• Title/Summary/Keyword: 실체요소

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Development and Validation of Digital Twin for Analysis of Plant Factory Airflow (식물공장 기류해석을 위한 디지털트윈 개발 및 실증)

  • Jeong, Jin-Lip;Won, Bo-Young;Yoo, Ho-Dong;Kim, Tag Gon;Kang, Dae-Hyun;Hong, Kyung-Jin
    • Journal of the Korea Society for Simulation
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    • v.31 no.1
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    • pp.29-41
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    • 2022
  • As one of the alternatives to solve the problem of unstable food supply and demand imbalance caused by abnormal climate change, the need for plant factories is increasing. Airflow in plant factory is recognized as one of important factor of plant which influence transpiration and heat transfer. On the other hand, Digital Twin (DT) is getting attention as a means of providing various services that are impossible only with the real system by replicating the real system in the virtual world. This study aimed to develop a digital twin model for airflow prediction that can predict airflow in various situations by applying the concept of digital twin to a plant factory in operation. To this end, first, the mathematical formalism of the digital twin model for airflow analysis in plant factories is presented, and based on this, the information necessary for airflow prediction modeling of a plant factory in operation is specified. Then, the shape of the plant factory is implemented in CAD and the DT model is developed by combining the computational fluid dynamics (CFD) components for airflow behavior analysis. Finally, the DT model for high-accuracy airflow prediction is completed through the validation of the model and the machine learning-based calibration process by comparing the simulation analysis result of the DT model with the actual airflow value collected from the plant factory.

A Study for the Three Elements of Dangsan Forest and Culture in Rural and Coastal Villages (농어촌마을의 당산숲 구성요소 및 문화에 관한 고찰)

  • Choi, Jai Ung
    • Korean Journal of Heritage: History & Science
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    • v.42 no.1
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    • pp.188-209
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    • 2009
  • Dangsan forests had been established by local residents several hundred years ago. They were disturbed in various ways, but still remain in many villages where dangsan festivals are held every year. Although the remaining Dangsan forests represent korean rural cultural landscapes, their characteristics still remain to be uncovered. The objectives of this study were to understand the three elements, Dangsan tree (Divine tree), shrine and stone tower, and to investigate the culture at inland areas and seashore areas relation to Dangsan forests. Twenty cases of Dangsan forests at inland areas and twenty at seashore areas were investigated. There were nine shrines and six stone towers found out of twenty inland Dangsan forests. Fifteen shrines were found out of twenty seashore Dangsan forests. Stone tower was not found at seashore areas. Fifteen events of dangsan festival were investigated. Dangsan festival appeared to have played an important role to preserve Dangsan forests. Based on the findings of this study, Dangsan forests are, as landscape elements at inland and seashore areas, proved to have a potential for the improvement of cultural and natural landscapes in the country.

An Analysis of the Characteristics of China's Naval Strategy to Become a Maritime Power: Focusing on analyzing the "goals, methods, and means" of strategy (해양강국 달성을 위한 중국 해군전략의 성격 분석: 전략의 "목표·방법·수단"을 이용한 분석을 중심으로)

  • Kim, nam-su
    • Maritime Security
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    • v.2 no.1
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    • pp.1-42
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    • 2021
  • Controversy continues over the offensive nature of China's naval strategy to become a maritime power. Therefore, the purpose of this study is to identify the characteristics of China's naval strategy to become a maritime power by using the three elements of strategy and predict China's military actions in the future. For this purpose, research was conducted by considering the three elements of strategy and the distinct characteristics of naval strategy, and it was found that China's naval strategy was overall aggressive, but there was an imbalance in the pursuit of aggression between each strategic element. Offensive nature was prominent in terms of the methods, but there were limitations in the goals and means, such as the need to cooperate with neighboring countries to become a maritime power and the lack of military technology and operational continuity. The prospects for China's future military actions derived from the imbalance between these strategic elements are as follows. ① The risk of all-out military conflict with the US is low for now. ② China may use its naval power to force or cause limited military clashes against neighboring countries within the first island chain. ③ Accidental military conflicts with the US and neighboring countries may occur over naval confrontation over territorial disputes.

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Analysis on the Figure of Black and White in the Comic Strip which are Mounted on the Book Pages (책 페이지에 구현된 만화의 흑백 연출 의미 분석 - 흑과 백이 갖는 상징성의 조화와 대립을 중심으로)

  • Yun, Bo-Kyoung
    • Cartoon and Animation Studies
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    • s.40
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    • pp.177-209
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    • 2015
  • The purpose of this study is to determine the meaning and function of black and white in the comic strip, which are mounted on the book pages. The role of space in comic strip, compared to the role of time in the cinema, enable to feel the role of the time in the book. Therefore storytelling of comic strip has been placed in the inseparable relationship with space. My aim is to think about the black and white meaning in the visual media, especially the use of black and white which is highlighted in the comic strip. Black and white doesn't mean a loss of color in the comic strip but it works around 2 important notions : readability, modernity (with minimalism). In comic strip, 'black and white' is not a true colour but it is complex items which indicate symbolic significances. Moreover it is also a notion which enhance 'existence and absence' and 'visible and invisible'. That's why to analyze and to understand how the space is organized in comic strip page, i chose several examples extract from black and white comic strip.

A Research for the Realness of Game Risks based on ANT (ANT를 통한 게임 위험의 실재성에 대한 연구)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.7-22
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    • 2016
  • The risk is subjectively perceived by the subject to judge. In the case of the game, game organizations and watchdog groups also recognized differently occurrence probability and intensity of risk to form a physical relationships of the game with each. Thus, we look only at the risk of their own subjective opinion, the fundamental solution is not possible. In this paper, we conducted a study on the form, occurrence point, and generating processes of risk by analyzing the physical components that make up the network of the game based on ATN in order to confirm definitely the substance and the presence of the game risk. In view of ANT, the game and humans constitute a network through their ability to act as each actor. If the gamer does not clearly recognize the nature of the ability to act of the game, the reverse control and the excess flow occur through remediation properties of the game. Therefore, it requires a more in-depth study in the future with respect to complex structure and relationships of the game-gamer network.

A Study on Comicality of Animation (애니메이션의 희극성(喜劇性) 연구)

  • Cho, Mil-Ra
    • Cartoon and Animation Studies
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    • s.12
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    • pp.103-119
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    • 2007
  • This study investigated the comical essence of animations and the comicality found in Korean animations focusing on the comical elements signifying the promotion of laughing and its meaning. In addition, it has been found from this study that the comical essence of animations was the laughing that expanded the recognition and awareness for the entity to be revived, by suggesting the following: 1) the fact that the laughing would be unexpected and it would stimulate the imagination of audience in unprecedented situations in which the method of creation would be unthinkable and thereby the laughing occurred would endow audience with thought, feeling and sense etc. that would not have been perceived so far; and 2) furthermore, the ideal world through grotesque expressions. Meanwhile, unlike the general preconception that animations would be considered one of the popular art forms with strong comical elements, it has been noted that there have been a very few Korean animations with strong comical elements. Besides, it has been confirmed that they have focused not on created and grotesque comicality, but on linguistic comicality based on the forms of characters or their movement itself, or humor and witty remarks.

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A Secure Electronic Payment System in Intelligent Transportation Systems Using the Dedicated Short Range Communications (단거리 전용통신을 이용한 지능형 교통시스템에서의 안전한 전자 지불 시스템)

  • Jang Chung-Ryong;Lee Yong-Kwon
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.71-78
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    • 2004
  • Dedicated Short Range Communications(DSRC) as a prominent communications candidate for Intelligent Transportation Systems(ITS) have been developed to support ITS applications such as value-added information service, e-commerce, electronic toll payment, etc. These various applications associated with electronic payment through unsecure communication channel of DSRC suffer from security threats. To ensure secure payment, we have adopted appropriate cryptographic mechanisms including encipherment, authentication exchange and digital signature. The cryptographic mechanisms require to use cryptographic keys established between two communication entities. In this paper, we propose a secure electronic payment system which is designed to have some functions for strong authentication, encryption, key agreement, etc. Especially, we adopt domestic developed cryptographic algorithms such as EC-KCDSA and SEED for digital signature and block cipher, respectively. We can show those mechanisms are appropriate for the secure electronic payment system for ITS services under the DSRC wireless environment in aspects of constrained computational resource use and processing speed.

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Discussion on the Forms of Authorized Access Points Representing Multilingual Works (다국어 저작의 전거형 접근점 형식에 관한 논의)

  • Rho, Jee-Hyun
    • Journal of Korean Library and Information Science Society
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    • v.47 no.4
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    • pp.123-147
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    • 2016
  • With the rapid progress toward a new cataloging model, the revision of Korean Cataloging Rules (KCR) are under discussion. The purpose of this study is to make a suggestion on constructing authorized access points for multilingual works, especially focused on the language and script of authorized access points. To the end, this study investigates (1) the extended functions and meanings of access points on the new model, (2) related guidelines and regulations reflected in International Cataloging Principles and typical cataloging rules, and (3) the characteristics of access points in the current Korean cataloging practices. Finally, (4) desirable languages and scripts of authorized access points representing multilingual works are suggested.

A Comparative Analysis of IRM-Related Laws with US (정보자원관리 관련 법체계 분석: 미국과의 비교 분석을 중심으로)

  • Kim, Sung-Kun;Ahn, Nam-Kyu;Lee, Jin-Sil
    • Information Systems Review
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    • v.7 no.1
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    • pp.21-40
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    • 2005
  • IT investment is continuously increasing. Its outcome, however, is not accomplished as easily as originally expected. There have a variety of efforts to overcome this dilemma. In public sector, information resource management (IRM) was suggested as one of the most effective approach for information & IT management. Accordingly, United States has been incorporating the IRM principles into information-related laws since 1980s. However, such efforts were insufficient in Korea. In this study we attempt to compare our information-related laws with United States laws with respect to major components of IRM. Based on this finding, we go one-step further to suggest ways to arrange a new legislation where the IRM would be a foundation for information & IT management.

A Usability and Product in Unsubstantial Space (물리적 실체가 없는 공간에서의 Product,그리고 사용성에 관한 연구)

  • 김시만
    • Archives of design research
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    • v.15 no.3
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    • pp.93-102
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    • 2002
  • The changing pattern of living and communication, combined with wireless technologies has given rise to more fluidity between spaces and relationships. Despite this, the way we use technology and the qualities of product and service are limited. For example, ON or OFF is like BLACK or WHITE, it presents a harsh distinction This severity in definition can make me uncomfortable when using products. The aim of this project is to improve the use of a product's functions and Qualities. As an example, the switch button has limited the possible interaction of a product. even each function is different. 1 intend this study is to imbue the switch with a greater freedom of interpretation. What will happen If I create a journey in between on and off\ulcorner For instance, time, pattern, state, rhythm and so on are analogue properties of a switch. The playful, spontaneous, and enjoyable behaviour of a switch will be able to bring other qualities of function and service. The switch will then be able to be an object with more human qualities, not simply an on and off button.

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