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Finite Element Analysis of a Customized Eyeglass Frame Fabricated by 3D Printing (3 차원 프린팅으로 제작된 개인맞춤형 안경테의 유한요소해석)

  • Lee, Ji-Eun;Im, Young-Eun;Park, Keun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.40 no.1
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    • pp.65-71
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    • 2016
  • In recent years, 3D printing has received increasing attention due to releases of low-cost 3D printers based on open-source platform. 3D printing is expected to reduce the barrier to entry in the traditional manufacturing processes by increasing flexibility and creating an advantage to manufacture customized products at low costs. In this study, a unique eyeglass frame was designed to have a snake shape, which has an asymmetric geometry unlike traditional frames. The eyeglass frame was designed in a customized manner by reflecting dimensional characteristics of a customer's face. Finite element analysis was performed to investigate the structural safety of the 3D printed frames during the assembly process. The analysis also considered the effect of anisotropic material properties as determined by tensile tests. The eyeglass frame was then printed using the customized sizes and the best building process. The eyeglass frame was successfully assembled with lenses and without structural failure during its assembly procedure.

A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

Research about the interrelationship of the function and form in the eyewear design -Around the cultural history background and eyewear design history- (Eyewear Design에 있어 형태와 기능의 상관성에 관한 연구 - 문화사적 배경과 안경디자인사를 중심으로 -)

  • Park, Seung On
    • Journal of Korean Ophthalmic Optics Society
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    • v.9 no.2
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    • pp.371-380
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    • 2004
  • The history of the glasses can say that we began with the development of the typography. Glasses were made for the first time from the skin which they tied. We came to make the rim as the horn tree afterwards or bone. And the snail glasses make the lens as the modification or glass and to put to connect the two to large snail was developed. The rim after he brought lots of style change. The development of the Bridge and eyewear form of the Temple of an entry today began to come out. The development of and various design and material. We reached practical style. development of design concentration new fashion trend lead can make it eyewear company and designer's. A rim of various style through historical development course because we have a present time's rim analysis. We try to try to investigate a method element of the glass design with a final cause form of the design in the viewpoint of the facility.

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Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.

A Survey on the Works of Designing an SoC Platform for Smart Motor Vehicle Info-tainment (스마트 자동차 인포테인먼트 (Info-tainment) 시스템용 SoC 플랫폼 연구 동향)

  • Moon, San-Gook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.699-701
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    • 2011
  • The Next-generation IT technology has been evolving from single technique to another which has merged, converging characteristics. The government categorized the 5 essential technologies to secure competitiveness in designing system semiconductors as smart motor vehicle info-tainment platform, smart TV multimedia system, smart phone analog interface technique, smart convergence digital communication and RF techniques, and advanced power management for smart devices. Also, it designated smart phone, smart TV, smart motor vehicle, and smart pad as the key industries. Such core techniques will become the key technologies of semiconductor design to secure the competitiveness of the next generation smart devices and the techniques can be transferred to fab-less design companies. In this contribution, we analyze the issues and the problems of the SoC design trends for smart motor vehicle info-tainment platforms.

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Circuit Composition of Integrating Power Supply with Sustainer of PDP TV (PDP TV의 전원공급장치와 서스테인 드라이버의 통합회로 구성)

  • Kang, Feel-Soon;Park, Jin-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.242-245
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    • 2007
  • To improve the efficiency of PDP TV, it should minimize the power losses transpired during AC-to-DC power conversion and PDP driving process. Generally the input power supply for PDP driving employes a two-stage power factor corrected converter, and it independently consists of sustain driver, which has high power consumption. However, such a circuit configuration has a difficulty for the PDP market requires low cost. To alleviate this problem, a new circuit composition is presented. It integrates input power supply with sustain driver in a single power stack. The input power supply of the proposed circuit has a single-stage structure to minimize power conversion loss, and it directly supplies power to the sustain driver so as to reduce the system size and cost.

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The Change of Catechin and Theanine Content in Green Tea during Different Storage Conditions (저장조건에 따른 녹차의 카테킨류, 테아닌의 변화)

  • Lee, Seung-Un
    • Culinary science and hospitality research
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    • v.22 no.5
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    • pp.267-276
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    • 2016
  • This study used HPLC to analyze the contents of catechins, alkaloids, and theanine of commercial green tea. Green tea samples were stored for 6 months at five different temperatures, $30^{\circ}C$, $15^{\circ}C$, $4^{\circ}C$, $-15^{\circ}C$ and $-40^{\circ}C$. Catechins change in storage temperature was $30^{\circ}C$ > $15^{\circ}C$ > $4^{\circ}C$ > $-15^{\circ}C$ > $-40^{\circ}C$ stored for 6 months. Total alkaloids content higher levels were CAF(27.49 mg/g) with lower level of TB(2.16 mg/g) and TP(0.28 mg/g). The total alkaloids content decreased in the longer storage periods, a similar case with, although CAF were almost unchanged in all storage temperatures. The results indicate that temperature and storage time are important in the storage of green tea, with refrigerated and frozen conditions as preferable to increase or preserve the chemical compounds of the green tea.

A Study on the Strengths of Cultural Content Company in the Long-Tail Market: Case of Kakao-Page (문화 콘텐츠 기업의 롱-테일 시장에서의 강점에 대한 연구: 카카오-페이지의 사례를 중심으로)

  • Seo, Jeong-Woo;Park, Hyunjun
    • Journal of Convergence for Information Technology
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    • v.10 no.11
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    • pp.117-130
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    • 2020
  • This study observes the case of Kakao-Page, a webtoon and web novel company, revealing the relationship between long-tail strategy and corporate competence in the cultural content industry market. This study investigated the various expansion strategies of Kakao-Page and investigated the strength of the strategy through value, rare, inimitability, and organization the method of VRIO analysis. The biggest strength of Kakao-Page is its diverse range of products ranging from 66,000, and not only does it gain merit as a long-tail, but it also becomes the core of the vertical integration and various expansion strategy. The study points out that the ability to secure a wide range of products is essential for platform content companies seeking access to the market. Also, the need for follow-up research regarding content platforms and long-tail.