• Title/Summary/Keyword: connection design

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Implementation and Performance Analysis for MX-S2X, Ship Centric Direct Communication based on High-frequency (고 주파수 기반 선박중심 직접통신(MX-S2X) 물리계층 구현 및 성능분석)

  • Hye-Jin, Kim;Hyung-Jick, Ryu;Jin-Yeong, Chang;Won-Yong, Kim;Bu-Young, Kim;Woo-Seong, Shim
    • Journal of Navigation and Port Research
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    • v.46 no.6
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    • pp.570-575
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    • 2022
  • The MX-S2X, utilizing high-frequency broadband communication technology, provides a reliable connection between land, ship, and facilities. This technology is expected to be effectively utilized as a future maritime communication infrastructure in the upcoming mixed navigational situation among autonomous and manned and/or unmanned ships. Following the physical layer design and M&S-based performance analysis of the MX-S2X system to overcome maritime multipath fading, this paper confirms the optimized and detailed design of physical layer hardware and implemented it to verify the performance. The PER(Packet Error Rate) performance was then measured by configuring a test environment to verify the implemented hardware. The results showed that the performance degradation was 0.2 dB in the AWGN environment and 1.2 dB in the Multi-path Fading on Sea Environment, thus confirming the successful implementation of the physical layer.

A Study on a Sliding Mode Control Algorithm for Dynamic Positioning System of a Vessel (선박의 동적위치유지 시스템을 위한 Sliding Mode 제어 연구)

  • Young-Shik Kim;Jang-Pyo Hong
    • Journal of Navigation and Port Research
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    • v.47 no.4
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    • pp.256-270
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    • 2023
  • In this study, a sliding mode (SM) controller for dynamic positioning (DP) was specifically designed for a turret connection operation of a ship or an offshore structure in which an arbitrary point on the structure could be controlled as the motion center instead of the center of mass. The SM controller allows control of the arbitrary point and provides capability to manage uncertainties in the dynamics of ships and offshore structures, external forces caused by unknown changing marine environments, and transient performance of DP systems. The Jacobian matrix included in kinematic equations of the controlled object was modified to design the SM controller to control based on an arbitrary point of ships or offshore structures. To ensure robustness of the controller, the Lyapunov stability theory was applied in the design of the SM controller. In general, for robustness in DP control, gain scheduling based on a proportional-derivative (PD) control algorithm is employed. However, finding appropriate gains for gain scheduling complicates the application of DP systems. Therefore, in this study, the SM control algorithm was considered to mitigate the complexity of the DP controller for ships and offshore structures. To validate the proposed SM control algorithm, time-domain simulations were conducted and utilized to evaluate the performance of the control algorithm. The effectiveness of the proposed SM controller was assessed by comparing simulation results with results of a conventional PD control algorithm applied in DP control.

Creation of Fashion Products related to Korean Wave using Court Dance Costume during Joseon Period as Archive (조선시대 궁중정재복식을 아카이브로 한 한류연계 패션상품 개발)

  • Lee, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.261-275
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    • 2022
  • In this stage when K-Pop and K-Fashion have been drawing global attention, it is required to activate the Korean culture and fashion by developing fashion products which reinterpret various items in the Hanbok fields with modern sense in connection with Korean wave. Thus, this study aims to develop fashion products related to Korean wave with court dance costumes used in court banquets, which may be the origin of K-Pop, as the main theme, and to converge and expand culture and fashion fields. To this end, the original court dance costumes and their modern forms continuing in these days were analyzed and the costumes for Musanhyang, Yeonhwadae, Cheoyongmu, Chundaeokchok and Chunaengjeon differentiated from existing daily Hanbok were selected. The fashion products related to Korean wave reflecting the specific elements of those five costumes were designed. Then, the silhouette and sizes of those costumes were checked using the CLO, the 3D virtual clothing program and total 5 fashion products were created. In conclusion, the results of this paper will contribute on making Korean design popular on the design aspects, expanding the scope of Korean wave contents on the industrial aspects and globalizing the K-Fashion on the global aspects.

Design of a Decentralized Controller for Deep-sea Mining System (심해저 채광시스템에 대한 분산제어기 설계에 관한 연구)

  • Yeu, Tae-Kyeong;Park, Soung-Jea;Hong, Sup;Kim, Hyung-Woo;Choi, Jong-Su
    • The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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    • v.13 no.3
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    • pp.252-259
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    • 2008
  • The deep-sea mining system is generally composed of surface vessel, lifting system, buffer, flexible pipe and miner. The mining system can be regarded as a large-scale system in which each subsystem is interconnected to other ones. In order to control a large-scale system, decentralized control approaches have been proposed recently. In this paper, as a basic study on application of decentralized control, firstly, the mining system was modeled in a simplified way. Lifting system and buffer were regarded as a spherical pendulum and the flexible pipe was taken as a two-dimensional linear spring connection. Based on the simplified model dynamics, the mining system can be decentralized two subsystems, the one consisting of surface vessel, lifting system and buffer, and the other, the miner. Next, this paper proposed the design of controller for each decentralized subsystem by regarding the interacting terms as disturbances. The controllers kept the constant distance between two subsystems during the miner was moving on the specified track. Finally, the efficiency of proposed controller was proven through the numerical simulation of the derived model.

A Study on Educational Program and Spatial Characteristics of Mixed-use School Facilities C - Focusing on 'Eumteo' of Hwaseong-si, Gyeonggi-do - (학교시설 복합화의 교육프로그램과 공간특성에 관한 연구 - 경기도 화성시 복합화 이음터를 중심으로 -)

  • Seo, Yu-Jung;Shim, Eun-Ju
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.23 no.1
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    • pp.1-11
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    • 2024
  • Complex school facilities are being considered to meet increased public demands for culture and welfare in Korea, given the decreasing population. In this context, Gyeongi-do Hwaseong City's E-umteo is recognized as a relatively well-operated school complex. Therefore, this study considered seven E-umteo branches as case studies to examine the operations of educational programs and understand the techniques employed in the spatial configuration of E-umteo. To this end, field observations and interviews with facility operators were conducted. The case analysis results revealed that educational programs could be classified into three types: learning sharing , community communication, and lifelong learning. Furthermore, the learning sharing type was classified into education and physical education while the community communication type was classified into the community and convenience types. Meanwhile, lifelong learning was identified as the most actively used type by differentiating specialized programs. With regard to the spatial composition between the school and the "pitcher," only the connection and independent types were observed, and no integral type was discovered. Therefore, integrated future studies are mandated.

Development of an Immersive Virtual Reality-Based Bathroom Self-Remodeling System

  • Mi-Young Song
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.63-72
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    • 2024
  • The size of the home interior market is growing rapidly as interest in interiors and self-interiors has increased due to the recent rapid increase in single-person households. Most of the Bathroom remodeling is done by requesting an offline interior contractor and then visually checking it in the final completion stage, so it is not easy to re-construct even if the customer is dissatisfied. Therefore, this study developed an immersive virtual reality-based Bathroom self-remodeling system that can visually check space and design from the design stage to the final stage by incorporating VR technology to feel realistic in virtual reality. The bathroom structure may select the basic structure of the predefined bathroom space or freely set the size of the bathroom space. For furniture items, you can choose the washbasin, toilet, bathtub, shower booth that are essential elements of the bathroom and others(mounting rack, trash bin, handle). The tile texture may change the texture of the selected tile at a desired wall position by selecting various textures. In particular,, the texture of the wall tile can be varied by selecting horizontal, vertical and inclined directions at the desired angle according to the needs of the user and the contractor. As a future research project, this system will enable indoor sharing between users who are physically far away in real-time, allowing direct experience in virtual spaces, connection to purchases, and request estimates.

A Study on the Design of Memorial in the Design Competition for Donghak Peasant Revolution Memorial Park (동학농민혁명 기념공원 설계공모에 나타난 메모리얼 설계 경향)

  • Lee, Jin-Wook;Sung, Jong-Sang;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.3
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    • pp.66-79
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    • 2017
  • In 2014, a Donghak Peasant Revolution Memorial Park design competition was held with various forms and techniques to convey mourning. This is a process of the reconsideration of memorial projects that are used to stimulate the collective memory and it is a meaningful resource for examining the consciousness of contemporary designers in regards to the memorial designs that are currently under planning in Korea. This study investigated the background of the Donghak commemorative projects that took place at the same site in a timely manner and analyzed the design competition through the existing literature research. Through this, it was seen that the memorial, which was formed by means of past political purposes, has changed into a way to collect various opinions and forms through open design competition. A framework of analysis prepared through multi-layer analysis is daily use, interaction and spontaneity, abstraction, temporality, locality, integration and harmony with surroundings. The results of this study are as follows. First, in order to convey memorial commemoration in everyday life, the projects organized scattered memorial spaces with special characteristics and linked them with daily activities program. Second, the projects used direct participation and emotional experiences to interact with monuments. Third, color, vertical elements, clustering, and park frame manipulation were used for abstract reproduction. Fourth, the projects introduce architecture and furniture that can be changed and plants for temporal change. Fifth, the previous terrain was restored and the setting of the scene was reproduced in order to make the site a space with place. Sixth, to improve the connection with existing monuments, the projects used techniques such as relaxation and the reinforcement of circulation lines and axes. Seventh, a path and a building conforming to the terrain were arranged for harmony with the surroundings.

Design and Management Direction of Smart Park for Smart Green City (스마트 그린시티 구현을 위한 스마트 공원 설계·관리 방향)

  • Kim, Yong-Gook;Song, Yu-Mi;Cho, Sang-kyu
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.6
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    • pp.1-15
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    • 2020
  • The purpose of this study is to propose a direction for designing and managing a smart park for realizing a smart green city and to present measures in the landscape field to foster related industries. The research process is as follows. First, the concept of a smart park was operationally defined through a literature review, and three principles to be considered in the process of creation and management were established. Second, in terms of the three principles, problems and implications for improvement were derived through an analysis of established cases of smart parks in new and pre-existing cities. Third, a pool of designs and management standards for each spatial component of a smart park was prepared through literature and case studies, and then further refined through brainstorming with experts in related fields. Fourth, measures were suggested to the government, local governments, and the landscape field to promote smart park creation and management. The main findings are as follows. First, the concept of a smart park is defined as "a park that contributes to securing the social, economic, and environmental sustainability of cities and local communities by supporting citizens' safe and pleasant use of parks and improving the management and operational efficiency by utilizing the digital, environment, and material technologies." Second, the three principles of smart parks are to improve the intrinsic value of parks, to improve the innovative functions of parks to solve urban problems, and to make the design, construction, and management process smart. Third, improvement implications were derived through the analysis of cases of smart parks creation in new and pre-existing cities. Fourth, the directions for smart park design and management were suggested in five aspects: green area, hydroponic facility area, road and plaza area, landscape facilities area, and park design method. Fifth, as for policy implications for revitalizing the construction and management of smart parks, the development of smart park policy business models by city growth stage, and park type, the promotion of pilot projects, the promotion of smart park projects in connection with the Korean New Deal policy, and smart park policies led by landscape experts were presented.

Different Look, Different Feel: Social Robot Design Evaluation Model Based on ABOT Attributes and Consumer Emotions (각인각색, 각봇각색: ABOT 속성과 소비자 감성 기반 소셜로봇 디자인평가 모형 개발)

  • Ha, Sangjip;Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.27 no.2
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    • pp.55-78
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    • 2021
  • Tosolve complex and diverse social problems and ensure the quality of life of individuals, social robots that can interact with humans are attracting attention. In the past, robots were recognized as beings that provide labor force as they put into industrial sites on behalf of humans. However, the concept of today's robot has been extended to social robots that coexist with humans and enable social interaction with the advent of Smart technology, which is considered an important driver in most industries. Specifically, there are service robots that respond to customers, the robots that have the purpose of edutainment, and the emotionalrobots that can interact with humans intimately. However, popularization of robots is not felt despite the current information environment in the modern ICT service environment and the 4th industrial revolution. Considering social interaction with users which is an important function of social robots, not only the technology of the robots but also other factors should be considered. The design elements of the robot are more important than other factors tomake consumers purchase essentially a social robot. In fact, existing studies on social robots are at the level of proposing "robot development methodology" or testing the effects provided by social robots to users in pieces. On the other hand, consumer emotions felt from the robot's appearance has an important influence in the process of forming user's perception, reasoning, evaluation and expectation. Furthermore, it can affect attitude toward robots and good feeling and performance reasoning, etc. Therefore, this study aims to verify the effect of appearance of social robot and consumer emotions on consumer's attitude toward social robot. At this time, a social robot design evaluation model is constructed by combining heterogeneous data from different sources. Specifically, the three quantitative indicator data for the appearance of social robots from the ABOT Database is included in the model. The consumer emotions of social robot design has been collected through (1) the existing design evaluation literature and (2) online buzzsuch as product reviews and blogs, (3) qualitative interviews for social robot design. Later, we collected the score of consumer emotions and attitudes toward various social robots through a large-scale consumer survey. First, we have derived the six major dimensions of consumer emotions for 23 pieces of detailed emotions through dimension reduction methodology. Then, statistical analysis was performed to verify the effect of derived consumer emotionson attitude toward social robots. Finally, the moderated regression analysis was performed to verify the effect of quantitatively collected indicators of social robot appearance on the relationship between consumer emotions and attitudes toward social robots. Interestingly, several significant moderation effects were identified, these effects are visualized with two-way interaction effect to interpret them from multidisciplinary perspectives. This study has theoretical contributions from the perspective of empirically verifying all stages from technical properties to consumer's emotion and attitudes toward social robots by linking the data from heterogeneous sources. It has practical significance that the result helps to develop the design guidelines based on consumer emotions in the design stage of social robot development.

Participatory Design Process for the Utilization of the Military Relocation Site - The Case of the Idea Competition for the Fukaya Communication Site in Yokohama - (군기지 이전지 활용에 관한 참여설계과정 - 요코하마 후카야 통신소 이전지 아이디어 공모사업 사례 -)

  • Park, Ji-Hyun;Son, Yong-Hoon;Tsuge, Kiharu
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.3
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    • pp.10-25
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    • 2011
  • Since 1950, the city of Yokohama has been demanding the return of US. military base sites in Yokohama. Yokohama has established a systematic utilization plan for these relocation sites. The Fukaya communication site is one of former US. military bases verified for return in 2004. The Fukaya communication site is distinctively circular in shape and is entirely national land. Yokohama took an idea competition to its citizens to create a new park at the relocation of the Fukaya communication site, involving lots of citizen opinion in its utilization goals. This study determined the process of the idea competition at the Fukaya communication site in encouraging civic participation and analyzing citizen demands for the utilization of the relocation site. Through the idea competition, Yokohama city was able to obtain several ideas on the new park from various angles such as the function and shape of the urban open spaces. Citizens showed great interest in creating a park as green infrastructure on the Fukaya communication site. In addition, beyond utilization as an urban open space, many ideas suggested new lifestyles for the region in connection with the natural environment in the vicinity. Yokohama city tried to share the process and results of the idea competition with as many citizens as it could through a variety of means such as Participation, Judging, Support, Observation and Understanding. The case study on the idea competition at the Fukaya communication site is a good example of community design practice in public projects, and is full of suggestions for military bases in Korea, which has just established the plan of utilizing relocation sites as parks. Based on this case study, it can be concluded that it is important to make a systemic form for utilization planning with a clear process, open information and partnership in a variety of participatory design processes in order to ensure maximum civic utilization of relocation sites.