• Title/Summary/Keyword: 로비설계

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Experimental and Numerical Analysis of Microvia Reliability for SLP (Substrate Like PCB) (실험 및 수치해석을 이용한 SLP (Substrate Like PCB) 기술에서의 마이크로 비아 신뢰성 연구)

  • Cho, Youngmin;Choa, Sung-Hoon
    • Journal of the Microelectronics and Packaging Society
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    • v.27 no.1
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    • pp.45-54
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    • 2020
  • Recently, market demands of miniaturization, high interconnection density, and fine pitch of PCBs continuously keep increasing. Therefore, SLP (substrate like PCB) technology using a modified semi additive process (MSAP) has attracted great attention. In particular, SLP technology is essential for the development of high-capacity batteries and 5G technology for smartphones. In this study, the reliability of the microvia of hybrid SLP, which is made of conventional HDI (high density interconnect) and MSAP technologies, was investigated by experimental and numerical analysis. Through thermal cycling reliability test using IST (interconnect stress test) and finite element numerical analysis, the effects of various parameters such as prepreg properties, thickness, number of layers, microvia size, and misalignment on microvia reliability were investigated for optimal design of SLP. As thermal expansion coefficient (CTE) of prepreg decreased, the reliability of microvia increased. The thinner the prepreg thickness, the higher the reliability. Increasing the size of the microvia hole and the pad will alleviate stress and improve reliability. On the other hand, as the number of prepreg layers increased, the reliability of microvia decreased. Also, the larger the misalignment, the lower the reliability. In particular, among these parameters, CTE of prepreg material has the greatest impact on the microvia reliability. The results of numerical stress analysis were in good agreement with the experimental results. As the stress of the microvia decreased, the reliability of the microvia increased. These experimental and numerical results will provide a useful guideline for design and fabrication of SLP substrate.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

Architectural and Interior Design of Doorae Engineering & Construction Head Office (두레종합건설 본사사옥 설계)

  • Park, Young-Ho
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.271-272
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    • 2005
  • As regards of designing, I chose a simple wall design of repeating pattern of vertical windows, rather than making the building as a glamourous obzet. This kind of approach was intended to pursue strong image of construction company, interchanging and communicating with its confused surrounding. Therefore, I boldly removed parts that I considered needless from the facade, and used simple and easy words clearly implying the organization. Lobby is the face of the building, but since the space is deep and narrow and the reality of lease should be considered, there was limit to give original image to the lobby. Instead, high ceiling is the biggest feature of this space. Doorae Engineering-Construction Corp. is young and energetic company. I wanted to highlight the young and energetic image of the company by crossing tore oblique piece of boards. This doesn't just has a simple function as ceiling, but also work as a major subject in the space. In addition of this powerful space of oblique lines, indirect lighting is used to emphasize the character of territory, continuity and deepness of the space. Character of territory that divides main and supplementary function and main and supplementary moving line is expressed by flow of dimension, and continuity and deepness of space is emphasized by indirect lighting flowing linearly through the crack between the ceiling and the wall.

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Architectural and Interior Design of Chosun University Hospital Medical Center (조선대학교 병원 전문진료센타 설계)

  • Park, Young-Ho
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.10a
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    • pp.191-192
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    • 2005
  • This project is to establish an annex clinic center under 5 floors with gross floor area of 3,000 Pyeong behind existing Chosun university Hospital main building with 600 beds. The goal of the design is connecting the new clinic center with the existing main building and completing a combined hospital that has synergy effects. Given the old condition of the hospital and characteristics of the ground, I tried to embody the image of Medical Pulse, which is very alive with strong pulse, and suggest vision of 21st century hospital. First, one main entrance as a combined hospital. For optimum access and functions, I used the entrance of existing building as the only main entrance of new combined hospital, rearrange the road in front of the main building and improve traffic system, and upgrade the image and function of combined main entrance by planning new atrium united robby that makes link to the main building easier. Second, section planning considering the optimum functions and convenience. I established 4 floors linking functionally with the existing building, minimized vertical traffic line, and enhanced convenience through barrier free environment, which is a horizontal traffic line without barriers, crucial to hospital. Third, combined zoning generating synergy effects. I linked sterilizing room with logistics center by operating room and service bridge, and arranged central treatment department horizontally, Also, by horizontally arranging cancer center and department of nuclear medicine close with PET and cyclotron center, I established identity of specialized departments.

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Design and Implementation of Tank Game using Unity (유니티를 이용한 탱크 게임 설계 및 구현)

  • Lee, Kyong-Ho;Lim, Dae-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.53-55
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    • 2017
  • 본 논문에서는 유니티(Unity)를 이용하여 스마트폰에서 작동하는 탱크 게임을 설계하고 개발하였다. 탱크 게임에 필요한 요구사항을 분석하고, 만들어진 요구사항 명세를 이용하여 설계하고, 개발하였다. 본 게임은 여러 사람들과 실시간으로 대전이 가능한 대전 모드와, 혼자서도 플레이가 가능한 싱글 모드도 지원한다. 구성은 탱크, 아이템의 구입과 선택이 가능한 로비 화면과 게임 플레이가 가능한 게임 화면으로 이루어져 수행된다.

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Flow Analysis of Building Pressurization System for Smoke Control (건물의 가압방연시스템 설계를 위한 유동해석에 관한 연구)

  • 김명배;한용식
    • Fire Science and Engineering
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    • v.14 no.2
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    • pp.14-20
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    • 2000
  • Many pressurization systems are designed and built with the goal of providing a smoke-free escape route in the event of a building fire. A secondary objective is to provide a smoke-free staging area for fire fighters. In the present study, a computer program is developed to calculate pressure loss and flow rate at several building elements such as a room, a ]tabby a staircase and an air supply shaft. By the program as the dosing tool for the pressurization system, the capacity of the injection fan is calculated, and the design method is proposed for the optimization of the fan capacity.

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Fast GF(2m) Multiplier Architecture Based on Common Factor Post-Processing Method (공통인수 후처리 방식에 기반한 고속 유한체 곱셈기)

  • 문상국
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.6
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    • pp.1188-1193
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    • 2004
  • So far, there have been grossly 3 types of studies on GF(2m) multiplier architecture, such as serial multiplication, array multiplication, and hybrid multiplication. Serial multiplication method was first suggested by Mastrovito (1), to be known as the basic CF(2m) multiplication architecture, and this method was adopted in the array multiplier (2), consuming m times as much resource in parallel to extract m times of speed. In 1999, Paar studied further to get the benefit of both architecture, presenting the hybrid multiplication architecture (3). However, the hybrid architecture has defect that only complex ordo. of finite field should be used. In this paper, we propose a novel approach on developing serial multiplier architecture based on Mastrovito's, by modifying the numerical formula of the polynomial-basis serial multiplication. The proposed multiplier architecture was described and implemented in HDL so that the novel architecture was simulated and verified in the level of hardware as well as software. The implemented GF(2m) multiplier shows t times as fast as the traditional one, if we modularized the numerical expression by t number of parts.

A Design of Role Based Access Control Manager in Distributed Virtual Environment (분산 가상 환경에서 역할 기반 접근 제어 관리자 설계)

  • Jung, Heon-Man;Tak, Jin-Hyun;Lee, Sei-Hoon;Wang, Chang-Jong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.04a
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    • pp.175-180
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    • 2000
  • 분산 가상 환경은 고속 통신망과 컴퓨팅 환경의 고급화로 응용 분야를 넓혀 가고 있으며, 보다 현실감 있는 상호작용으로 인해 만남과 대화, 협력 작업, 상거래, 오락 등의 인간의 사회적 활동을 지원하는 새로운 수단으로 자리잡고 있다. 가상 도시와 같은 대규모의 가상 환경에는 공원이나 거리, 건물의 로비 등과 같은 개방적인 공간과 사무실과 같은 업무 공간, 그리고 쇼핑몰과 같은 상거래 공간들이 공존하게 되므로 접근 제어와 보안이 보다 중요한 문제로 대두된다. 따라서, 이 논문에서는 분산 가상 환경내의 모든 사물들을 객체로 인식하고, 객체에 대한 역할을 기반으로 하는 접근 제어 모델을 제안하고, 제안한 모델을 기반으로 접근 제어 관리자를 설계하였다. 설계된 접근 제어 관리자는 가상 환경내 공간의 객체 뿐만 아니라 공간 자체도 하나의 객체로 인식하여 접근 제어를 하였다. 또한, 대규모 공간에서의 중요한 특징인 관리의 용이성과 동적인 변경을 가능하게 하기 위해, 역할을 기반으로 참여자와 객체를 연결하고, 객체가 갖고 있는 행위까지를 제어할 수 있었다.

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Deduction on The Problems and Improve The Way of The Successful Bidder Determination Method for Turnkey·Alternative Bid Construction (턴키·대안입찰공사 낙찰자 결정방식의 문제점 및 개선 방안 도출)

  • Park, Hong-Tae;Lee, Yang-kyu
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.34 no.6
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    • pp.1881-1891
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    • 2014
  • Full system of turnkey deliberation committee in 2010 was abolished and permanent Deliberation committee was introduced. So far, ordering organization selected the best method suitable for the design and comprehensive evaluation method in the turnkey bid construction. Comprehensive evaluation method have bid price design score coordination, weighted basis, the best design approach fixed amount, five successful bidder decision method in addition. Design deliberation branch committee in the successful bidder decision way configured and operated branch members of special design consultation committee, But main agent changed from committee deliberation pull system to permanent committee deliberation, as well as and The lobby burden was not improved. This similar to the past at the portion of the design deliberation and the way of the design deliberation in the turnkey bid construction. Therefore it is necessary to improve the design deliberation system. In other words, design score and technology competition should be adapted to determine a successful bid. This study suggested the operating system of the design deliberation, the decision method problems of the successful bidder and ways to improve the design deliberation.

Design of Android System for provide effective life information (효과적인 생활정보 전달을 위한 안드로이드 시스템 설계)

  • Lee, Hyoun-sup;Kang, Hyo-woon;Park, Sung-hoon;Kim, Jin-deog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.364-366
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    • 2015
  • 대부분의 아파트의 경우 관리인들이 직접 세대를 방문하여 필요 정보를 전달하고 의견을 수렴하거나 로비층에 게시판을 활용하는 형태로 입주민에게 생활정보를 제공한다. 이런 구조와 더불어 맞벌이 가정 증가, 주간 시간 아파트 거주 인구의 감소 등으로 효과적인 정보 전달이 잘 이루어지지 않아 관리인들의 중복 방문, 정보 미 전달 가구의 민원 발생 등의 문제 또한 많이 나타나고 있다. 본 논문에서는 이런 문제들을 해결하기 위해 안드로이드 시스템과 GCM, JSP 웹을 활용하여 입주민에게 여러 가지 생활 정보를 SNS로 제공하는 시스템에 대하여 제안한다. 제안된 시스템의 경우 통신회사의 네트워크 타입에 종속되지 않는다. 또한 관리사무소는 별도의 인프라 구축이 필요 없어 중복 방문, 홍보물 제작 등의 비용을 절감할 수 있으며 입주민 또한 스마트폰에 APP을 설치하여 실시간으로 여러 생활 정보를 제공 받을 수 있다.

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