• Title/Summary/Keyword: CRAFT

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A Study on Satellite Alignment Measurements Accuracy Improvement (인공위성 정렬 측정 정확도 향상을 위한 연구)

  • Choi, Jung Su;Kim, In-Gul
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.48 no.12
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    • pp.987-995
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    • 2020
  • Accurate alignment between high-performance payloads and attitude control sensors is essential factor to guarantee accurate attitude orientation and high pointing stability of the satellite. Space craft developers often use theodolite measurement system for satellite alignment during ground AIT(Assembly Integration and Test) phase. When measuring theodolite, errors may occur due to line of sight error, tilting axis error, vertical index error, and vertical axis error. In addition, errors that can occur during alignment measurements with multiple theodolites are analyzed through the alignment cube measurements test. Based on the alignment cube measurements test, a technical method that can improve the alignment measurement accuracy was suggested and it's measurements results satisfied the satellite design requirements.

Revitalizing Department Store Shopping Value and In-store Experiences: A Case Study on Debenhams and Selfridges

  • Claridge, Christina;Hur, Eunsuk
    • Journal of Fashion Business
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    • v.25 no.6
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    • pp.81-101
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    • 2021
  • Traditional department stores have been struggling to attract customers for several years. Many retail stores have closed in recent years, even before the COVID-19 pandemic. The reinvention of in-store shopping value and experience is imperative to attract customers and reinvigorate retail business. The purpose of this study was to discover which in-store components can improve customer experiences and loyalty while also identifying dissatisfaction issues in consumer experiences in department stores. The data was collected from two consumer groups-luxury department store (Selfridges) customers and mid-market department store (Debenhams) customers-to identify the types of value and experiences they seek most often. The findings showed that to enhance their store patronage, Debenhams should reposition their brand image in a way that allows customers to connect with their self-image and lifestyle by improving efficiency and convenience and prioritizing the utilitarian and social value types. By contrast, Selfridges should enhancetheir store atmosphere, visual merchandising and sensory experiences by maximizing slow retailing experiences and emphasizing the aspirational self-concept image for symbolic and hedonic value. This research uncovered the existence of numerous overlappingvalue dimensions, each of which contributed to the enhancement of the others. Several young customers expressed their support for ecologically responsible, cost-effective second-hand luxury products. Instead of focusing merely on conventional value dimensions, department retailers should determine how environmental and ethical objectives can be fulfilled. This study explained how department stores can craft their in-store environments to appeal to their customers' preferred value types to ensure success in a competitive market.

A Study on Hyper-Reality of Fashion by Work of Art (예술작품을 통해 나타난 패션의 하이퍼리얼리티 연구)

  • Minah, Jung
    • Journal of Fashion Business
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    • v.26 no.5
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    • pp.76-90
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    • 2022
  • The rapid growth and influence of digital technologies have had a profound effect on modern society. Companies and businesses can connect through SNS(social network service accounts). The importance of mass media empowers the creation of virtual images that are more realistic than time and space. Unlike traditional reproduction or imitation, the virtual images created in this way are reproduced in a form that lacks the original inspiration's essence. Jean Baudrillard described this phenomenon as the theory of simulation. Baudrillard argued that imitated simulated images replace reality. He stated that reality is lost under excessive images in modern society. In response, based on an understanding of the theory of hyper-reality that emerged through the late stages of the order of simulacre, this study aimed to analyze modern fashion's method of reproducing hyper-real images and investigate the method's characteristics. This study examined the characteristics of hyper-reality described by Baudrillard and analyzed the method of artistic expression of hyper-reality. Based on this method of expression, reproducibility, following the stages of image simulation, was derived. A specific case applied to fashion was analyzed, and based on the image reproduction method, specific characteristics of hyper-reality characteristics in fashion were obtained. Sixty-four collections were selected, out of which 155 images and 43 brands demonstrated the principles of image transformation.

Patterns and Collections: Carpets from Central Asia in the Imperial Russian Imagination

  • Sohee, RYUK
    • Acta Via Serica
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    • v.7 no.2
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    • pp.65-88
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    • 2022
  • With the expansion of the Russian Empire southward in the nineteenth century, connoisseurs, art historians, and scholars in Russia began to pay attention to carpet traditions in the new territories of the Russian Empire in Turkestan. In journals and other specialty publications, they underscored a need to establish claims to authority over the knowledge of the traditional craft. They were highly attuned to parallel accounts of carpet weaving from regions that had a longer history of research and collecting of carpets. In contrast to the situation in Western Europe or the United States, commentators bemoaned the fact that the public and even professed experts in Russia did not properly appreciate carpets from the Caucasus and Central Asia. These scholars articulated a need to establish authority over the carpet weaving traditions of Russia's colonial possessions, resulting in a push toward a serious study of carpet weaving as a legitimate field of inquiry. This paper uses published sources on early carpet scholarship from the late nineteenth and early twentieth centuries to examine how carpet weaving traditions in Central Asia entered an imperial discourse of knowledge. It argues that attempts to understand and categorize carpet weaving as an art form occurred along two fronts. Intellectuals and scholars attempted to wrest control over the locus of knowledge from experts in the West as well as from local weavers. In the process, they established a distinctly imperial vision of carpet weaving in contrast to competing imperial discourses and over traditional forms of knowledge.

Mental and Emotional Exhaustion among Academicians during Online Distance Learning: An Empirical Study from Malaysia

  • bdul Kadir, OTHMAN;Jaafar, PYEMAN;Azuati, MAHMUD;Siti Nooraini, MOHD TOBI;Zahariah, SAHUDIN
    • The Journal of Asian Finance, Economics and Business
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    • v.10 no.2
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    • pp.1-14
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    • 2023
  • The purpose of this study is to discover the possible solutions for the problem faced by academicians during online learning by means of employing qualitative and quantitative approaches. Using a qualitative approach, selected academicians were interviewed, and their feedback was transcribed and used to develop the survey instrument. The quantitative research design was later used to determine the most plausible solutions for the problem that could be obtained and implemented by distributing the questionnaire to academicians at a public university. Multiple regression analysis results indicate that work-life conflict and lack of support are the main contributors to academicians' mental and emotional health issues. The study's major findings help higher education institutions craft appropriate strategies to enhance the effectiveness of online teaching and learning by providing the necessary support to the academicians. The study's findings suggest that academicians should separate work and family requirements to concentrate on their job. Furthermore, the immediate supervisor must be considerate in determining the number of tasks, the deadlines, and the assistance required to complete the task. Lastly, academicians must equip themselves with emotional intelligence to cope with stressors.

A Study on the Newly Discovered Version of the Majinhwiseong (새로 발견된 『마진휘성(麻疹彙成)』 이본 연구)

  • Park, Hun-pyeong
    • Journal of Korean Medical classics
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    • v.35 no.4
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    • pp.25-39
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    • 2022
  • Objectives : This paper analyzes the new Majinhwiseong(麻疹彙成) manuscript discovered in Jeonju. The Majinhwiseong is a medical book specializing in measles co-authored in 1798 by Lee, Won-pung and three doctors from a middle class family. Until recently, the Handok (Korean-German) Medicine Museum copy was known to be the only existing version, but a new manuscript was recently discovered. Methods : The author, bibliography, organization, cited literature, and content of the book were studied. The contents of the Handok Museum of Medicine copy and other manuscripts were compared then reviewed. Results : 1. The book shows that middle class workers in the late 19th century were able to collaborate based on the results of their craft and form strong bonds. 2. The book was being prepared for publication in Pyeongan Gamyeong in December 1798, but failed to be published due to the sudden death of the Pyeongan-do governor. 3. For a correct understanding of this book, it is necessary to study the Handok Medicine Museum edition and the newly discovered manuscript (Jeonju edition) together. Conclusions : The two editions are of a different lineage. The Jeonju edition is overall more specific, while some parts are more detailed in the Handok edition. In conclusion, the Majinhwiseong is a book that was written by middle class doctors of late 18th century whose clinical experience was combined with Chinese medical theories. The book was specifically targeted to professional medical audiences.

A study on the Perception of Color Education of Game Major College Students and Game Designers (게임전공 대학생과 게임디자이너의 색채교육 분야에 대한 인식 연구)

  • Yu, Myung-sun;Lee, Youn-Jin
    • Journal of Internet of Things and Convergence
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    • v.8 no.3
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    • pp.21-28
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    • 2022
  • Focusing on the differences in perceptions of color education fields between game majors and game designers. As a result, game major college students were surveyed to have a low recognition rate for the color field, the other group were not. for resolve the gap in perception, it's suggested need to re-educate systematic color education of game major college students and color experience of game designers in terms of securing expertise. it's expected to be presenting the direction of fostering game designers with color sense that contributes for the competitiveness of the game industry.

Improvement of online game matchmaking using machine learning (기계학습을 활용한 온라인게임 매치메이킹 개선방안)

  • Kim, Yongwoo;Kim, Young‐Min
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.33-42
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    • 2022
  • In online games, interactions with other players may threaten player satisfaction. Therefore, matching players of similar skill levels is important for players' experience. However, with the current evaluation method which is only based on the final result of the game, newbies and returning players are difficult to be matched properly. In this study, we propose a method to improve matchmaking quality. We build machine learning models to predict the MMR of players and derive the basis of the prediction. The error of the best model was 40.4% of the average MMR range, confirming that the proposed method can immediately place players in a league close to their current skill level. In addition, the basis of predictions may help players to accept the result.

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.13-18
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    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.

The Role of Perceived Quality in New Product Adoption Process in China

  • Kim, Ji Yoon;Yuan, Xina
    • Asia Marketing Journal
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    • v.14 no.1
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    • pp.159-174
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    • 2012
  • This study investigate the role of consumer's perception of quality in new technology adoption process in China which is given little attention in the field of Information System and Communication Technology. Here, we developed a simple model in the level of consumer perception by exploring the antecedent of perceived quality. Three factors are introduced as determinants of perceived quality: perceived usefulness, perceived risk and trialability. An empirical study is conducted with analysis of the adoption mechanism of a new innovative product. Data analysis results support some of our proposed hypotheses. It indicates that perceived quality is positively related to the adoption intention and fully mediates the relationship between triablility and purchase intention. And we conclude that a product's perceived quality plays an important role in adoption intention. And what makes Chinese customers perceive product's quality good is a trialability of a product. This suggests that when market managers plan to launch products in China, they need to craft an effective strategy based on the market system of the consumer especially understanding the consumers' critical factor for adopting a new product. Chinese are more interested to purchase a product with free trial and free experiential period, therefore, suggesting an advertisement highlighting the trialability of a product is possible in China.

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