• Title/Summary/Keyword: 코드화

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Advertisement Criticism through Audience Response and Communication Efficacy - focused on KT&G TV-CM text - (수용자 반응 중심의 광고비평과 커뮤니케이션 실효성 - KT&G TV광고 텍스트를 중심으로 -)

  • Lee, Hyun-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.233-242
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    • 2006
  • The purpose of this study is to investigate communication efficacy of advertisement text through audience responses. This study approached qualitatively to KT&G TV commercials. The research proceeded as follows: First, as background theory, studies on audience focusing advertisement criticism and the interpretation of advertising texts were reviewed. Secondly, the characteristics of the audiences of the advertisements, analyzed through in-depth individual interviews as well as group interviews, were incorporated into a broad theme and then divided into different dimensions. Finally, the audiences' decoding code and critic reponses in reading ambiguous advertising texts, and the interrelationship between strategic ambiguity were discussed under a unified model. The major findings of this study are as follows: In interpreting the ambiguous advertising texts, the audiences use various decoding codes such as language, visuals, technology and rhetoric, and various critic responses such as linguistic, macroscopic, schematic, non-verbal and socio-cultural factors, in quite comprehensive manner. Also, it was shown that audiences make use of different decoding strategies in terms of their recognition, reliability, emotional attitude, and behavior. It can therefore be concluded that the strategic ambiguity has its limit in explaining its effectiveness in the entire dimensions of recognition, emotional attitude, and behavior, in the sense that the strategic ambiguity is most effective in recognition while it invokes more negativity in the behavioral dimension. Finally, this empirical study, focusing on qualitative analyses, may have its limit as well; however, deeper statistic-qualitative studies in the future could compensate for it.

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Risk Assessment Technique for Gas Fuel Supply System of Combined Cycle Power Plants (II) : Based on Piping System Stress Analysis (복합화력발전의 가스연료 공급계통에 대한 위험도 평가 기법 연구 (II) : 배관 시스템 응력 해석을 이용한 위험도 평가)

  • Yu, Jong Min;Song, Jung Soo;Jeong, Tae Min;Lok, Vanno;Yoon, Kee Bong
    • Journal of Energy Engineering
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    • v.27 no.2
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    • pp.14-25
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    • 2018
  • The combined cycle power plant has a cycle of operating the gas turbine with fuel, such as natural gas, and then producing steam using residual heat. The fuel gas is supplied to the gas turbine at a level of 4 to 5 MPa, $200^{\circ}C$ through a compressor and a heat exchanger. In this study, the risk assessment method considering the piping system stress was carried out for safe operation and soundness of the gas fuel supply piping system. The API 580/581 RBI code, which is well known for its risk assessment techniques, is limited to reflect the effect of piping stress on risk. Therefore, the systematic stress of the pipeline is analyzed by using the piping analysis. For the study, the piping system stress analysis was performed using design data of a gas fuel supply piping of a combined cycle power plant. The result of probability of failure evaluated by the API code is compared to the result of stress ratio by piping analysis.

The Development of Kitchenware Design through Cognitive Analysis (인지적 사고과정 분석을 통한 주방기구디자인 개발)

  • Kim, Kiesu
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.287-294
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    • 2016
  • The whole design process drawing outputs from design planning is based on designers' intuitive ideas and differences in technical ability. However, every design professional agrees to the fact that such design process is filled with individuals' implicit acts or inherent intuition rather than following directions in a certain defined frame. If the design process based on such intuition and experience can start from the rational and scientific process, it would be possible to move more systematic design process to the next step. This study aims to examine what system of thinking are used by designers to conduct the design information process, by using the protocol analysis which is the representative qualitative study method of cognitive science, on designers' cognitive behaviors like the contents of the design sketch process which is the initial step of the kitchenware development process, in order to understand professionals' and non-professionals' design application direction. Thus, the scope of this paper would be limited to "the initial protocol analysis on kitchenware" and "encoding of the analysis on thinking" in the qualitative study that can be the most basic to understand the design cognitive science. As a procedure to solve this study question, it aimed to seek for the product development flow and the educational effect by considering the preceding researches and also re-interpreting cognitive thinking in systematic methods.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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The Software Complexity Estimation Method in Algorithm Level by Analysis of Source code (소스코드의 분석을 통한 알고리즘 레벨에서의 소프트웨어 복잡도 측정 방법)

  • Lim, Woong;Nam, Jung-Hak;Sim, Dong-Gyu;Cho, Dae-Sung;Choi, Woong-Il
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.5
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    • pp.153-164
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    • 2010
  • A program consumes energy by executing its instructions. The amount of cosumed power is mainly proportional to algorithm complexity and it can be calculated by using complexity information. Generally, the complexity of a S/W is estimated by the microprocessor simulator. But, the simulation takes long time why the simulator is a software modeled the hardware and it only provides the information about computational complexity quantitatively. In this paper, we propose a complexity estimation method of analysis of S/W on source code level and produce the complexity metric mathematically. The function-wise complexity metrics give the detailed information about the calculation-concentrated location in function. The performance of the proposed method is compared with the result of the gate-level microprocessor simulator 'SimpleScalar'. The used softwares for performance test are $4{\times}4$ integer transform, intra-prediction and motion estimation in the latest video codec, H.264/AVC. The number of executed instructions are used to estimate quantitatively and it appears about 11.6%, 9.6% and 3.5% of error respectively in contradistinction to the result of SimpleScalar.

Perceptions of Pre-service Early Childhood Teachers before Practicum on Teaching Practicum through Metaphor Analysis (은유 분석을 통해 본 실습 전 예비유아교사의 실습 전 학교현장실습에 대한 인식)

  • Jung, Hye young;Kim, Mi Jin
    • Korean Journal of Childcare and Education
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    • v.11 no.3
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    • pp.25-44
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    • 2015
  • The aim of this research is to provide more proper teaching practicum chances through getting practical implications by pre-service early childhood teachers' perception of teaching practicum through investigating pre-service early childhood teacher's perception of teaching practicum using metaphors. Participants were 121 pre-service early childhood teachers'. They were early childhood education freshmen and sophomores who did not experience teaching practicum. The opened survey expressing metaphors about teaching practicum was conducted. The results showed that participants suggested 114 metaphors and those were coded and divided. The results were categorized into 11 types including 'It is hard but also fruitful.', 'It is a new experience.', 'It is hard and difficult.', 'It is meaningful and important.', 'I am afraid and worried.', 'I learn a lot.', 'I have to go though it.', 'I have to make an effort.', 'It is pleasant.', 'I am evaluated.' and 'others'. We expect that this research will give a chance to review what the teaching practicum means to pre-service early childhood teachers and make plans for pre-service early childhood teachers to prepare the teaching practicum with proper perception.

Frame Transmission and Channel Changing Methods of IEEE 802.15.4 Nodes in WiFi Traffic Interference Environment (WiFi 트래픽의 간섭환경에서 IEEE 802.15.4 노드의 프레임 전송 및 채널변경 방법)

  • Song, Myong Lyol
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.179-191
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    • 2014
  • In this paper, a frame transmission method to make IEEE 802.15.4 nodes run at a new channel and its characteristics are studied when they experience difficulties in transmission of frames due to WiFi traffic. The researches on evaluating the interference from WiFi traffic, searching for a new channel with little interference or not, and changing the operating channel are analyzed. In an wireless channel overlapped with IEEE 802.11 network, the transmission delay of IEEE 802.15.4 frames, the collision of frames in sending IEEE 802.15.4 frames without applying CSMA-CA algorithm, and the operation of IEEE 802.11 nodes are explained. A transmission method of frames including frame-formated code blocks in order to use the rest part of collided IEEE 802.15.4 frame is proposed. In the experiments of the proposed method, it is observed that frame-formated code blocks are synchronized and received by receivers in case of collision, and then the collided positions in IEEE 802.15.4 frame and the characteristics of frame reception rate are analyzed. The experimental results show that the performance of the proposed method is improved in comparison to an existing method when we measure the time taken to send a channel change command and get the response in order to avoid the interference from WiFi traffic.

A Conceptual Design of Maintenance Information System Interlace for Real-Time Diagnosis of Driverless EMU (무인전동차의 실시간 상태 진단을 위한 유지보수 정보시스템 인터페이스에 대한 개념설계)

  • Han, Jun-hee;Kim, Chul-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.10
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    • pp.63-68
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    • 2017
  • Although automated metro subway systems have the advantage of operating a train without a train driver, it is difficult to detect an immediate fault condition and take countermeasures when an unusual situation occurs. Therefore, it is important to construct a maintenance information system (MIS) that detects the vehicle failure/status information in real time and maintains it efficiently in the depot of the railway's vehicles. This paper proposes a conceptual design method that realizes the interface between the train control system (TCS), the operation control center train control monitoring system (OCC-TCMS) console, and the MIS using wireless communication network in real-time. To transmit a large amount of information on 800,000 occurrences per day during operation, data was collected in a 56 byte data table using a data processing algorithm. This state information was classified into 4 hexadecimal codes and transmitted to the MIS by mapping the status and the fault information on the vehicle during the main line operation. Furthermore, the transmission and reception data were examined in real time between the TCS and MIS, and the implementation of the failure information screen was then displayed.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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Safety Assessment for the self-disposal plan of clearance radioactive waste after nuclear power plant decommissioning (원전해체후 규제해제 콘크리트 방사성 폐기물의 자체처분을 위한 안전성 평가)

  • Choi, YoungHwan;Ko, JaeHun;Lee, DongGyu;Kim, HaeWoong;Park, KwangSoo;Sohn, HeeDong
    • Journal of Energy Engineering
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    • v.29 no.1
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    • pp.63-74
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    • 2020
  • The Kori-Unit 1 nuclear power plant, which is scheduled for decommissioning after permanent shutdown, is expected to generate a large amount of various types of radioactive waste during decommissioning process. For concrete radioactive waste, which is expected to occupy the most amount, it is important to analyze the current waste disposal status and legal limitations and to prepare an appropriate and efficient disposal method. Concrete radioactive waste is waste of various levels, of which the clearance level is bioshield concrete. In this paper, clearance radioactive waste safety evaluation was performed using the RESRAD code, which is a safety evaluation code, based on the activation evaluation results for the wastes with the clearance level. The clearance scenario of the target radioactive waste was selected and the individual's exposure dose was calculated at the time of clearance to determine whether the clearance criteria limit prescribed by the Nuclear Safety Act was satisfied. As a result of the evaluation, the results showed significantly lower results and satisfied the criteria value. Based on the results of this clearance safety assessment, the appropriate disposal method for bioshield concrete, which are the clearance wastes of subject of deregulation, was suggested.