• Title/Summary/Keyword: Card drawing

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Design of RFID Packaging for Construction Materials (건축자재용 RFID 패키징 설계)

  • Shin, Jae-Hui;Hwang, Suk-Seung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.6
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    • pp.923-931
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    • 2013
  • RFID (Radio Frequency Identification), which is a kind of the electronic tag, is a wireless access device using the radio frequency for recognizing the ID information. It has a variety of application such as the bus card, gate access card, distribution industry, and management of construction materials. The performance and size of RFID depend on the penetrability, recognition ratio, memory size, multi tag recognition, external pollution dust, and exterior impact, and RFID requires the packaging to protect itself considered above factors. Recently, RFID is diversely employed to effectively manage construction materials and the RFID packaging, which is robust to the external impact, is required to attach RFID on construction materials. In this paper, we propose the construction material RFID packaging designed to be robust for the external impact and to be practicable for change of the broken RFID. For the change of RFID, we separate the cast and body of the packaging. Also, we present the detail drawing for the proposed construction material RFID packaging and implement the performance evaluation of the packaging manufactured using 3D printer.

A Study on the Design Gaming Method for a Designing the Elementary School -Focused on Students' Preference of Physical Environments- (초등학교 설계를 위한 디자인게임 방법에 대한 연구)

  • Kim, Hye-Jung
    • Journal of the Korean Institute of Educational Facilities
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    • v.16 no.6
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    • pp.29-41
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    • 2009
  • The purpose of the study was to determine the way to improve the school environments especially focused on the elementary school through design gaming with children. Main purpose of the study was to establish the method to find how children experience school environments and the way to find their needs, feelings, and desires of the school facilities. The methods which have been used are design gaming consisted of picture card game, drawing favorable and unfavorable places, and making the wish list. 46 children in Seoul area participated in the study. The main physical environments which have been focused in the study are as follows; the type of classroom, atmosphere of library, indoor and outdoor leisure activity space, indoor and outdoor play area, and the pedestrian way from home to school and from school towards home. Quantitative and qualitative analysis were used to attempt to develop children's preference of each place and their wish about school environments. The results have been summarized based on the general preferences and differences of favorite and unfavorite places. The differences between grades and gender have also been discussed focused on the picture game and drawings of favorite and unfavorite places.

Install and Evaluation of Community Design Workshop Program for Regional Linking Cooperation Projects -Case Study on Community Design Workshop of 'Sejong Healing Road 100 Project'- (지자체간 연계협력사업 추진을 위한 마을만들기 대학 프로그램의 적용과 평가 -세종대왕 100리길 사업 마을만들기 대학의 사례를 중심으로-)

  • Park, Chung-Shin;Kim, Seung-Geun
    • Journal of the Korean Institute of Rural Architecture
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    • v.17 no.2
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    • pp.43-50
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    • 2015
  • The purpose of this study is to examine application possibility as the inhabitants educational program for community design workshops of regional linking cooperation project "Sejong healing road 100 project". As a results follows : First, It can confirm inhabitants ability reinforcement through administration of the 8-week educational program, and a participation rate is important in it. Second, 'The tool of inhabitants opinion expression using a Post-it' is easy as a tool of the workshops, and the effect improves if It use a drawing together. Third, 'The tool of inhabitants opinion expression using figure card' is the most effective as expression of the inhabitants intention as a tool of the workshops, but preparations process is complicated. Moreover, for the inhabitants participation in regional linking cooperation projects, the development system of a more systematic inhabitants intention expression is necessary.

An Attempt for Establishing Indention on Drawing up Card Catalogue. (Card 목록작성에 있어서 기선(Indention) 설정을 위한 시도)

  • 김남석
    • Journal of Korean Library and Information Science Society
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    • v.4
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    • pp.61-90
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    • 1977
  • The historical development of books examination with utilizing science become inevitable to the machanization of library catalogues. With the advance of times, like this, a new- development of $Indention('||'&'||'$ : Kisun) must be sought for which is a kind of descriptive catalogues being used now. This paper is scheduled to grasp problems in the course of using and logical grounds of Indention which hal-e been used disordering. It must be considered that four kinds of Icdention settlement is suitable to the features of Korean letters. 1) TI-e must consider the features of Korean Language and Oriental Language writing(Japan, China). There must be a establishment of floating $Indention('||'&'||'E$ : Kisun), which are suitable for the writting style or hand writting man on the point of most of Koreans are depend upon hand witting, then books catalogues like western language, not left edge of the cards of the $Indention(B$ : Kisun) establishing, from edge to Call Number, from the last of the Call Number to First Indention(%-Bl63). First Indention(%-%%) to a space of Second $indention($\ulcorner^%)$ must be established and then, every catalogue and Indentions are distinguished surely. 2) \Then we consider the developing catalogue making in the future. It is important to establish a fixed $Indention('||'&'||'$ : Kisun) for machinization of typewriter(Korean, Mimeographing) and computer, etc ... not "Cm" unit but "Space" unit, and consider oriental letter, ne make more surplus space as a Indention, we can give anadaptablity of using machines. 3) Considering typography printing and type-setting printing by printing type, we must fit the $Indention(\ulcorner'||'&'||'$ : Kisun) as a "Cm" unit, and there must be a re-adjustment of $Indention(g$$ : Kisun) which considered the complexity of Call Number by a mass of collecting books like this, the establishment of Indention(E'||'&'||'j!: Kisun). We must not use a uilified one as a concrete conception by "Space" or "Cm" unit which has been used now but re-adjusted adaptably which can be fited as a method of making of catalogues. 4) The name of $Indcntion(J, S$ : Kisun) has becll called 7;arious methods until now, but English Indention which has been used without any concrete mexirig must be used as a ours fitable as a our mind. The above mentioned is presented as a Indention and examinational l~letilods by myself style, I wants these r i l l be helpful to the future developments of the machanization of Indention $(sf:$ Ki sun). Concrete studies must be continued in the future for development of $Indention(zj:$ : Kisun). : Kisun).

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A Study on the Late 19th Century Basic Costumes and Games based on Genre Paintings by Kisan Junkeun Kim - Referred from the book 「Korean Games」 - (기산 김준근 풍속화에 나타난 19세기말 일반복식과 놀이문화에 관한 연구 - 「한국의 놀이」 삽화를 중심으로 -)

  • Choi, Eunjoo
    • Fashion & Textile Research Journal
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    • v.14 no.5
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    • pp.766-777
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    • 2012
  • The 13 genre paintings by Junkeun Kim in the book "Korean Games(by Stewart Culin 1858~1929)" were used to study the late $19^{th}$ century's basic costumes and Games style in Korea. The people who appear in the paintings are 26 adult males, 2 minor males, 2 adult females and 3 kisaengs. Typical men wore 'Jeogori' which had various colors and white linings with a reached hip line, and knotted with a 'go-rum' on the right side. They also wore, white colored 'Baji' with colorful sash that were knot below knee or ankle together with 'Hang-jun' or 'Daenim'. They wore 'Beoseon'. Some men wore 'Po' whose colors were blue, green, indigo, white. The general women wore 'Jeogori' in deep green and light pink, indigo, green, red, and they matched with colors for 'Kit' and, 'Go-rum', 'Kut-dong' and its 'Go-rum' was short and narrow. It was so fit and short with narrow sleeve. It had 'Dunggun-kit'(round head collar) with white 'Dong-jung' and so it fit at neck. They wore 'Chi-ma' whose color was red, light green, or light indigo. It contrasted with 'Jeogori'. The width of 'Chi-ma' was big enough. Then white inner slacks came out under the skirt. Traditional Korean games can be classified according to age and gender. Then the games can be further classified into three categories : men's games, women's games, and games for all. The games for adult are an archery practice, hunting, shovel work with a karae, making a bow, drawing Jongkung-chart, Korean chess, playing paduk, and the Korean card game. A swing is a game for women. Games for both men and women are dice play, and domino game. Games for both adult and minor males are sledge, and tightrope walking. Through genre paintings in the $19^{th}$ century, I reached a conclusion that basic costumes are similar to 'Hanbok' at the present time and the method of wearing them has not changed much. It appears that the originality of traditional costumes has been maintained.

A Study on the Effect of Brand Familiarity and Brand image on Intending Purchase and Revisiting by Coupon Property. -Focused on Chicken Speciality Store- (쿠폰특성에 따른 브랜드 친숙도와 브랜드 이미지가 구매 의도와 재 방문 의도에 관한 연구 - 국내 치킨 산업을 중심으로 -)

  • Shin, Gun-Chu;Jang, Jae-Nam
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.1
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    • pp.295-306
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    • 2010
  • The company have get the most out of coupon that is very useful to draw on consumer with sensitive the price, low the br loyalty to induct the direct buying intention. The effect of the coupon is a hard fact to an aid of working out successful strategy by the results that many scholar studied for long time. But the results of research was centered upon examining to influence br image company's sales, gains for guessing exchange action of coupon. Antecedent researches of our country is a lot of coupon combination discount card for drawing on revisiting making new consumer. The purpose of the study is to identify how to influence br familiarity br image into intending purchase revisiting by coupon property. In this study, collage man, worker located in Seoul Kyunggi province were sampled by convenience sampling. As a result, Br familiarity br image affect affirmatively intending purchase revisiting by coupon property.

Analysis of Spatial Trip Regularity using Trajectory Data in Urban Areas (도시부 경로자료를 이용한 통행의 공간적 규칙성 분석)

  • Lee, Su jin;Jang, Ki tae
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.6
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    • pp.96-110
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    • 2018
  • As the development of ICT has made it easier to collect various traffic information, research on creating new traffic attributes is drawing attention. Estimation and forecasts of demand and traffic volume are one of the main indicators that are essential to traffic operation, assuming that the traffic pattern at a particular node or link is repeated. Traditionally, a survey method was used to demonstrate this similarity on trip behavior. However, the method was limited to achieving high accuracy with high costs and responses that relied on the respondents' memory. Recently, as traffic data has become easier to gather through ETC system, smart card, studies are performed to identify the regularity of trip in various ways. In, this study, route-level trip data collected in Daegu metropolitan city were analyzed to confirm that individual traveler forms a spatially similar trip chain over several days. For this purpose, we newly define the concept of spatial trip regularity and assess the spatial difference between daily trip chains using the sequence alignment algorithm, Dynamic Time Warping. In addition, we will discuss the applications as the indicators of fixed traffic demand and transportation services.

User-participatory Design Process for School Forests - Focusing on Daegu Padong Elementary School - (이용자 참여형 학교숲 설계에 관한 연구 - 대구 파동초등학교를 대상으로 -)

  • Jung, Tae-Yeol;Kwon, Ji-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.50-61
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    • 2017
  • This study devised a user-participatory design process for users to participate directly in the design process and was implemented at Daegu Padong Elementary School. Users of the school forest were divided into four groups: the lower grades, the upper grades, local residents(parents included), and faculty. The methods of this study were image survey, preference survey, card playing, and model playing. Researchers investigated the level of user satisfaction the following year. The specific design process is as follows: First of all, the concept of the school forest was established through audio-visual education for students and image research was conducted through drawing and painting activities entitled 'The School Forest I Want'. Second, in the image survey, a survey of areas and facilities with high frequency use was conducted in the study of the lower grades, the upper grades, local residents, and the faculty. Image cards of spaces and facilities that showed high preference were produced and the cards were placed in four groups on the school lot plan to check the location of place and facilities desired. Based on this, a model and a basic idea were created through consultation with future users. Lastly, the study design was completed. After 1 year from the completion of the school forest, users were again surveyed regarding their satisfaction with use. The importance of this study is as follows: 1) Treating all potential users of a school forest as the subject of design participation, 2) Reasoning out a plan created by the users themselves through consultation and discussion throughout all steps of the design process, 3) Grasping how users utilize a school forest and the type of spaces most preferred via preference survey after completion of the school forest and showing the importance of user participation by showing that spaces preferred by users were similar to those in which experts were also highly interested.