• Title/Summary/Keyword: 설계기획

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A Study on Standard Codes for the Management of Disaster Safety Education Contents and its Active Information Sharing (재난안전 교육컨텐츠 관리와 공유 활성화를 위한 표준코드 연구)

  • Nam, Sangwhun;Lee, Young Jai
    • Journal of Korean Society of Disaster and Security
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    • v.6 no.3
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    • pp.29-34
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    • 2013
  • This study is to provide the implementation plan for standard code to efficiently manage curriculum information in disaster and safety education programs across domestic and foreign institutions, and to encourage active information sharing. Projects regarding disaster safety education have been progressed and developed since the opening of NDMI on March 2006. Efficient management and systematic operation for the existing disaster safety education contents are also required. It is essential for both domestic and foreign disaster management organizations to share and utilize their educational contents each other prior to the effect of the Framework Act on the Management of Disaster and Safety starting from February 7th, 2014. As disaster gets more complex and diverse in its types and sizes, the share of information on advanced disaster and safety education system between each countries is becoming more necessary than they ever did before. Therefore, the standard code of disaster safety education curriculum is resulted based on the flexibility that accommodates the change of education environment and extended applications in both domestic and foreign education institutions. The effective application of standard code will be a possible way to improve the disaster safety education system and help to set its correct definition.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

Design Preference & Consumer Trend of Younger Children's Parents for Smart Animal Toy (영유아 부모의 동물형 스마트 토이 디자인 선호도 및 구매요인)

  • Hyun, Eunja;Yoon, Hyunmin
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.72-83
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    • 2015
  • The purpose of this study was firstly, to explore the design preference, consumer experience and purchasing factors of parents for smart animal toys and secondly, investigate whether there is a difference by children's sex and age. For this purpose, the questionnaire survey was conducted with 344 parents of younger children in Seoul and Gyeonggi Province. As a result, the white or brown colored 20~30cm, dog-type smart toy was preferred and the sound was considered as the most important function. Besides role of toy, smart toy was expected to play as a pet, a friend and a younger sibling. Actually, dog-type smart toy were most frequently purchased. And main satisfied causes were fun, interactivity and design and dissatisfied causes were noise, price, battery life and durability of purchased smart toys. Finally, the important factors in purchasing smart toy were the safety, durability, battery life, sustainable play, education and washability. The parents' preference, customer experience and purchasing factors showed little significant differences according to the sex and the age of the children. This research will be useful in understanding parents purchasing activity of smart animal toys and provide valuable data for function construction, design and service planning necessary to develop the smart animal toy.

Analysis of the Vibration Characteristics of a High-Speed Train using a Scale Model (축소모델을 통한 고속철도 차량의 진동특성 해석 및 검증)

  • Han, Jae Hyun;Kim, Tae Min;Kim, Jeung Tae
    • Journal of the Korean Society for Railway
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    • v.16 no.1
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    • pp.7-13
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    • 2013
  • A scaled version of a roller rig is developed to demonstrate the dynamic characteristics of a railway vehicle for academic purposes. This rig is designed based on Jaschinski's similarity law. It is scaled to 1/10 of actual size and allows 9-DOF motion to examine the up and down vibration of a train set. The test rig consists of three sub-hardware components: (i) a driving roller mechanism with a three-phase AC motor and an inverter, (ii) a bogie structure with first and second suspensions, and (iii) the vehicle body. The motor of the rig is capable of 3,600rpm, allowing the test to simulate a vehicle up to a maximum speed of 400Km/hr. Because bearings and joints are properly connected to the sub-structures, various motion analyses, such as a lateral, pitching, and yawing motion, are allowed. The slip motion between the rail and the wheel set is also monitored by several sensors mounted in the rig. After the construction of the hardware, an experiment is conducted to obtain the natural frequencies of the dynamic behavior of the specimen. First, the test rig is run and data are collected from six sets of accelerometers. Then, a numerical analysis of the model based on the ADAMS program is derived. Finally, the measurement data of the first three fundamental frequencies are compared to the analytical result and the validation of the test rig is conducted. The results show that the developed roller rig provides good accuracy in simulating the dynamic behavior of the vehicle motion. Although the roller rig designed in this paper is intended for academia, it can easily be implemented as part of a dynamic experiment of a bogie and a vehicle body for a high-speed train as part of the research efforts in this area.

A Strategy for Developing New Road Projects (경관도로 등 신개념의 도로사업 개발에 관한 연구)

  • Kim, Eung-Cheol
    • International Journal of Highway Engineering
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    • v.9 no.2 s.32
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    • pp.115-127
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    • 2007
  • Developed countries, especially in road construction and management fields, introduce new road porjects such as National Scenic Byways Program(NSBP program) in USA and the Eco-road project in Japan. This study develops a conceptual model for deploying new road projects in Korea. The four step approach is suggested to create new road projects, including foundation of an act based on the existing Road Act, creation of new road project ideas, development of evaluation process and guidelines, and enhancement of an administrative scheme. To create new road projects, three different ways are devised; (1) designation of national roads having uniqueness in overall spectrum, (2) designation of roads having intrinsic values in a different aspect, (3) designation of single structures of engineering outcomes such as bridges, tunnels, new design techniques, considerable Value Engineering output, and well analyzed Life Cycle Cost Analysis practices. For the evaluation process, NSBP program of USA and/or Sustainable City Award program of Korea would be recommended. An administrative scheme and integrated funding process for the new road projects are also suggested based on evaluation of tasks of each team or division of Korea Ministry of Construction and Transportation.

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Research for Cup Design Process Development Using Emotional Features Focusing on the Korean Traditional Alchol Yakju's Design (감성특성을 반영한 술잔 디자인 개발 프로세스 연구 -한국 전통주 약주잔 디자인 도출을 중심으로-)

  • Choi, Won-Ho;Kim, Kwang-Shin;Choi, Byong-Keon;Hwang, Seung-Wook;Kim, Woo-Ri;Lee, Seok-Jin;Ahn, Jung-Hyun;Sin, Jong-Hwan
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.151-165
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    • 2014
  • Korean traditional alcohol's growth gets declined after Makgeolli's boom and it's time to enter the takeoff stage using cup based on the characteristics of each alcohols in order to their globalization and quality improvement. For now, there are 3 features of Korean traditional alcohol's cup design development; subdivision, quality improvement, systematization. However, there's no product design case that reflect the characteristics of the alcohol from the planning phase. Therefore, it needs to establish process technology for storytelling and emotion based cup design. This research aims to extract the specification for cup design and to find out the visualization element of cup's shape and material by studying 5 senses and traditional alcohol's objective informations. Through the study, the elements that can maximize the specific traditional alcohol's marketability: cup's label, pattern, decorative element based on the storytelling like history and tale were found. As a result, those result can give a new export strategy by developing competitive design that has emotional element and storytelling from the traditional alcohol's characteristics in a situation of stagnant export of the small sized home-brewed liquor business.

e-Book Viewer's Quality Factors Influencing User Satisfaction: Comparison by Content Type (전자책 뷰어의 사용만족에 영향을 주는 품질 요인: 콘텐츠 유형별 비교)

  • Yun, Haejung;Kim, Doojong;Lee, Choong C.
    • The Journal of Society for e-Business Studies
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    • v.20 no.2
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    • pp.73-91
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    • 2015
  • Nowadays, 'books' are not limited to tangible items no longer, but can be intangible digital contents, along with advancement in e-Book technology and the growth of the markets. However, the role of e-Book viewers that links digital contents and readers has been rarely studied. In this study, therefore, we examined the effects of e-Book viewer's system quality (ease-of-use, functional diversity, interactivity) and design quality (convenient design, intuitive design, emotional design) on user satisfaction, and also tested if these relations are different by the content types (cartoon, novel, and learning contents). Research findings show that all the independent variables, except for interactivity, affect user satisfaction in overall groups. In viewing cartoon content, ease-of-use, convenient design, and emotional design were significant antecedents, and intuitive design and emotional design were found important factors in novel content, while functional diversity and interactivity affect user satisfaction in learning content. We expect these findings can provide useful insights to the providers of e-Book viewers.

Strategies for Domestic Construction Engineering Companies to go into the Vietnam (국내 건설엔지니어링업체의 베트남 진출전략)

  • Shin, Eun-Young;Park, Hwan-Pyo
    • Korean Journal of Construction Engineering and Management
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    • v.7 no.2 s.30
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    • pp.98-108
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    • 2006
  • The cost of construction engineering field is less than $3{\sim}5%$ of the gross construction cost, it, however, is very important because the performance of final facility depends on the technical ability of construction engineering company. However, as the results of the technical level of domestic construction engineering survey from experts, it was less than 70% of developed country. For this reason, domestic construction engineering companies are confronted with serious problems to go into overseas market. Accordingly, this research analyzed the construction engineering market trend of domestic and overseas in order to suggest the strategies to go into the Vietnam. Moreover, this research identified problems and strategies of making inroads into the world market through the survey from the domestic construction company related to overseas construction, advanced a theory through extensive literature review, and collected extensive opinions through an interview with domestic and foreign experts and business trip. The purpose of this research is to provide market analysis and strategic plan for advancing into overseas market in order to make the domestic construction engineering companies to go into the Vietnam market. Especially, as a plan for the revitalization of advancing overseas market of domestic construction engineering companies, this research proposed Constructing Local Infrastructure, Business Creation of Planning Proposals and Enlarged Plans of ODA(Official Development Assistant).

Investigation on the Project-Based Learning Approach Using the Internet (인터넷을 활용한 과제중심학습(Project-Based Learning) 방법 탐구)

  • Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
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    • v.5 no.2
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    • pp.240-257
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    • 2001
  • Although many attempts have been made to use the Internet for educational purposes, not many attempts have achieved their goals. Such failure is mainly due to the lack of understanding on the way to use the Internet. The goal of this research is to investigate the potentiality of the Project-Based Learning approach using the Internet(NetPBL) and the ways to utilize the NetPBL. The NetPBL can be utilized through various activities such as keypals, mentoring, use of resources, cooperative learning, publishing, survey and data analysis, cooperative problem solving, simulation, and social action. Such diversity of the NetPBL can create a problem-based, context-based and learner-centered environment, which takes various types of the Internet use. In spite of such potentiality, little is known on how to implement the NetPBL. On this point, this research attempts to synthesize instructional strategies to implement the NetPBL at the macro and the micro level. At the macro level, instructional process is divided into four steps such as plan, preparation, implementation and closure, and some instructional suggestions are made for each step. At the micro level, detailed instructional strategies are suggested for the facilitation of self-directed learning and cooperative learning.

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Design and Implementation of the u-Health Care Services in the Life Environment (생활환경 기반 u-건강관리서비스 설계 및 구현)

  • Hong, In-Hwa;Kim, Ju-Young;Choi, Ho-Chun;Kim, Chan-Gyu;Jung, Kwang-Mo;Kim, Nam-Il;Kang, Jeong-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.107-118
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    • 2011
  • This paper shows a u-Health management system in user's Life environment, which is different from previous ones by enterprises. It's designed for users(citizens) and service provider(especially providing medical service). This paper is discussing on the proof on the service model being operated near the Tancheon stream in the city of Sung-nam. To maximize users' satisfaction, this service has been designed on four disciplines(so easy, so simple, well-customized, funny feedback) in the viewpoint for users. Its algorithm has 4 levels which are measurement, prescription, monitoring and feedback. In the system. there are HCBs(health check boothes) checking out status and assessment of users, customized health prescription customized a health management service prescription engine, exercise programs customized on exercise equipments near the stream and monitoring system.