• 제목/요약/키워드: Creating demand

검색결과 223건 처리시간 0.028초

Design and Manipulation of 3-D geometry using a CAVE System

  • Naoki-Hashimoto;Hiroki-Takahashi;Masayuki-Nakajima
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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    • pp.201-206
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    • 1999
  • Though a demand for 3-D CG (Three-Dimensional Computer Graphics) drastically increases, traditional modeling system for virtual objects are very difficult to handle. Applying VR (Virtual Reality) technology is, however, able to make the modeling systems more efficiently and intuitively. In this paper, traditional modeling operations are analyzed and their problems are clarified. We discuss what can be improved with VR technology. Then, a guideline of merging VR technology into the modeling system is described. A new modeling system is proposed using a CAVE system which is utilized in the latest VR technology. This proposed system aids in creating 3-D objects with high immersion in VEs (Virtual Environments)

Collaborative Object-Oriented Analysis for Production Control Systems

  • Kim, Chang-Ouk
    • 산업경영시스템학회지
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    • 제23권56호
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    • pp.19-34
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    • 2000
  • Impact of business process re-engineering requires the fundamental rethinking of how information systems are analyzed and designed. It is no longer sufficient to establish a monolithic system for fixed business environments. Information systems must be adaptive in nature. This demand is also applied in production domain. Enabling concept for the adaptive information system is reusability. This paper presents a new object-oriented analysis process for creating such reusable software components in production domain, especially for production planning and scheduling. Our process called MeCOMA is based on three meta-models: physical object meta-model, data object meta-model, and activity object meta-model. After the three meta-models are extended independently for a given production system, they are collaboratively integrated on the basis of integration pattern. The main advantages of MeCOMA are (1) to reduce software development time and (2) to consistently build reusable production software components.

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Comparative Study and Simulation of P&O Algorithm using Boost Converter for a Photovoltaic System

  • Ganzorig, Batdelger;Song, Han-Jung
    • 한국산업융합학회 논문집
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    • 제22권4호
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    • pp.395-403
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    • 2019
  • The excessive need of power is creating an unbalance situation in power sector, where solar energy is one of the best solutions among other energy sources to mitigate this demand. It is globally accepted because of its flexibility and long life compared to others. A lot research is going on to enhance the energy efficiency by introducing photovoltaic (PV) power generation technology, but still irradiation of PV power is the major problem. In this manuscript, we have designed PV module using single diode methodology and also the solar conversion efficiency was boosted with maximum power point tracking (MPPT) by using perturb and observe (P&O) algorithm. The simulation was done for $1000W/m^2$ and $800W/m^2$ at solar irradiance in cell temperature of 25C and 40C degree levels in PSIM tool.

말레이시아 팜오일폐수 POME(Palm Oil Mill Effluent)를 이용한 바이오가스 신재생에너지기술 그린정책 동향 (Trends of Green Policies of Biogas Renewable Technology using POME in Malaysia)

  • 박영규
    • 한국폐기물자원순환학회지
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    • 제35권7호
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    • pp.571-586
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    • 2018
  • The Malaysian biogas upgrading technologies and policies were examined. In Malaysia, the regulation of palm oil mill effluent (POME) has been enforced to reduce the biochemical oxygen demand to 20 ppm and the biogas capture in the palm oil mills have been recently enforced for renewable energy. A huge amount of organic waste is produced from POME, and 80 million tons from palm oil trees, every year. Due to the renewable energy trends, the Malaysian government is modifying the use of biogases as fuels in favor of their conversion into compressed natural gas (CNG) and other chemicals; various green policies are being promoted because of many advantages of the organic substances. The Korean policies for biogas are a good model for exporting environmental plants after upgrading the digestion and purification technologies. Therefore, this article introduces the current status of POME and biogas production in Malaysia, it could encourage creating a new market for biomethane.

KT-2 Poloidal-Field (PF) System Design

  • J.M. Han;Lee, K.W.;B.G. Hong;C.K. Hwang;B.J. Yoon;J.S. Yoon;Y.D. Bae;W.S. Song;Kim, S.K.
    • 한국원자력학회:학술대회논문집
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    • 한국원자력학회 1996년도 춘계학술발표회논문집(4)
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    • pp.425-431
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    • 1996
  • KT-2 poloidal-field (PF) system is designed to cope the up-down symmetric double-null (DN) and asymmetric single-null (SN) discharges with typical plasma parameters, in which three sets of "design-basis" scenarios - the ohmic heating (OH), the 5MW and the high bootstrap (HIBS) baseline modes - are applied. The power and energy demand for each cases are also deduced. The peak power and the maximum energy requirements for the KT-2 magnet system, incorporating the PF and the toroidal-field (TF) coils, are proven to be 123MW and 1601MJ, respectively when it is driven in DN configuration. The KT-2 PF system is capable of achieving the machine mission of creating a 500kA heated plasma with a current flattop of $\geq$20 seconds.

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저작권 침해 사이트 생애 주기 모델 개발 (Development of Lifecycle Model for Copyright Infringement Site)

  • 김득훈;정해선;곽진
    • 정보보호학회논문지
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    • 제30권1호
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    • pp.101-121
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    • 2020
  • 기술 및 문화는 다양한 산업과 융합하여 컨텐츠 부가가치를 창출하고 있다. 또한, 국가에서는 새로운 기술과 문화 컨텐츠를 접목시키기 위한 기반 환경을 조성하고 있다. 그러나 저작권을 갖는 문화 컨텐츠에 대하여 음성적인 수요 및 공급에 의한 저작권 침해가 지속적으로 발생하고 있으며, 최근에는 침해 사이트 단속 모니터링을 회피하기 위해 해외에 서버를 두고 사이트를 생성 및 운영하는 사례가 증가하고 있다. 이를 방지하기 위해 여러 분야에서 다양한 저작권 보호 연구가 진행 중이지만, 현재의 탐지 및 방지 기술은 주로 사후대응을 이루고 있어서 실효성의 문제가 존재한다. 이에 따라, 본 논문에서는 저작권 침해 사이트의 생애주기 분석을 통해 불법 복제물 유통에 대한 선제적 대응 기반 마련을 위한 저작권 침해 사이트 생애주기 모델을 제안한다.

시각장애인 당사자관점에 기초한 베리어프리 전시감상환경 연구 (A Study on Creating Barrier-Free Exhibition Appreciation Environment based on the Visually Impaired Person's Perspectives)

  • 김선희;엄명용;이의빈;조준동
    • 한국융합학회논문지
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    • 제10권8호
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    • pp.265-276
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    • 2019
  • 본 연구는 시각장애인 당사자관점에 기초한 베리어프리 전시감상공간 조성을 위한 사례연구이다. 연구참여자는 유의표집으로 중증시각장애인 4사례를 선정하여 심층인터뷰한 후 Yin의 사례분석방법을 활용하여 분석을 실시하였다. 분석결과 전시실 내부 접근성(3개 주제)과 몰입 가능한 전시 요구(6개 주제)에서 총 9개의 주제가 도출되었다. 연구결과를 바탕으로 다음과 같은 실천적 정책적 학문적 제언을 한다. 첫째, 시각장애인이 감상에 몰입할 수 있는 작품에 대한 정보의 질을 확보하여 제공할 필요가 있다. 둘째, 시각장애인의 문화향유권 증진을 위해 베리어프리 생활인증제가 문화예술영역에 적용될 수 있도록 정책개편을 위한 노력이 필요하다. 실천적 정책적 과제를 실현하기 위해 과학기술 인문사회 문화예술 융합연구가 활성화 되어야 할 것이다.

공인민간자격 산업보안관리사(ISE)의 창직 과정 고찰 (A study on the job creating process of ISE(public private certificate))

  • 임헌욱
    • 융합보안논문지
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    • 제18권5_1호
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    • pp.11-17
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    • 2018
  • 우리나라의 자격종목은 2018년 9월 기준 약 32,364개에 달하며 국가기술자격은 252개, 국가전문자격은 149개이며, 민간 자격은 총31,993개, 그중 공인민간자격은 99개, 등록민간자격 31,894개 이다. 본 연구는 한국산업기술보호협회의 공인민간자격인 산업보안관리사의 창직과정을 살펴보고자 협회설립(2007.10)에서 제1회 공인민간자격 시험시행(2017.06.24)까지 10년간 과정을 각종자료를 통해 살펴보고, 정형화 하고자 하였으며 연구결과 창직과정이 총10가지로 정리되었다 (1) 사전준비 시 고려사항 (2) 자격체제개발 (3) 직무분석 및 교안개발 (4) 문제은행개발 (5) 보수교육과정 설계 (6) 검정전략개발 (7) 검정실행 (8) 수익방안 (9) 자격수요확대 (10) 여론형성으로 조사되었다. 이를 통해 추후 창직 모듈이 연구되어 질 것이며 산업보안 상담전문가 등에서 공인민간자격증 개발모델로 활용되어질 것으로 기대한다.

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중등 예비교사들의 수학적 모델링 기반 수업 설계 사례연구 (A Case Study of Lesson Design Based on Mathematical Modeling of Pre-Service Mathematics Teachers)

  • 최희선
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제36권1호
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    • pp.59-72
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    • 2022
  • 본 연구는 수학적 모델링 활동을 수행할 수 있는 과제 개발과 이를 기반한 수업 설계의 중요성을 생각하여, 수학적 모델링에 대한 예비교사들의 내재된 인식을 바탕으로 그들이 설계한 수학적 모델링 기반 수업의 특징을 파악하는 데 목적이 있다. 그 결과 예비교사들이 개발한 수학적 모델링 과제는 주로 개념 활용 학습을 목적으로, 실생활 맥락의 소재를 활용한 적정량의 정보를 제시한 다소 구조화된 형태로, 이해, 의미, 개념과 연결이 있는 절차적 과정이 필요한 인지적 요구수준으로 개발된 경향을 보였다. 이를 바탕으로 설계한 수업은 대부분이 준비 활동, 모델 도출 활동, 모델 탐험 활동만을 유도한 경향이 있었다. 본 결과를 토대로 예비교사 교육에서의 시사점을 논의하였다.

Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로 (Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions)

  • 김형진;송세민;이호근
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.