How has the passenger car's architecture evolved? In the meantime, the discussions on the car architecture have been mixed, i.e., integral, modular, and the coexistence of two types. Therefore, in this study, we aim to develop two indices can measure the degree of modularization of passenger car and its all modules using global trade data. By applying the indices to the framework of architecture positioning that reflects the hierarchical structure of a product, we examined that the degree of modularization of the passenger car architecture has been enhanced. Meanwhile, the degree of modularization differs across the modules that make up the car. Specifically, we observed the higher degree of modularization in front-end, cockpit and seat modules. Whereas, we found that body module had a relatively low degree of modularization. In particular, we observed that the platform of passenger car has notably modularized due to carmakers' efforts to achieve model diversification and reduction of cost and period in new product development at the same time. Interestingly, we showed that three modules, i.e., engine, chassis (relatively less modularized), and transmission (relatively highly modularized), had a different level of modularization, even if they commonly make up the platform. We contribute to the suggestion for analytical approaches that examine the degree of modularization and its progress longitudinally. In addition, we propose the necessity of decomposition of a system into elements in a study of product architecture, considering the possibly distinctive progress of modularization across the elements.
Journal of Korea Entertainment Industry Association
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v.14
no.4
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pp.77-89
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2020
Nowadays, urban townhouses are being developed in various forms according to the characteristics of different regions in consideration of the trends of the housing market. Misperceiving the needs of consumers or their characteristics as a house for living, however, they often end up becoming products that are not suitable for urban life or degraded on account of reckless regional development. It is so unfortunate that such trial and error keeps being repeated. Urban townhouses are advantageous because there is no such problem as either invasion of privacy or noise from neighbors, and it is possible to have one's own garden and enlarged parking space, obtain quality of grounding, and plan unique interior and exterior design. They are also equipped with the strengths of apartment houses as well, for example, the efficiency of joint control in crime and disaster prevention or security, architecture of diaphragm walls with the separation of gates, or the planning of common space like a central square or park. Therefore, there is a great chance that they can be developed as the types of urban housing. Accordingly, the purpose of this study is to establish the basic direction of developing housing products right as space for urban life and maximize the roles of urban townhouses. By understanding their spatial as well as functional elements as a house for living, this author aims to provide a guideline for housing product development to realize urban townhouses that can meet consumer needs.
Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.
Journal of the Korean Institute of Landscape Architecture
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v.52
no.2
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pp.96-109
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2024
The purpose of this study is to propose a method for evaluating the similarity of Show gardens using Deep Learning models, specifically VGG-16 and ResNet50. A model for judging the similarity of show gardens based on VGG-16 and ResNet50 models was developed, and was referred to as DRG (Deep Recognition of similarity in show Garden design). An algorithm utilizing GAP and Pearson correlation coefficient was employed to construct the model, and the accuracy of similarity was analyzed by comparing the total number of similar images derived at 1st (Top1), 3rd (Top3), and 5th (Top5) ranks with the original images. The image data used for the DRG model consisted of a total of 278 works from the Le Festival International des Jardins de Chaumont-sur-Loire, 27 works from the Seoul International Garden Show, and 17 works from the Korea Garden Show. Image analysis was conducted using the DRG model for both the same group and different groups, resulting in the establishment of guidelines for assessing show garden similarity. First, overall image similarity analysis was best suited for applying data augmentation techniques based on the ResNet50 model. Second, for image analysis focusing on internal structure and outer form, it was effective to apply a certain size filter (16cm × 16cm) to generate images emphasizing form and then compare similarity using the VGG-16 model. It was suggested that an image size of 448 × 448 pixels and the original image in full color are the optimal settings. Based on these research findings, a quantitative method for assessing show gardens is proposed and it is expected to contribute to the continuous development of garden culture through interdisciplinary research moving forward.
Journal of the Korean Society for Library and Information Science
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v.58
no.2
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pp.225-249
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2024
The purpose of this study is to develop an evaluation tool for map-based data visualization platforms and to conduct heuristic usability evaluations on existing platforms representing inter-regional information. We compared and analyzed the usability evaluation criteria of map-based platforms from the previous studies along with Nielsen's (1994) 10 usability evaluation principles. We proposed nine evaluation criteria, including (1) visibility, (2) representation of the real world, (3) consistency and standards, (4) user control and friendliness, (5) flexibility, (6) design, (7) compatibility, (8) error prevention and handling, and (9) help provision and documentation. Additionally, to confirm the effectiveness of the proposed criteria, four experts was invited to evaluate five domestic and international map-based data visualization platforms. As a result, the experts were able to rank the usability of the five platforms using the proposed map-based data visualization usability evaluation criteria, which included quantified scores and subjective opinions. The results of this study are expected to serve as foundational material for the future development and evaluation of map-based visualization platforms.
With the expiration of main patent of printing method, public interest now has shifted to 3D printing. In this, it needs to shine a light on the negative effects, particularly in the socio-economic aspect of 3D printing. By analyzing the existing research findings, policy reports and press releases, the negative effects of 3D printing and its countermeasures were derived. The main drawbacks of 3D printing includes the following: It might cause 3D printing-related crimes(e.g. printed weapons, intellectual property infringement, etc.) and it poses a big threat to other related business sectors.(e.g. potential job loss in molding and medical equipments manufacturing industries) What's more, the nature of 3D printing that it is easy to operate attracts lots of people, which then leads to serious social and environmental problems-product liability, ethical issues, environmental pollution, and finally government's blindly excessive investment in 3D printing. To avoid such potential risks, the government should establish and enforce the institutional law, and guidelines. Government's rational investment decision is also inevitable for the short-term and long-term sustainability of 3D printing.
Journal of the Microelectronics and Packaging Society
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v.30
no.3
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pp.40-50
/
2023
Recently, the number of components of smartphones increases rapidly, while the PCB size continuously decreases. Therefore, 3D technology with a stacked PCB has been developed to improve component density in smartphone. For the s tacked PCB, it i s very important to obtain solder bonding quality between PCBs. We investigated the effects of the properties, thickness, and number of layers of interposer PCB and sub PCB on warpage of PCB through experimental and numerical analysis to improve the reliability of the stacked PCB. The warpage of the interposer PCB decreased as the thermal expansion coefficient (CTE) of the prepreg decreased, and decreased as the glass transition temperature (Tg) increased. However, if temperature is 240℃ or higher, the reduction of warpage is not large. As FR-5 was applied, the warpage decreased more compared to FR-4, and the higher the number and thickness of the prepreg, the lower the warpage. For sub PCB, the CTE was more important for warpage than Tg of the prepreg, and increase in prepreg thickness was more effective in reducing the warpage. The shear tests indicated that the dummy pad design increased bonding strength. The tumble tests indicated that crack occurrence rate was greatly reduced with the dummy pad.
The demand against the house space of the style which is various increases with to join in and the importance which the color does hold gradually is magnified and color meaning from house space is embossed, diversification the necessity of the color plan which hits to the social change which is turning out is recognized. From the research which it sees the importance recognition against the color plan which is must become accomplished variousfrom house space. It analyzes the color tendency of the apartment model house and it presents it does the guide line of house space color design $2001{\sim}2004$ It was sold in lots from the year Busan area in center, the acreage and the space(the wall/the ceiling, the furniture type, the window and door type and the floor type) it used 'The hue&tone 120 color system' and it grasped to the sincere analysis method and the color use present condition which leads a frequency analysis. When it sees the color analysis result of the research which it sees space especially the color plan period for a discrimination compared to the organic enemy the unity which considers a relationship the crisis which will the plan is become accomplished with the direction for, Magnification feeling or high class of the area it is that it shows the color tendency which is discriminated it was with equilibrium general classification.
This study aims to understanding the effects of culture on websites with emphasis on the website structure and navigation. The website is inherently‘cultural’because anyone around the world can access to website if he or she is equipped with appropriate equipment. For the importance of cultural role in website, various researches have been conducted to understand the relationship between culture and website. However they tended to focus mainly on phenomenal matters such as color, layout, icon etc. There have been not so many thorough attempts to causal relationships between website and‘thick culture’in depth. The study conducted cross-cultural usability testing of websites between Korea and America. At first, representative I-commerce websites of Korea and America were selected and they were analyzed by the selected frameworks such as layout, display type, element type, and the relationship with homepage and sub-page navigation. The results were used to construct typical prototypes of website for Korea and America for experiment. Two websites were used for cross-cultural usability testing though specially-developed remote testing. 20 users from each country participated in the usability testing. The result shows that Korean users peformed better usability testing for Korean style structure of website while American counterparts showed better performances in American style of websites. Other various significant findings were revealed.
Making of agreement with participation subjects is important process laying stress on presentation and a reasonable design guide line to form space order grant and synthetic space in Housing Complex plan. This study analyzed residing application specific character of design guide line that is presented to architects in general planning laying stress on plan only of 'Bongmu-dong town house' and design agreement of by architectural result that appear analyze. Result that analyze is as following: 1) Confer in 18 plan contents and integrate design or was adjusted. Being main conduct and unit plan and residing only in plan many negotiations accomplish. Architect who confer most Designs of 5 architects is 'Jean Michel Wilmott' and 'Shigeru Ban' 2) contents that confer much in plan main conduct and unit generation were details plan. Contents that is conferred with many architects are about door/core/rooftop be and asked a question about proper size of entrance. Negotiation about size was expose to the tribe of knowledge about element that do furniture and detail of necessary each space in life style of our country. We must present furnitures or detail element that appear by emotion of our country and detailed item of furnitures' size etc.. in guide line. It is immediate that creation of guide that architects can approach easily for lacking abroad architects of interests by code difference in each country is pressing. 3) In residing plan 4 architects of 5 architects applied similarly guide line in design. Most architects look by active support that make synthetic housing complex. and this is construed that act positively to make by unified residing. That plan of woods or landscape architecture and security of green area space are thing to approach on 'Environment-friendly mode of life residing only' that is general planning subject of 'Bongmu-dong town house'. 4) common question items of architects guide line of though is refered definitely when make out effective interests plan. So that can overcome legislation difference, countermeasure to make understood construction code of our country is pressing
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