• Title/Summary/Keyword: 약 지도 학습

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A Study on the Evaluation of Wide-scale Site Suitability for Water-friendly Recreation Area Planning (친수 휴양활동공간 계획을 위한 광역수준의 부지 적합성 평가)

  • Cho, Hyun-Ju;Ra, Jung-Hwa;Lee, Hyun-Taek;Ku, Ji-Na
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.2
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    • pp.1-13
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    • 2009
  • The purpose of this study was to look into the feasibility of site suitability focused on the potential for environmentally- and water-friendly recreation area development in a wide area(Nakdong River 35km) and to study new methods for providing basic data in regard to the recreation planning over a wide area as well as in application to other sites. The results of this study are as follows. Through classification by mesh method, the site of this study was classified into 42 grids, and by means of the analysis of evaluation indicators, 20 indicators were established and sorted into 4 types of significant recreation activity. According to the results of the analysis for each recreation activity type, there were 8 essentials for water-friendly recreation activity types based on water use while water-friendly recreation types for static activity included 12 sub-essentials. As a result of the first evaluation(the minimum required evaluation) by each classified grid, 32 of the 42 total grids were implemented by the minimum requirements. These grids were usually distributed evenly through the whole site. In terms of the second evaluation(specific site evaluation) results, 6 grids were highly suitable for recreational nature experiences and landscape ecological learning, 4 grids for developing water-friendly recreation for exercise, 1 grid for building water-friendly recreation based on water use, and 4 grids for planning water-friendly recreation for static activity. The results of the grid evaluation of this study could be extended to contiguous grids or reduced. Actual planning for a water-friendly recreation area must change the grid shape or size through boundary adjustments.

A Basic Study for Sustainable Analysis and Evaluation of Energy Environment in Buildings : Focusing on Energy Environment Historical Data of Residential Buildings (빌딩의 지속가능 에너지환경 분석 및 평가를 위한 기초 연구 : 주거용 건물의 에너지환경 실적정보를 중심으로)

  • Lee, Goon-Jae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.262-268
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    • 2017
  • The energy consumption of buildings is approximately 20.5% of the total energy consumption, and the interest in energy efficiency and low consumption of the building is increasing. Several studies have performed energy analysis and evaluation. Energy analysis and evaluation are effective when applied in the initial design phase. In the initial design phase, however, the energy performance is evaluated using general level information, such as glazing area and surface area. Therefore, the evaluation results of the detailed design stage, which is based on the drawings, including detailed information of the materials and facilities, will be different. Thus far, most studies have reported the analysis and evaluation at the detailed design stage, where detailed information about the materials installed in the building becomes clear. Therefore, it is possible to improve the accuracy of the energy environment analysis if the energy environment information generated during the life cycle of the building can be established and accurate information can be provided in the analysis at the initial design stage using a probability / statistical method. On the other hand, historical data on energy use has not been established in Korea. Therefore, this study performed energy environment analysis to construct the energy environment historical data. As a result of the research, information classification system, information model, and service model for acquiring and providing energy environment information that can be used for building lifecycle information of buildings are presented and used as the basic data. The results can be utilized in the historical data management system so that the reliability of analysis can be improved by supplementing the input information at the initial design stage. If the historical data is stacked, it can be used as learning data in methods, such as probability / statistics or artificial intelligence for energy environment analysis in the initial design stage.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.