeon Jo) 한국IT서비스학회 2013 한국IT서비스학회지 Vol.12 No.4
This research investigates the interaction effects of factors, namely, advertiser awareness, advertisement appeal, and customer involvement and need for cognition, selected from the parties involved in public service advertisement, Manipulating the participant's involvement, attitude toward the advertisement and the advertiser and intention to donate according to 2 (awareness) × 2 (cognitive/affective appeal) factors were surveyed. In result, participants with high involvement were relatively less affected by advertiser awareness. Also, high need for cognition indicated less effect of advertiser awareness on intention to donate. Moreover, when cognitive appeal is used, advertiser awareness affected less on consumers' attitude toward the advertisement and the advertiser and intention to donate. Further issues on changing customers' attitudes and behaviors are discussed.
김현정(Hyun Jung Kim),박병호(Byungho Park) 한국HCI학회 2014 한국HCI학회 학술대회 Vol.2014 No.2
배경음악이 인터랙티브 미디어 사용자의 인지정보처리 과정에 미치는 영향은 없거나 있더라도 극히 미미할 것이라는 개발자들의 고정관념의 사실 여부를 확인하기 위해 LC4MP 이론[1]에 기초한 연구를 수행하였다. 실험을 통해 게임 플레이어들을 다양한 조건 아래에 놓고 게임 중에 노출시킨 광고들에 대한 인지적 정보처리 패턴을 비교한 결과, 게임 중 접근시스템을 작동시키는 경우(콘텐츠의 정서유인가가 쾌인)에는 배경음악에 의한 각성수준의 차이가 정보처리에 영향을 미치지만 회피 시스템을 작동시키는 경우(정서유인가가 불쾌)에는 그 효과가 사라지는 것이 확인되었다. 본고에서는 실험을 통해 발견한 내용이 갖는 학술적 의미와 게임 내 광고(in-game advertising) 등 실무적인 관점에서의 의의를 논하였다. The impact of background music(BGM) on cognitive processing in media, including interactive media, has been seen as limited at most by practitioners. This study attempts to challenge this line of thought by designing an experiment based on a theoretical model, LC4MP[1]. A series of video games with in-game advertising messages were used as stimuli. Findings provide general support for LC4MP. Data also shows that arousal caused by BGM had meaningful impact only for positive content that activates appetitive system and not for negative that activates aversive system, which adds to the literature. Implications for academics and industry, including in-game advertising, are discussed.