• Title/Summary/Keyword: 산업 디자인

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Urban Drainage Simplification Using Meta-channel Concept (등가하천 개념을 이용한 관망 간략화 기법에 대한 연구)

  • Kim, Hwan-Seok;Pak, Gi-Jung;Yoon, Jae-Young
    • Proceedings of the Korea Water Resources Association Conference
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    • 2007.05a
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    • pp.1194-1199
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    • 2007
  • 본 연구에서는 도시배수관망의 간략화 모의 시 지선을 단순 생략하는 것이 아니라 2차원 관망을 1차원으로 전환시키는 방법인 등가하천 개념을 도입하여 도시유역의 유출량 산정에 있어서 여러 지선들을 개별적으로 모의하지 않으면서도 실제 존재하는 지선들의 효과를 고려할 수 있는 방법을 개발하고자 하였다. 자연하천에 대해 개발된 등가하천 개념은 최근의 수문모형의 경향인 물리적 분포형 모형의 복잡성을 피하면서 전통적인 개념적 집중형 모형이 가지는 간편성을 살리고 그 것이 가지고 있는 선형가정의 한계를 극복하기 위한 방안으로서 제안된 방법이다. 등가하천 개념을 도입하여 개발된 모형은 종국적으로 강우-유출관계에 있어서 강우의 크기, 선형 및 비선형성, 유역면적 등이 미치는 영향을 분석하기위한 도구로 개발되었으며, 본 연구에서는 출구로부터 동일 거리 s에 위치한 지점에서의 배수관망의 공간적인 분포 및 집중패턴을 파악하는 폭함수(width function, n(s))와 면적함수(area function, M(s))를 이용하여 관망을 간략화 하였다. 등가관의 수리기하조건 결정은 유역이 정상상태에 도달했을 경우에 대해서 이루어지게 되며 정상상태 모의를 통해 개별 관망단면들에 대해 얻어진 유량(Q), 면적(A), 수심(y) 자료간의 상관관계를 유추하여 Q(A), A(y) 함수를 유도하게 되면 종국적으로 관로홍수추적에 이용되는 지배방정식의 매개변수인 파속계수(c) 및 확산계수(D)를 계산할 수 있게 된다. 본 연구에서는 대상 유역으로 군자 배수구역을 선정하여 유역의 특성과 관망 자료를 수집하고 간략화 기법을 적용한 결과를 분석 하였다.다. 21세기 문화산업에서 우리가 판단하게 될 디자인의 가치는 계몽의 원리에 대한 '역사성'과 '현재성'의 변증법에 달려있는 것이며, 새로운 철학, 새로운 문명, 새로운 세계를 열어가는 것이다.r$ (地理志)에는 추현리와 이미 외리를 언급하면서 상주의 자기제작의 위상을 짐작하는 기록이 언급되면서 전국의 상품의 절반을 담당하고 있었음을 알 수 있었다. $\ulcorner$경상도지리지$\lrcorner$(慶尙道地理志)에는 상주가 8곳으로 1/3의 자기 생산을 담당하고 있었다. $\ulcorner$경상도지리지$\lrcorner$(慶尙道地理志)에는 $\ulcorner$세종실록$\lrcorner$(世宗實錄) $\ulcorner$지리지$\lrcorner$(地理志)와 동년대에 동일한 목적으로 찬술되었음을 알 수 있다. $\ulcorner$경상도실록지리지$\lrcorner$(慶尙道實錄地理志)에는 $\ulcorner$세종실록$\lrcorner$(世宗實錄) $\ulcorner$지리지$\lrcorner$(地理志)와의 비교를 해보면 상 중 하품의 통합 9개소가 삭제되어 있고, $\ulcorner$동국여지승람$\lrcorner$(東國與地勝覽) 에서는 자기소와 도기소의 위치가 완전히 삭제되어 있다. 이러한 현상은 첫째, 15세기

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A Study on the Prediction of Turbidity near the Confluence of Banbyeoncheon by Using the KU-RLMS Model (KU-RLMS 모형을 이용한 반변천 합류부 탁도 예측에 관한 연구)

  • Lim, Ji-Hyun;Lee, Nam-Joo;Lyu, Si-Wan;Yeo, Hong-Koo
    • Proceedings of the Korea Water Resources Association Conference
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    • 2007.05a
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    • pp.1214-1218
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    • 2007
  • 댐 하류로 탁수를 선택적으로 배제하기 위해서는 방류 탁수가 하류에 미치는 영향을 정확히 예측할 수 있는 하천 탁도 예측 및 관리시스템 구축이 필요하다. 낙동강과 반변천의 합류부에서의 이차원적인 혼합에 관한 수치해석 결과는 완전혼합을 가정하는 일차원 수질모델링의 초기 입력자료에 사용됨으로써 낙동강 본류 전체구간의 탁도 모의결과의 정확성을 높이는 데 사용될 수 있다. 본 연구는 낙동강의 중상류에 위치한 반변천 합류부에 평면 이차원 비정상 수치모형인 KU-RLMS 모형을 적용하여 탁도 변화 특성을 규명할 목적으로 수행하였다. KU-RLMS 모형은 하천 및 저수지의 국부적인 수리, 수질, 유사이동 해석을 위해 개발된 평면 이차원 비정상 수치모형이다. 직사각형 격자를 사용하는 유한차분법의 단점을 보완하기 위해, 수심적분된 2차원 연속방정식, 운동량방정식, 이송확산방정식을 불규칙한 경계를 현실적으로 모사할 수 있는 직교곡선 좌표계로 변환한 방정식을 사용한다. 이 모형은 흐름, 농도, 지형변화를 조합하여 계산할 수 있는 모형으로서 점착성 및 비점착성 유사의 이동을 모의할 수 있다. 수치모형 적용을 위한 현황분석으로 안동 및 임하 조정지댐의 방류량, 안동 수위관측소의 수위, 법흥교 및 포진교 지점의 탁도 자료를 분석하였다. 이송확산모형의 보정을 위해, 안동대교 지점의 탁도 횡분포 측정 자료를 사용하여 확산계수에 대한 매개변수 추정 및 검증을 수행하였다. 또한, 안동조정지댐과 임하조정지댐의 방류량 및 방류탁도을 고려하여 수치모의조건을 결정하였으며, 각 조건에 대한 탁도 변화 특성을 분석하였다.된 주변국이 될 수밖에 없을 것이다. 21세기 문화산업에서 우리가 판단하게 될 디자인의 가치는 계몽의 원리에 대한 '역사성'과 '현재성'의 변증법에 달려있는 것이며, 새로운 철학, 새로운 문명, 새로운 세계를 열어가는 것이다.r$ (地理志)에는 추현리와 이미 외리를 언급하면서 상주의 자기제작의 위상을 짐작하는 기록이 언급되면서 전국의 상품의 절반을 담당하고 있었음을 알 수 있었다. $\ulcorner$경상도지리지$\lrcorner$(慶尙道地理志)에는 상주가 8곳으로 1/3의 자기 생산을 담당하고 있었다. $\ulcorner$경상도지리지$\lrcorner$(慶尙道地理志)에는 $\ulcorner$세종실록$\lrcorner$(世宗實錄) $\ulcorner$지리지$\lrcorner$(地理志)와 동년대에 동일한 목적으로 찬술되었음을 알 수 있다. $\ulcorner$경상도실록지리지$\lrcorner$(慶尙道實錄地理志)에는 $\ulcorner$세종실록$\lrcorner$(世宗實錄) $\ulcorner$지리지$\lrcorner$(地理志)와의 비교를 해보면 상 중 하품의 통합 9개소가 삭제되어 있고, $\ulcorner$동국여지승람$\lrcorner$(東國與地勝覽) 에서는 자기소와 도기

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Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.498-509
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    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

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A Study on the Direction of the Third Phase New Town Development in Seoul Metropolitan Area through expert survey method (전문가 설문조사를 통한 3기 신도시의 계획지표 및 개발방향설정 연구)

  • Yoon, Jeong Joong
    • Land and Housing Review
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    • v.10 no.3
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    • pp.43-55
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    • 2019
  • The purpose of this study is to derive indicators and development directions to be considered when planning new towns in the Seoul metropolitan area as new towns are planned to be built. To this end, the following implications were derived after analyzing the survey data of experts in each field using Frequency Analysis and Analysis of Variance(ANOVA) technique. First, the assessment results of the existing first and second phase new towns showed that there were many negative assessments of citizen participation and information sharing, smart technologies and services, social and cultural diversity and inclusion. Regarding the third phase new town, experts said that the most important indicators are accessibility and convenience of transportation, environmental comfort, quality and service of residence. In addition, experts cited the superiority of landscape/design, jobs/self-sufficiency and social/cultural diversity as important indicators. Second, after examining whether the perceptions and assessments of experts differ depending on individual characteristics such as gender, age, occupation, and professional field, the first and second phase new towns showed significant differences only in "gender", and the third phase new town had significant differences in "gender" and "professional field". Third, experts thought that changes in population structure, industry and jobs, quality of life and diversity, environment and climate change, and social and residential welfare should be considered important in the planning of third phase new town. In addition, experts considered expanding park and self-sufficient land as important in the land use plan, and ranked eco-city as a desirable type of the city, and public transportation facilities, park areas and education facilities as the most important living infrastructure.

Developing an Adventure Game based on the 'Patterns' of Fun Theory for Inducting the Flow : 1 Hour (재미이론의 '패턴'에 근거하여 몰입 유발을 위한 어드벤처 게임 개발)

  • Kang, Jae-Woo;Cheo, Min-A;Um, Joo-Hee;Sung, Jae-Ho;Kim, So-Young;Kim, Hyeon-Jun;Son, Yu-Jin;Lee, Ju-Yeoun;Jang, Sae-Ri;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.303-306
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    • 2014
  • 수많은 사람들이 게임을 제작 및 개발함에 있어, 많은 학자들이 다양한 방법으로 오랜 세월에 걸쳐 연구한 게임의 인문학적 정의 및 재미 이론은 현대의 게임 개발에 있어서도 그 이론적 배경을 담당하는 주춧돌의 역할을 맡고 있다. 본 논문에서는 청강문화산업대학교 게임전공의 게임 개발 프로젝트의 일환으로 구성된 '안드로메다' 팀이 Unity 3D 엔진을 기반으로 제작한 3D 생존 어드벤처 게임 "1 Hour"를 개발한 과정을 기술하였고, 그 과정에서 재미 이론의 '패턴'에 근거하여 플레이어로 하여금 몰입을 유발시키는 어드벤처 장르의 게임 디자인을 제시하는 것을 이번 연구의 목적으로 하였다. 연구 과정은 문헌 연구 및 개발 게임("1 Hour")의 플레이 테스트 등을 통해 게임에서의 몰입의 과정을 분석하였고, 몰입 유발 효과 증명을 위해 '패턴과 몰입의 상관관계'에 대한 가설들을 수립하고 실험을 실시하여 그 결과를 분석하였다.

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Fostering Primary Pre-service Teachers' Computational Thinking through Self-Assessment (초등예비교사를 위한 컴퓨팅 사고력 자기평가 방법)

  • Kim, Misong;Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.61-70
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    • 2018
  • It is urgent in the context of the Fourth Industrial Revolution that students become creative and integrative thinkers. In this vein, in the last few years, drawing upon constructivism as an innovative learning paradigm, new coding curricula using MIT's Scratch have been introduced in the number of countries to enhance computational thinking (CT). However, constructivism encouraging collaborative and active learning may not be explicitly utilized in instructional design focusing mainly on learning to code as technical skills - some of which exist today in large numbers of school and after-school code activities. To respond to such a misleading way of developing CT through coding, the present study aims to propose the benefits of CT self-assessment rubrics for primary pre-service teachers within a CT course entitled "Problem Solving by Computational Thinking". Our findings show how meaningful collaborative CT self-assessment in a group impacts their learning of CT. We end this paper with the discussion of implications of our findings for CT assessment towards a new paradigm in education.

Acceptance of Fashion Forecast as Reflected in the Street Fashion in Korea (스트리트패션에 나타난 한국 소비자들의 패션예측 수용)

  • Yu, Hae-Kyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.6 s.165
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    • pp.879-891
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    • 2007
  • Forecasting is a critical task for fashion companies because of continuous change in fashion and long process lead-time. Therefore, it is of great importance for both scholars and companies to understand how forecasted fashion styles are accepted by consumers. This research aimed to investigate consumer acceptance of fashion styles in Korea. The study examined and compared oversea collections of women's wear to the street fashion in Korea for seven seasons from 02 s/s to 05 s/s. Information on oversea collections were obtained from the magazine, Fashion Show, and the street fashion information from Seoul Fashion Design Center. The results showed that overall trends presented in oversea collections have been well accepted, while acceptance of specific styles or items varied. During the period of this research, sporty style and feminine style were very strong in the street fashion. Many styles and items were modified and selectively accepted probably because of cultural differences and limitations of mass production. Some styles which were presented in oversea collections were not accepted in Korea, and at the same time some cases were observed only in the street fashion in Korea. The results of this study provide guidelines for Korean apparel companies in merchandise planning and empirical findings to deepen the understanding on Korean society with respect to fashion.

Analysis of the Major Curriculum of Fashion-related Courses (패션관련학과의 전공교과과정 현황분석)

  • Rha, Soo-Im;Kwon, Hae-Sook;Lee, Jung-Soon
    • Journal of Fashion Business
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    • v.12 no.5
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    • pp.54-66
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    • 2008
  • This study aims to suggest better future-oriented improvements by considering the traits and changes of the curriculum of the courses related to the field of fashion. To get the best results from the study, out of all the fashion-related majors (courses) from 4-year based universities in Korea, 65 was selected and divided into 24 courses in the category of clothing & textiles, 34 courses in the category of fashion design and 7 courses in the category of fashion industry in 7 universities, and their education goals and contents of the curriculum posted on the internet homepage of each university were analyzed. The results of the study are as follows: Firstly, with the result from analyzing what the core terms have in common, which are used to express the educational purposes of fashion-related courses in Korea, the ideal type of talents that most of the fashion-related courses tend to pursue can be said to be those who are equipped with a sense of future-oriented creative direction and international communication capability, based on a multidisciplinary general capability, a professional executive ability, an information-analytic ability and an ability of planning, as well as in possession of a sense of beauty, creativity and a scientific mind. Secondly, with the traits of the curriculum of courses in each category, it was found that the category of clothing & textiles courses belongs to colleges of human ecology the most, and in terms of major subjects, the relative importance of clothing science seemed high compared to other school categories while the category of fashion design courses belongs to colleges of art, modeling or design the most, and in terms of major subjects, the scope of dress design appeared the widest, and finally the category of fashion industry courses belongs to colleges of natural science the most, and the relative importance of marketing seemed quite high. Moreover, with the result mentioned earlier, It was found that the names of departments and majors of fashion-related courses are differentiated, depending on what kind of college they belong to, and their curriculum have been differentiated to some degree accordingly. Thirdly, as shown above, Korean universities have attempted to make a lot of changes in the curriculum of fashion-related courses according to changes of the age, compared to what they did in the past, but they have still seemed to lack many things for the cultivation of talents fit for their educational purposes. Through the result from investigating both the changes of the current age and the directions in developing the curriculum, the study came to conclusion that each university in Korea should develop the major curriculum of fashion-related courses that are more sophisticated and intensive fit for the its department name and educational purposes.

The Improvement of Point Cloud Data Processing Program For Efficient Earthwork BIM Design (토공 BIM 설계 효율화를 위한 포인트 클라우드 데이터 처리 프로그램 개선에 관한 연구)

  • Kim, Heeyeon;Kim, Jeonghwan;Seo, Jongwon;Shim, Ho
    • Korean Journal of Construction Engineering and Management
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    • v.21 no.5
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    • pp.55-63
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    • 2020
  • Earthwork automation has emerged as a promising technology in the construction industry, and the application of earthwork automation technology is starting from the acquisition and processing of point cloud data of the site. Point cloud data has more than a million data due to vast extent of the construction site, and the processing time of the original point cloud data is critical because it takes tens or hundreds of hours to generate a Digital Terrain Model (DTM), and enhancement of the processing time can largely impact on the efficiency of the modeling. Currently, a benchmark program (BP) is actively used for the purpose of both point cloud data processing and BIM design as an integrated program in Korea, however, there are some aspects to be modified and refined. This study modified the BP, and developed an updated program by adopting a compile-based development environment, newly designed UI/UX, and OpenGL while maintaining existing PCD processing functions, and expended compatibility of the PCD file formats. We conducted a comparative test in terms of loading speed with different number of point cloud data, and the results showed that 92 to 99% performance increase was found in the developed program. This program can be used as a foundation for the development of a program that reduces the gap between design and construction by integrating PCD and earthwork BIM functions in the future.

A Study on the Measures to Activate Education Field of Maker Movement in Korea (국내 메이커 운동의 교육 분야 활성화 방안 연구)

  • Oh, Soo-Jin;Baek, Yun-Cheol;Kwon, Ji-Eun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.483-492
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    • 2019
  • The culture and education are very active with the active policy and support to form the government's Maker Movement. The purpose of this study is to grasp the current status of the education sector of the domestic maker movement, which is increasing recently, and to propose a plan for activating maker education for the development of a positive direction. To this end, first, the current status and problems of domestic maker training are derived through in-depth interviews with existing maker training operators and participants. Second, based on the contents of the interview script, keyword analysis and its characteristics through the qualitative survey analysis program (NVIVO) are identified. Third, based on the analysis results, we propose a plan and development direction for domestic maker education. Based on the educators who performed maker training and the students involved, professional maker teachers were required for the professionalism of education, and the expansion of maker channels and professional networking of participating students was required. In addition, there was a need for specialized programs and appropriate policy support that reflected the characteristics of maker training. This study aims at contributing to the activation of maker education, which is a major field of maker movement, by helping to improve concrete support methods, training related educators, and educational environment for maker education.