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Hybridization of solar cell and thermoelectric device and its characteristics (태양전지-열전통소자의 제조 및 그 특성)

  • Kim, Sung-Jin;Park, Sung-Bum;Jin, Mi-Jin;Cho, Soo-Jeong;Choi, Soon-Hee;Choi, Byung-Ho;Jeong, Soon-Wook
    • 한국신재생에너지학회:학술대회논문집
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    • 2009.11a
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    • pp.391-391
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    • 2009
  • 결정질 실리콘 태양전지의 통합화에는 최근 열전소자와의 통합화를 통한 연구가 진행이 활발해지고 있으며, 이 경우 주로 태양전지와 열전소자의 박막화를 이용한 방법이 주를 이루고 있다. 이 경우 모듈화를 위해서는 in-line system을 이용한 방법이 강구되고 있으며, 솔라셀과 열전소자를 Tandem 구조에 적용할 경우 미국의 연구소 및 대학의 simulation에 의하면 에너지변화효율을 65%까지 올릴 수 있다는 보고가 되어 지고 있다. 그러나 이 경우 새로운 시설 및 기술의 확보에 큰 자본을 투입해야하는 경제적인 문제가 있다. 또한 최근의 silicon 결정질 solar cell 원료의 가격이 1년전에 비해 1/4로 급격하게 떨어진다는 점에서 박막화에 대한 투자는 일부나라에서 정체의 수준까지 다다르게 되었다. 따라서 본 연구에서는 40X40X3mm 크기의 열전소자를 결정질 silicon 솔라셀에 부착하는 방법으로 통합화를 시도하였으며, 모듈화에는 EVA film을 사용하지 않는 방법을 이용한 batch 법으로 모듈을 제작하고, 그 특성을 비교하였다. 그 결과 통합된 솔라셀-열전 모듈의 에너지변환효율은 동일한 크기의 솔라셀을 사용하여 제작한 모듈에 비해서 $60^{\circ}C$에서 공냉을 이용하여 측정한 결과 약 8% 개선효과가 있었으며, 보다 더 나은 결과를 도출하기위해 열전소자쪽에 냉각수나 냉각판을 설치하는 시도가 요구된다.

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B-H Properties of Silicon steel Core material with Material Process (규소강판 코어소재의 가공방법에 따른 B-H 특성)

  • Kim, In-Sung;Song, Jae-Sung;Min, Bok-Ki;Jeong, Soon-Jong;Kim, Hyeong-Uk
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2007.11a
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    • pp.239-240
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    • 2007
  • 변압기 코어소재로 사용하는 방향성 규소강판의 가공 방법에 따른 물성을 조사하기 위하여 테이프 와인딩 코어 형태, 곡률반경을 20, 30, 40mm로 하여 토로이달 형태 변압기 시료의 B-H 자성 특성을 조사하였다. 곡률반경이 40mm, 높이는 10mm의 비율에서 보자력은 0.02Oe, 포화자속밀도는 0.98, 1.85T으로 보자력(Hc)은 낮고 포화자속일도(Bs)는 제일 큰 값을 나타내었고, 국내에서 생산되고 있는 방향성 규소강판의 자속밀도값 보다 약간 크게 나타났으며, 본 연구로부터 방향성 규소강판을 이용하여 권자심 코어을 제작할 때 고려해야하는 탄성변형에 대한 중요성과 코어 소재의 가공방법이 자기적 특성에 미치는 영향을 고찰하였다. 또한 토로이달 코어형태의 변압기를 설계 제작시 높이와 곡율반경, 가공 방법에 따라 용량, 효율 등이 다르므로 사전에 소재의 물성을 면밀히 검토 후에 전기기기에 적용해야함을 재확인하였다.

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Value Chain Model to Stabilize which Low-budget Digital Film Production System (가치사슬 구조로 본 저예산 디지털 영화제작 시스템의 안정을 위한 연구)

  • Kim, Jin-Wook
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.82-89
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    • 2013
  • The phase in digital technology expedited low-budget digital film productions in the Korean film industry; hence the international film festivals circuit became the launching pad for Korean directors as they built their reputation and careers around the critical acclaim. Pieta (Kim Ki-Duk)'s Claim on Golden Lion prize at the Venice Film Festival in 2012 would be one of the splendid achievements - the festival is considered to be one of the top the international film festival. However, the increased volume of the low-budget digital film productions are not necessarily proportional to the growth in the quality of the productions. The drawbacks to the production system appeared to be the underlying cause. In attempt to approach the issue, this article explores the production system from 2000 until now. It is illustrated that the value chain model has been transformed from general ones into vertical & horizontal integrated ones. A notable example of successful indie bands-around Hongik university area-, as well the analysis on the low-budget hit productions, especially from the mid-2000's, are introduced as the case studies. The strategies that led the success, such as subsidies policy, the tax benefits on investment firms and production companies, and the aid in international film festival submissions on low-budget digital film productions, are thus examined with further suggestions.

Consideration for difference of recognition between company and animation specialities : Mainly focused on attempting for indi-animation (애니메이션 전공자와 산업체간의 인식의 차이에 대한 고찰 : 창작 애니메이션 활성화 방안을 중심으로)

  • Choi, Ji-Won
    • Cartoon and Animation Studies
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    • s.14
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    • pp.115-128
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    • 2008
  • The animation is in a boom as the one of rising media content industry of 21st century. So it is very affective to education. For example, in primary or secondary schools, there are extra-animation class after school, and in universities, there are a lot of the department of animation nowadays. In every years, a number of high-educated professionals are coming to the manpower market. This was an affirmative phenomenon for many animation companies to upgrade from OEM(Original Equipment Manufacturing) system to very creative system. They might believed that young, well-educated animators have qualified skills, and creative mind. But, 10 years later, now, there is few professionals who was well-educated in system of Korean animation. Companies still can not hire enough animators. Even if they can find an high-educated person, this person do not have enough skills to do his or her works, so companies need to re-educate this animator for awhile. But, why is very hard to find a skillful new animator? From this question, we will talk about educational condition of animation departments, and condition of employment to markets. And then, we will find the causes of problems which give bad effect to lack of manpower. Finally, we will summarize about policies for supporting animation, so hope to contribute for making better atmosphere for creating animations.

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A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine (언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구)

  • Min-Jun, Oh
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.19-25
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    • 2022
  • In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.

Design of MSR for Magnetic Field Shielding of Low Frequency (저주파 자기장 차폐를 위한 자기차폐실 설계)

  • Choi, Hak-Yun
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.24 no.6
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    • pp.154-159
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    • 2010
  • In this paper, the magnetically shielded room for low magnetic field shielding is designed and measured by fabricated. The size of magnetically shielded room was 3.0[m](W)$\times$3.0[m](L)$\times$3.0[m](H) to enter the industrial measuring instruments and analyzed DC and AC shielding characteristics of magnetic materials with a high permeability and AC shielding characteristics by eddy current of conductive materials. As a results, shielded room dimensions were obtained. To verify the analysis results, magnetically shielded room is fabricated and the calculated results are compared with the measured results. The Measured results show good agreement with calculated results. According to measurements, 5 times of 0.1[Hz] and 86 times of 60[Hz] is achieved at low frequency. The fabricated shielding room can be used as the magnetically shielding room for low magnetic field shielding.

Analysis of Properties of Flake Sendust EM Wave Absorber according to Granularity (입도에 따른 Flake Sendust 전파 흡수체의 특성 분석)

  • Park, Soo-Hoon;Kim, Dong-Il;Choi, Dong-Han;Kim, Seong-Yeon
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.19 no.9
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    • pp.1051-1057
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    • 2008
  • In this paper, we analyzed the characteristics of the EM wave absorber which was fabricated by using flake sendust (soft metal magnetic powder). The flake sendust was made of 3 different granularity by attrition mill. First, we have fabricated 3 kind of EM wave absorbers using the flake sendust and CPE(Chlorinated Polyethylene) and measured the S-parameters of the EM wave absorber. The complex relative permittivity and permeability were calculated from the measured data and the variations according to a change of granularity were researched. As a result, it was confirmed that the EM wave absorber using flake sendust with the $140{\mu}m$ average granularity has outstanding absorption ability in high frequency range(C band) for the reduction of eddy current loss(increase of permeability) and the increase of space charge polarization(increase of permittivity).

An Assessment System Model for Game Satisfaction Degree to Establish Game Development Strategy (게임개발 전략 수립을 위한 게임만족도 평가시스템 모형 개발에 관한 연구)

  • Ham Hyung-Bum;Lee Yang-Sun;An Chang-Ho
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1630-1638
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    • 2004
  • The ultimate purpose of game production is to make a game which satisfy game players and to sell maximum of products. In this paper, we suggest an assessment system model which can evaluate game satisfaction degree quantitatively, for preparing foundations that can make games which the suppliers and demanders of game business want. For it, we computed weight of constituent factors for game with AHP method based on survey, and quantified degree of satisfaction for genre of games to score. Also we analyzed affective factors for game satisfaction by SEM using LISREL software. In result, the greatest affective factor for game satisfaction is fun. For making the game with high degree of satisfaction, we propose that constructive investment and enough technology for fun are needed.

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Forecasting and Impacts Analysis of Domestic Satellite Project (국내 위성사업의 전망과 파급효과 분석)

  • Hong, Jeong-Wan;Seo, Seung-U
    • Electronics and Telecommunications Trends
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    • v.10 no.4 s.38
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    • pp.175-191
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    • 1995
  • 본 연구는 지금까지는 초보 단계에 머룰러 있지만 무궁화위성의 발사를 계기로 점차 활성화되고 있는 우리나라의 위성사업에 대해 먼저 알아보고, 이 위성사업의 기술적, 경제적 파급효과를 분석하였다. 위성 서비스 시장 규모는 초기에는 500억원 정도에 머물겠으나, 무궁화위성의 수명이 거의 끝나가는 2005년에는 약 1500억원 정도로 커질 것이다. 그리고 위성 관련 단말기 시장은 연간 1500억원 정도 될 것으로 예상된다. 특히 DBS 서비스와 위성 비디오통신 서비스는 서비스 시장의 2/3 이상을 차지하는 큰 시장이 될 것이며, DBS 수신기 시장도 성장 가능성이 매우 큰 분야이다. 무궁화위성은 우리나라를 위성 보유국의 대열에 낄 수 있게 하였으며, 위성 제작 기술 보유국이 되는 기반을 마련할 수 있게 하였다. 무궁화위성 이후의 위성사업계획과 연구 투자 계획에 비추어 볼 때, 2000년대가 되면 우리나라도 위성 발사체 분야를 제외한 대부분의 위성기술을 보유하는 나라가 될 것으로 예상된다.

A Korean Speech Database for Use in Automatic Translation (자동통역용 한국어 음성 데이터베이스)

  • 최인정
    • Proceedings of the Acoustical Society of Korea Conference
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    • 1994.06c
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    • pp.287-290
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    • 1994
  • 음성 인식 시스템의 개발을 위해서는 음성 데이터베이스구축이 중요한 과제의 하나로서, 많은 시간과 노력이 요구된다. 개별적인 음성데이타베이스 구축에 따른 중복 투자를 줄이고 다양한 인식 알고리듬의 성능 비교와 국내 음성 인식 기술의 발전을 위해서는 벤치마크 시험을 위한 공통의 음성 데이터베이스가 필수적이다. 본 논문에서는 한국과학기술원 통신연구실에서 제작한 한국어 음성 데이터베이스에 관하여 기술한다. KAIST 음성데이타베이스는 자동통ㅇ역을 N이한 무역 상담과 관련되 3,000 단어 규모의 연속어를 비롯하여, 가변 길이 연결 숫자음, phoneme-balanced 75 고립단어, 지역명 관련 500 고립단어, 한국어 아-세트로 구성되어 있다. 이 음성 데이터베이스의 구축을 위하여 사용된 태스크선정 절차, 녹음 방법, 규격, 및 기대효과 등 세부사항을 기술한다.

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