• Title/Summary/Keyword: Working Space

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A study of tunnel face reinforcement (터널 막장보강효과에 대한 연구)

  • Peila, Daniele;Oreste, Pier Paolo;Pelizza, Sebastiano;Kim, Sang-Hwan
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.6 no.3
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    • pp.259-267
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    • 2004
  • The practice of introducing and grouting reinforced fiber glass pipes or bar into the core to be excavated to maintain stable the tunnel face during excavation has been applied to many tunnels, where difficult geotechnical conditions are present, with good results in terms of safety and speed of works. This reinforcing technique, initially developed to be used jointly with the mechanical precut in clay, has been widely used with other geotechnical conditions as the only type of reinforcement or joined with other ground consolidation and/or reinforcement techniques (i.e. steel pipes or jet-grouting umbrella). At present same numerical researches have been carried out to find which are the real working conditions of the reinforcing elements but no final results have been obtained for the definition of the best design approaches. In this work the results of a three dimensional parametric numerical model is presented.

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Optical/NIR Follow-up Observation of GW Sources

  • Im, Myungshin;Lee, Hyung Mok;Choi, Changsu;Kim, Joonho;Gu, Lim;Sung, Hyun-Il;Jeon, Yeong-Beom;Kim, Seung-Li;Lee, Chung-Uk;Pak, Soojong;Eghamberdiev, Shuhrat
    • The Bulletin of The Korean Astronomical Society
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    • v.42 no.2
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    • pp.52.3-53
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    • 2017
  • Identification of gravitational wave (GW) sources in electromagnetic (EM) wave observations is important because it enables us to understand the property of the GW-emitting sources/mechanisms much better than the GW detection. For that reason, a large number of astronomers are working on observations to identify the position and the nature of GW sources. We give a short overview of the expected EM signals from GW sources and the current EM follow-up observations that have been undertaken in Korea and the world.

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A Study of Existential Space and Shape Design under the Influence of Natural Factors-with Special Reference to Korean Line Axis and Round- (자연적 요인으로서의 실존공간 및 형태 디자인에 관한 연구-한국의 선과 원축형을 중심으로-)

  • 오인완
    • Korean Institute of Interior Design Journal
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    • no.6
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    • pp.38-44
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    • 1995
  • The purpose of this paper is to show that a shape pro-duced by natural factors such as weather, environments, etc., can be introduced into the emotion of a design, and to make a design process by planning a Korean image and characterizing its concept. Human beings, nature, man-made objects, and society have their own functions in an environmental structure. When all their functions are kept in working order, human beings come to discover orderliness out of which they can absorb pleasure. They cannot look into their own inside but they can trace back in their memories a variety of panoramic experiences which have been embed-ded onto their identity during their lifetime interactions with an empirical world. Children first acquire a way of cognition in the space, a comprehensive premise, connecting a specific place and an object of cognition. Such subconsciousness forms sky-lines of mountains, seas, and trees under the sky, and produces axis lines and beehived domes under the influ-ence of natural, cultural, and social factors, forming a folk culture. A subconscious composition of existential space is extended. A subconscious composition of existential space is extended to the areas of environmental design, product design, and fashion design. The development of a concept of place and space as a system is a necessary condition for discovering an existential foothold.

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A Study on the Emotional Factors in an Apartment External Space Impact on the Residential Consumption Behavior (아파트 외부공간의 감성적 요소가 주거소비행태에 미치는 영향에 관한 연구)

  • Jung, Eun-Hye;Jeong, Jun-Hyun
    • Journal of the Korean housing association
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    • v.22 no.3
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    • pp.15-24
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    • 2011
  • The purpose of the research is analyzing how the emotional factors of the external apartment design can be influenced by the consumers' emotional reaction, and analyzing how the emotional reaction of the consumers will affect the expenditure of the apartment in the upcoming future. For this purpose, first, external surrounding factors of the apartment are extracted and then classified into three major design categories (instinctive, behavioral, and reflective design), and each factor is evaluated by the emotional evaluation. The scope of the research is restricted to the apartments in Daegu city which are built by Top 3 construction companies from the analysis of construction-working rank (May, 2010). The residential-expenditure data are extracted from D-univ. students, in accordance with the satisfaction of the external surroundings and emotional-reaction against the emotional-design factors of the apartment. This research is done by the statistic analysis program SPSS17.0. This shows that difference of emotional design by the apartment external space requisites will be significance as fundamental data for development of application and planning and apartment external space of emotional design by the apartment external space in the future.

3D Game Rendering Engine Degine using Empty space BSP tree (Empty space BSP트리를 이용한 3D 게임 렌더링 엔진 설계)

  • Kim Hak-Ran;Park Hwa-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.345-352
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    • 2005
  • This paper aims to design Game Rendering Engine for real-time 3D online games. Previous, in order to raise rendering speed, BSP tree was used to partitioned space in Quake Game Engine. A game engine is required to develop for rapidly escalating of 3D online games in Korea. too. Currently rendering time is saved with the hardware accelerator which is working on the high-level computer system. On the other hand, a game engine is needed to save rendering time for users with low-level computer system. Therefore, a game rendering engine is which reduces rendering time by PVS look-up table using Empty space BSP tree designed and implemented in this paper

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A Study on the Feature of Dwelling Space to Ubiquitous Environment (유비쿼터스 환경에서의 주거공간 특성에 관한 연구)

  • Lee, Sang-Won;Han, Young-Ho
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.88-92
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    • 2005
  • The Ubiquitous life is not a life style that exists in a science fiction or in a far distance future anymore. The Combination of electronic and physical space, this new type of space was created by the ubiquitous network system, and this system will offer us new life style. Also the pattern of our living will be changed by the information that has obtained from this ubiquitous network system. By offering a new way of communication from the ubiquitous surrounding, our life style such as shopping, medical treatment, banking, and working conditions and a notion such as the preference in a job title would have shifted. This study have arrived at the development of the high technology, in other words Ubiquitous age , I have considered the notion of home-network that have observed by the preceding investigators as well as the theoretical consideration of residential space in ubiquitous surrounding. After I look into the usages and examples of residential space in ubiquitous surrounding of today's society, I hope that this would be helpful for the design that strives for the comfortable living in this ubiquitous age.

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Decision of the Luminous Intensity Distribution and Design of fluorescent Luminaire Based on Space Features of the Intelligent Building (인텔리전트 빌딩의 공간특성을 고려한 배광결정과 형광등기구 설계)

  • Lee, Jung-Wook;Kim, Hong-Bum;Han, Jong-Sung;Kim, Hoon
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.15 no.3
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    • pp.10-17
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    • 2001
  • We need to how about activity types, lighting conditions and physical features in a plate that is a object for the reasonable and economic lighting design. Thus, lighting designer analyzes spare features and completes lighting design by using luminaire that has a suitable luminous intensity distribution. There are special data in this study from analysing about activity types, lighting conditions and physical features of intelligent buildings that are getting an essential infrastructure in the information society. Intelligent building could be classified with office space, passing space, high ceiling space, one-side working space for the analysis. Also, four luminous intensity distributions and fluorescent fixtures, which are the mutt used luminaires in office building, are designed from the data of intelligent building.

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A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Study on System Support for Offshore Plant Piping Process Using 3D Simulator

  • Kim, Hyun-Cheol;Lee, Gyu-Hong
    • Journal of Ocean Engineering and Technology
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    • v.34 no.3
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    • pp.217-226
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    • 2020
  • An offshore plant is an offshore platform that can process oil and gas resources in rough seas with a poor working environment. Moreover, it is a complex structure with different types of offshore facilities and a large amount of outfitting that connects different offshore installations. In particular, an enormous amount of various piping materials is installed in a relatively narrow space, and thus, the difficulty of working is relatively high compared to working in ships or ground plants. Generally, when the 3D detailed design is completed, an offshore plant piping process is carried out at the shipyard with ISO 2D fabrication drawings and ISO 2D installation drawings. If a worker wants to understand the three-dimensional piping composition in the working area, he can only use three-dimensional viewers that provide limited functionality. As offshore plant construction progresses, correlating work with predecessors becomes more complicated and rework occurs because of frequent design changes. This viewer function makes it difficult to identify the 3D piping structure of the urgently needed part. This study deals with the process support method based on a system using a 3D simulator to improve the efficiency of the piping process. The 3D simulator is based on the Unity3D engine and can be simulated by considering the classification and priority of 3D models by the piping process in the system. Further, it makes it possible to visualize progress information of the process. In addition, the punch content can be displayed on the 3D model after the pipe inspection. Finally, in supporting the data in relation to the piping process, it is considered that 3D-simulator-supported piping installing could improve the work efficiency by more than 99% compared to the existing method.

A Study on Work Clothes for Korea Railroad (Part II) - Focused on Winter Pants - (한국철도공사 작업복에 관한 연구 (제2보) - 동복 하의를 중심으로 -)

  • Kim, Ji-Won;Ryou, Heun-Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.3
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    • pp.410-419
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    • 2009
  • The purpose of this study was to develop the functionally improved winter work clothing for the Korean railroad workers. Based on the questionnaires, sample clothing for the Korean railroad workers was produced. The design, materials, and patterns were modified to increase mobility and comfort for workers. Water-repellent treatment was added to the material in order to decrease the dirt and stains while working. Also, reflective strips were added to side seams and hems of the trousers in order to increase the visibility and safety of the workers. In terms of the design and pattern, a circumference of 4.5cm was added to the crotch area in order to minimize tightness on the hip and crotch areas, but no additional circumference was added to the hip area. And a 1cm width dart was inserted between the side seams and yoke in order to add activity. Also three 1.4cm width tucks were used at 2.5cm space on the knees to alleviate tightness at the knees. The prototype was evaluated objectively and subjectively to compare with the existing working uniform. The assessment group consisted of 5 subject groups and 11 expert groups to evaluate external appearance and adaptability of the movements. Subject and panels were asked to evaluate the prototype that followed an ergonomic design and pattern. According to the results, the prototype was evaluated better than the existing working uniform in appearance and adaptability. A field test was conducted to compare the prototype and the existing working uniform. The field tests were performed by 6 workers in the Korean railroad. According to the results, the prototype advanced in terms of adaptability and comfort.