• 제목/요약/키워드: traditional design process

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1910's Tap-gol Park Construction Process through Design Document Interpretation (설계도서를 중심으로 본 1910년대 탑골공원의 성립과정)

  • Kim, Hai-Gyoung;Kim, Young-Soo;Yun, Hye-Jin
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.31 no.2
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    • pp.103-117
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    • 2013
  • This research analyzed the spatial components and establishment of the Tap-gol Park according to the plans between 1897 to 1916 when the discussions on the construction of the park began and it was accomplished as an urban park. The results are as follows. The establishment of Tap-gol Park can be divided by three period. Firstly, Tap-gol Park was owned by the royal family from 1987 to 1904. The discussions on construction of Tap-gol Park as a first urban park of Gyeongseong(京城) in 1897, and the private houses were tear down in order to secure land for the park in 1899. Gates and fences surrounding of Tap-gol Park were organized and it was opened in 1902 based on park plane of turtle - shaped. The octagonal pavilion for 'Lee-Wang-Jik musical band(李王職音樂隊)' was relocated in the southwestern part of the park in 1903. Secondly, Tap-gol Park was used actively by the public between 1910 to 1913, because it was opened for individuals. Also The boundary of Park were changed by surrounding facilities and recreational facilities and benefits was complemented for users. Tap-gol park was opened at nighttime in August 1913. Tap-gol Park was used as a place of amusement park. Thirdly, commercial facilities were made as the park facility between 1914 to 1916. The purpose of 'Kkikdajeom(喫茶店)' was similar to the one of modern cafes. It was built as a typical Japanese tea-house with a small pond having an island and a bridge constructed inside. With the increase of usage of Tap-gol Park as a recreational area by the citizens in 1916, the pavilion as a rest area and toilet as amenities were supplemented. Superintendent's office was equipped too. Simple chairs made from the wooden logs were installed around greenhouse, concert hall, the Wongaksa Buddhist temple(圓覺寺址十層石塔), and the flower garden was fenced round. After the relocation of Yongsan music band to Tap-gol Park, the existing concert hall was demolished. The shape of the park which was seen from the pictures of the magazines of 1920s were achieved as early as 1916. The importance of this research includes the basis to revise the errors of the preexistence researches and value of historical material of the design plan reference of the park which was accomplished during the Japanese colonial era. Also this research is to study on the spatial components of the modern landscape architecture and parks.

Relationship Between Information Technology and Corporate Organization (정보기술과 기업조직의 관계에 관한 연구)

  • Kim, Lark-Sang
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.221-230
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    • 2018
  • Most of researchers and business futurists agree that traditional organizational designs are inadequate for coping with today's turbulent and increasingly networked world. Executives in small firms find that their organizations must tap into an extended network of partners to achieve the scale and power needed to succeed in industries dominated by large, global firms. As they attempt to build lean yet agile businesses, these executives are finding that they no longer rely on gut instinct alone. Neither can they simply copy organizational model that worked in the past. They must understand how organizational design choices influence operational efficiency and flexibility and, even more important, how to best align the organization with the environment and the strategy chosen to quickly and effectively sense and respond to opportunities and threats This research examines the capabilities required to build businesses that can survive and prosper in today's fast-faced and uncertain environment. The insights presented in this research have emerged from over 30 years of work with hundreds of executives and entrepreneurs as they struggled to build businesses that could cope with the demands of a rapidly changing, networked global economy. The insights from this research suggest that IT is an important enabler for developing the best capabilities required for success.

Enhanced Crystallinity of Piezoelectric Polymer via Flash Lamp Annealing (플래시광 열처리를 통한 압전 고분자의 결정성 향상 연구)

  • Donghun Lee;Seongmin Jeong;Hak Su Jang;Dongju Ha;Dong Yeol Hyeon;Yu Mi Woo;Changyeon Baek;Min-Ku Lee;Gyoung-Ja Lee;Jung Hwan Park;Kwi-Il Park
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.37 no.4
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    • pp.427-432
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    • 2024
  • The polymer crystallization process, promoting the formation of ferroelectric β-phase, is essential for developing polyvinylidene fluoride (PVDF)-based high-performance piezoelectric energy harvesters. However, traditional high-temperature annealing is unsuitable for the manufacture of flexible piezoelectric devices due to the thermal damage to plastic components that occurs during the long processing times. In this study, we investigated the feasibility of introducing a flash lamp annealing that can rapidly induce the β-phase in the PVDF layer while avoiding device damage through selective heating. The flash light-irradiated PVDF films achieved a maximum β-phase content of 76.52% under an applied voltage of 300 V and an on-time of 1.5 ms, a higher fraction than that obtained through thermal annealing. The PVDF-based piezoelectric energy harvester with the optimized irradiation condition generates a stable output voltage of 0.23 V and a current of 102 nA under repeated bendings. These results demonstrate that flash lamp annealing can be an effective process for realizing the mass production of PVDF-based flexible electronics.

A Study on the Efficient Human-Robot Interaction Style for a Map Building Process of a Home-service Robot (홈서비스로봇의 맵빌딩을 위한 효율적인 휴먼-로봇 상호작용방식에 대한 연구)

  • Lee, Woo-Hun;Kim, Yeon-Ji;Kim, Hyun-Jin;Yang, Gyun-Hye;Park, Yong-Kuk;Bang, Seok-Won
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.155-164
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    • 2005
  • Home-service robots need to have sufficient spatial information about the surroundings for interacting with human intelligently and performing services efficiently. It is very important to investigate the efficient interaction style that supports map building task through human-robot collaboration. We first analyzed map building task with a cleaning robot and drew 4 design factors and tentative solutions, including map building procedure (task-preferred procedure/space- preferred procedure), LCD display installation (robot/robot+remote control), navigation method (push type/pull type), feedback modality(GUI/GUI+TTS). The design factors and tentative solutions were defined as independent variables and levels. This research investigated how those variables affect to the human task performance and behavior in map building tast. 8 kinds of experiment prototypes were built and usability test among 16 house wives was conducted for acquiring empirical data. As the experiment result, in terms of map building procedure, space-preferred procedure indicated better task performance than task-proffered procedure as we expected. For the LCD display installation factor, remote control with LCD display indicated higher task performance and subjective satisfaction. In robot navigation method, it was very difficult to find a significant difference between push type and pull type which contrary to our expectation. In fact, push type indicated higher subjective satisfaction. Also in feedback modality, we have acquired negative feedback an additional TTS operation guidance. It seems that robot's autonomy before achieving spatial information is rudiment condition which means users are just interacting with a mobile appliance. Thus they prefer remote-control-based interaction style in robot map building process as they used in traditional appliance control.

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A Study on the Organization Design of Regional Innovation Councils for Establishing Strategic Regional Innovation Systems: Based on Kang-Won Province Case (전략적 지역혁신체재 구축을 위한 지역혁신협의회 조직에 관한 연구 - 강원도 사례를 중심으로)

  • Lee, J.H.
    • Korean Business Review
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    • v.21 no.2
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    • pp.195-214
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    • 2008
  • In 2004, in order to create core competences and major growth drivers for endogenous regional developments, the Korean government adopted the policies for establishing regional innovation systems, The main organization for the policies is the regional innovation council which is composed of diverse groups of scholars, professionals, and government officials. The regional innovation council of Kang-won Province consists of a couple of sub-divisions such as Operation Committee, Administration Office, Planning and Moderation Department, Strategic Industry Department, Culture and Tourism Industry Department, Regional Industry Department, and Regional Human Resource Development Department. The primary roles and jobs are planning, reviewing, evaluating and finalizing regional innovation policies. However, because of conflicts with local government, insufficient budget problems, organization structure problems, and decision making process problems, the regional innovation councils could not perform their original roles and functions. They could not adopt radical or non-traditional strategies. Although it's failure, a lot of people recognize the importance of regional innovation councils' roles and functions, I believe there would be another regional innovation councils coming continuously which would be take more important roles and have more power over budgeting problems. The purpose of this article is to identify the primary sources of strategies and organization structure problems of the previous regional innovation councils and to provide a couple of answers. In this paper, the author primarily analyze the problems of the Kang-won innovation council. A couple of answers to the desirable organization structures and the desirable roles of regional innovation councils will be presented for discussion.

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Color Path : A Location Based Drawing and Storytelling Project (위치기반의 드로잉과 스토리텔링 연구)

  • Woo, Suk-Young;Park, Seung-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.65-78
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    • 2007
  • The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.

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Implementation of OpenVG on Embedded Systems (임베디드 시스템을 위한 OpenVG 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.335-344
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    • 2009
  • Embedded systems and web browsers have started to provide two-dimensional vector graphics features, to finally support scalability of graphics outputs, while traditional graphics systems have focused on the raster and bitmap operations. Nowadays, SVG and Flash are actively used while OpenVG from Khronos group plays the role of a de facto low-level API standard to support them. In this paper, we represent the design and implementation process and the final results of an OpenVG implementation, AlexVG. From its design stage, our implementation aims at the cooperation with SVG-Tiny, another de facto standard for embedded systems. Currently, our overall system provides not only the OpenVG core features but also variety of OpenVG application programs and SVG-Tiny media file playing capabilities. For the conformance with the standard specifications, our system completely passed the whole OpenVG conformance test suites and the graphics output portions of the SVG-Tiny conformance test suites. From the performance point of view, we focused on the efficiency and effectiveness especially on the mobile phones and embedded devices with limited resources. As the result, it showed impressive benchmarks on the small-scale CPU's such as ARM's, even without neither any other libraries nor acceleration hardware.

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Restoration of a White Porcelain Pitcher Using 3D Printing (3D 프린팅을 이용한 백자수주의 복원 연구)

  • Lee, Haesoon;Wi, Koangchul
    • Conservation Science in Museum
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    • v.16
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    • pp.122-137
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    • 2015
  • White porcelain pitcher with an openwork dragon and cloud design across its surface in the collection of the National Museum of Korea (Deoksu 5531) was acquired in 1915. The restoration has been so far completed only for the mouth of the pitcher. This study discusses a new method based on 3D scanning and printing for the restoration of missing parts in the openwork dragon and cloud design. A strength test was performed on six output materials that have been already commercialized for comparison with the strength of materials used for traditional restoration such as epoxy putty (Quick Wood®) and epoxy (Araldite AY103+HY956®). This process confirmed that the digital technology-aided making of a restoration model requires less time and efforts than handmade work, all the while producing a more precise model. More importantly, this method being a non-contact method, it reduces risks associated with handmade work. Another advantage of this method is that digital pre-restoration images can be saved and used for future references. Notwithstanding, future research is needed on how to effectively apply digital technology for restoration of ancient objects and how to evaluate and use 3D output as well as on the method of shaping, joining and coloring the 3D output.

Design and Implementation of Wireless Power Transfer System for a Personal Rapid Transit (PRT) Vehicle (PRT 차량의 무선급전 시스템 설계 및 구현)

  • Kang, Seok-Won;Jeong, Rag-Gyo;Byun, Yeun-Sub;Um, Ju-Hwan;Kim, Baek-Hyun
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.289-298
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    • 2014
  • Recently, the traditional paradigm in railroad technology is changing as more efficient and cost-effective electric vehicle (EV) technologies have emerged. The original concept of PRT (Personal Rapid Transit) proposed in the past has come to be regarded as unrealistic, but its feasibility is improving through the utilization of an EV platform. In particular, battery-powered vehicles pose difficult technical challenges in attempts to achieve reliable and efficient operation. However, based on the inductive power transfer (IPT) technology, the fast charging of supercapacitors with high energy density can contribute to overcoming this technical challenge and promote the transition to electric-powered ground transportation by improving the appearance of cities. This study discusses the development process of a power supply system for PRT, including concept design, numerical analysis, and device manufacturing, along with performance predictions and evaluations. In terms of results, the system was found to meet the performance requirements for power supply modules on a test-bed.

The Design of Manufacturing Simulation Modeling Based on Digital Twin Concept (Digital Twin 개념을 적용한 제조환경 시뮬레이션 모형 설계)

  • Hwang, Sung-Bum;Jeong, Suk-Jae;Yoon, Sung-Wook
    • Journal of the Korea Society for Simulation
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    • v.29 no.2
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    • pp.11-20
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    • 2020
  • As the manufacturing environment becomes more complex, traditional simulation models alone are having a lot of difficulties in reflecting real-time manufacturing situations. Although the Digital Twin concept is actively discussed as an alternative to overcome theses issues, many studies are being carried out only in the product design phase. This research presents a Digital Twin-based manufacturing environment framework for applying the Digital Twin concept to the manufacturing process. Twin model that is operated in virtual space, physical system and databases describing the actual manufacturing environment, are proposed as detailed components that make up the framework. To check the applicability of proposed framework, a simple Digital Twin-based manufacturing system was simulated in a conveyor system using Arena software and Excel VBA. Experiment results have shown that the twin model is transmitted real time data from the physical system via DB and were operating in the same time unit. The Excel VBA fitted parameters defined by cycle time based on historical data that real-time and training data are being accumulated together. This study proposes operating method of digital twin model through the simple experiment examples. The results lead to the applicability of Digital twin model.