• Title/Summary/Keyword: Design Competition

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A Study on the Spatial Characteristics for Adolescents-friendly in the Apartments Design - Focused on the Design Competition of Suwon A District - (청소년 친화적인 공동주택 공간특성에 관한 연구 - 수원 A지역 현상설계안을 중심으로 -)

  • Kim, Nam-Hyo;Bang, Seon-Joo
    • Journal of the Korean housing association
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    • v.20 no.3
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    • pp.37-45
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    • 2009
  • For the young period, privacy is a crucial factor in establishing one's own identities, values and relationships. The capacity of residential environment to protect individual's privacy takes considerable part in influencing psychological and physiological development of adolescents. This study analyzed adolescents residential values and the elements of spatial plans for the passage and outdoor in Apartment Design Competition of Suwon A district in 2008. One hundred and ten middle and high school students living in Metropolitan area were selected and questionnaire was conducted during February 7 to February 15 in 2009. The data was analyzed by SPSS 11.0 program using one-way ANOVA and crosstab. The study results were summarized as follows; First, the adolescents valued 'safety' the most, regardless of their age and gender and the safety of adolescents commuting should be considered. Second, protecting their own private territories was next important element among other elements. Privacy can be protected by using movable walls, changing the doorway, dividing parents' and adolescents independent territory. Third, in terms of convenience, choosing location of children's room and walking way should be considered. Forth, from the survey, demand for indoors leisure activity was highly valued and required for aesthetic point of view. Considering the sculptures and facilities must satisfy the aesthetics and practicality. Fifth, in terms of social needs, 61.6% of people answered positively to the community facilities for social relationship. Residential environment affects enormous part of adolescents emotional and academic development. Therefore, designing residential areas for adolescents friendly should reflect the demands for safety, territory, convenience, aesthetic and social life.

A Study on How Social Comparison Between Players on Mobile Puzzle SNG When Competeing on leaderboard, Affect the Competition and Chllenge - Focused on Self-Evaluation maintenance model - (모바일 퍼즐 SNG 순위경쟁상황에서 플레이어의 사회비교가 경쟁심과 도전감에 미치는 영향 - 자기평가유지모형을 중심으로 -)

  • Kim, Jaehyun;Choi, Chris Seoyun;Kim, Hyunsuk
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.5-15
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    • 2018
  • The biggest characteristic of Social Network Game(SNG) is that games are played through competition and cooperation with the actual acquaintances based on SNS. Even though such competition and challenge spirit have been dealt importantly as preceding factors having influence on the flow in games in the existing game area, it is rare to find researches deeply considering the characteristics of ranking competition between acquaintances in SNG. Moreover, it was not considered that such acquaintances could be the targets of competition and also challenge at the same time in SNG. Therefore, this study examined the achievements(big differences in ranking, small differences in ranking) of the targets for comparison and closeness(strong ties, weak ties) with the targets for comparison as factors having influence on competition and challenge spirit, and also empirically analyzed the influence of such factors and interactions between factors on players' competition and challenge spirit in the ranking competitive society, by analyzing the characteristics of ranking competition between acquaintances in the mobile puzzle, SNG based on SNS through the analysis on the preceding research on the self-evaluation maintenance model of the social comparison theory. In the results, when preferentially exposing competitors with small difference in ranking and also exposing competitors with stronger ties, players' competition is stimulated, so that it can improve their challenge spirit. Such results of this study can be expected to a lot contribute to the actual design work of SNG ranking table contents.

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Design of Optimized Two Degree of Freedom Controller for Rotary Inverted Pendulum System Using Hierarchical Fair Competition-based Genetic Algorithms (회전형 역 진자 시스템에 대한 계층적 공정 경쟁 유전자 알고리즘을 이용한 최적 2-자유도 제어기 설계)

  • Jeong, Seung-Hyeon;Jang, Han-Jong;Choe, Jeong-Nae;O, Seong-Gwon
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.04a
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    • pp.349-352
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    • 2007
  • 본 논문은 계층적 공정 경쟁 유전자 알고리즘(Hierarchical Fair Competition-based Genetic Algorithms : HFCGAs)을 이용한 회전형 역 진자 시스템의 최적 2-자유도 제어기 설계를 제안한다. 비선형이며 불안정한 운동을 하는 회전형 역 진자 시스템은 회전지렛대(rotating arm) 위의 폴(pole)이 적당한 제어력이 없는 상황에서 중력에 의해 어느 한 쪽 방향으로 넘어지려고 할 때, 외부에서 회전지렛대에 힘을 가하여 회전지렛대의 특정위치와 폴의 각도를 유지시키는 시스템으로, 본 논문에서는 두 개의 피드백 제어루프를 갖는 2-자유도 제어기를 구성한다. 각각의 제어기는 PD 제어기로 구성하고, 조기수렴 문제를 내재하고 있는 기존의 유전자 알고리즘의 해결방안중 하나인 HFCGAs를 이용하여 최적의 제어기 파라미터들을 구한다. 마지막으로 실제 공정에 적용하여 설계된 제어기의 성능을 평가한다.

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Competition and Coalition of the Participants with Demand Response in Electricity Market

  • Lee, Kwang-Ho
    • Journal of Electrical Engineering and Technology
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    • v.12 no.6
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    • pp.2157-2165
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    • 2017
  • This study deals with the design of the mechanism in which demand response (DR) resources are traded in the power generation market. In general, a DR aggregator (DRA), which extends DR resources and provides technical support, is central to this mechanism. In this study, power users, called DR customer (DRC), participate in load reduction and are also modeled to participate directly in DR-related bidding. The DRA provides incentives to the DRC, indirectly impacting the market, and the DRC use the bid parameters strategically. We present the conditions for finding Nash Equilibrium (NE) in game problems of various participants including market operators, and analyze the characteristics of DRA and DRC related models. It also analyzes the impact of the participants on the market according to various types of competition and coalitions between DRA and DRC.

Analysis of marketing Channel competition in Electronic Commerce Incorporating Web Awareness (Web 인지도를 반영한 전자상거래 마케팅 채널 경쟁에 관한 연구)

  • 차춘남;조형래
    • Korean Management Science Review
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    • v.17 no.3
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    • pp.49-60
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    • 2000
  • The proliferation of electronic commerce(EC) has led manufactureres to consider Internet based marketing as a salient candidate for strategic diversification of marketing channel. In this case, each manufacturer can build its own Web store or rent an existing special EC store. Such decision making of ‘build’ or ‘rent’ can be analyzed by a game model which derives the Nash solutions for price and profit considering degree of competition with other competitive manufacturers. In this paper, to overcome the drawbacks of the traditional linear demand function, we first propose a new linear demand function which incorporates not only the price difference between competitive products but the awareness of Web stores perceived by the consumers, then design the game models to analyze the characteristics of three typical types of marketing channel in duopoly market. Based on the Nash solutions of the game models, we analyzed the effect of the degree of competition and Web awareness in selecting the optimal marketing channel.

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Analysis of Form and Space Changes in Design Process of Free-form Architecture of Culture-Related Facilities in South Korea

  • Ha, Jihee;Jung, Sungwon;Baek, Hyemi;Lee, Hyunjee;Nguyen, Khoa Tan
    • Architectural research
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    • v.16 no.4
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    • pp.157-166
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    • 2014
  • This research investigates the design process of free-form architecture to understand the design strategy and changing factors during the development phase and the cause for them. It is aimed to foresee the changing factors from the design process and to reduce design changes. It analyzes the design changes of free-form architecture based on projects with finalized documentation or under construction in South Korea. Many free-form shapes of the free-form architectures have to be adjusted to rigid-form in order to satisfy function and be economical to build. The research finds three patterns in design changes. First, from the factors for design changes: function, constructability, design, program add/subtract, efficiency, circulation; Function and Constructability are the higher factors compared with the rest. The two are the design changes suitable for actual usage and cost savings. Second, each project has different predominant factors for design changes as the degree of free-form is different. Contrary to initial expectation, the greater the degrees of free-form of the competition scheme, the higher the rate of Function among the factors for design changes. Constructability is higher when the degree of the free-form is less than others. It means that the lower the degree of the free-form, the more properly planned the space of the building is. Last, Constructability of free-form architecture is considered during the earlier design phase than definite-form, one by which the design changes by comparing 'Before fixed Space Program' (BSP) and 'After fixed Space Program' (ASP) design changes. The research would be helpful as a reference for setting up competition guidelines to reduce trial and error during the design process.

Aekyung: Design Innovation on New Product Development

  • Yoo, Changjo;Park, Kyungdo;Cho, Yeonjin
    • Asia Marketing Journal
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    • v.16 no.4
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    • pp.89-105
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    • 2015
  • Because of fierce competition, the importance of product design has been emphasized. In this case study of Aekyung, we mainly focus on this company's efforts to incorporate design innovation into new product development process. Their efforts on innovative product design turn out to be rewarding as the sales and market share soar. Through this case, we try to identify what aspects of Aekyung's efforts lead to the better and more innovative product design.

Internationalization of Brand Biography: Firm Characteristics as Moderators

  • Han, Bang-Wool;Kim, Min-Ho
    • Journal of Korea Trade
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    • v.23 no.3
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    • pp.105-117
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    • 2019
  • Purpose - Underdog positioning is often used to evoke a positive attitude when interacting with consumers. However, little research has been conducted on the market competition structure and innovation contexts in which underdog positioning produces the most impact. This research aims to investigate unexplored boundary conditions of underdog positioning and addresses two issues: market structures (oligopoly vs monopolistic competition) and perceived firm innovativeness (PFI). Design/methodology - Two one-way ANOVA designs (market structures: monopolistic competitions vs. oligopoly; perceived frim innovativeness: strong vs. weak) were randomly assigned to 297 graduate and undergraduate students (52 % female) majoring in business. Study 1 examined the effect of underdog positioning on consumer attitudes in the different market structures. Study 2 investigated the relationship between underdog effect and consumer attitudes through viewing conditions that varied in PFI. Findings - Drawing on the results of the study, the authors conclude that underdog positioning is effective to generate more positive consumer attitudes when employed in the market structure of monopolistic competition rather than oligopoly. Moreover, both underdog and top dog positioning are likely to generate more positive consumer attitudes when accompanied with strong PFI than weak PFI. Originality/value -This is the first study to distinguish between monopolistic competition and oligopoly market structures with underdog positioning as well as to demonstrate a positive effect of PFI, regardless of the type of brand narratives.

Design and Implementation of Competition Application for Artists (예술인들을 위한 공모전 어플리케이션 설계 및 구현)

  • Kim, Hyo-Su;Choi, Yue-Soon;Joung, Suck-Tae
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.1
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    • pp.107-113
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    • 2018
  • In this paper, we design and implement a contest application that enables artists to participate in contest activities, manpower, and job information using smart-phone, and to share and systematically manage the information. While the competition is very important for the artists, it is not easy for them to search the competition information due to lack of time. Therefore, it is effective to provide them with contest information suitable for their interests and to be more immersed in creative activities by sharing them. The core function is to provide a space where artists can share contests in real time through the contest bulletin board and aims to provide a variety of functions for convenient convenience, such as buying and selling of works by artists and spoon market for purchasing materials and art tools do.

A Landscape Design of Mixed Use Development Project by Project Financing in Baebang, Asan (아산배방 복합단지개발 PF사업 조경설계)

  • Roh Hwan-Kee;Choi Jung-Min
    • Journal of the Korean Institute of Landscape Architecture
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    • v.33 no.5 s.112
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    • pp.104-113
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    • 2005
  • This landscape design proposal was presented for a competition for mixed-use development project by project financing in Asan Baebang which was held by the Korea National Housing Corporation in July of 2005. The site is a center of Asan Baebang New Town Development District and has a commercial area of $57,929m^{2}$. Design guidelines and judging criteria of this competition were to build a symbolic center and cultural core for district, to elevate positive image and identity of Asan New Town by attractive place making, to link with separated block in the site and regional context, and to make environmentally sustainable design by creating an attractive waterfront of Jang Jae stream passing through the site. This is the most important condition for the design. Therefore, the authors developed design concept and strategy within the guidelines and this conditions. The schema of the design was introduced by the water in the site. To evolve design concept, we reinterpreted water and context in the site combining with landscape design strategy. So the proposal set the main design concept as 'all that is solid melt into water' as if Marshall Berman said. By doing that, design concept of the proposal evolved as follows: 'extension' of water and greer, 'a joint' of space,'newness' of experience, 'breath' of consensus with each other. The spatial concept of this project was developed by expressing five theme spaces; eco zone, entertainment zone, art zone, culture zone, leisure zone. These theme spaces were consecutively placed along the pedestrian path and to consists of vertical layer in each level and diverse design technique and spatial effects are used.