• Title/Summary/Keyword: Design Idea Generation

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"3+3 PROCESS" FOR SAFETY CRITICAL SOFTWARE FOR I&C SYSTEM IN NUCLEAR POWER PLANTS

  • Jung, Jae-Cheon;Chang, Hoon-Sun;Kim, Hang-Bae
    • Nuclear Engineering and Technology
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    • v.41 no.1
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    • pp.91-98
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    • 2009
  • The "3+3 Process" for safety critical software for nuclear power plants' I&C (Instrumentation and Control system) has been developed in this work. The main idea of the "3+3 Process" is both to simplify the software development and safety analysis in three steps to fulfill the requirements of a software safety plan [1]. The "3-Step" software development process consists of formal modeling and simulation, automated code generation and coverage analysis between the model and the generated source codes. The "3-Step" safety analysis consists of HAZOP (hazard and operability analysis), FTA (fault tree analysis), and DV (design validation). Put together, these steps are called the "3+3 Process". This scheme of development and safety analysis minimizes the V&V work while increasing the safety and reliability of the software product. For assessment of this process, validation has been done through prototyping of the SDS (safety shut-down system) #1 for PHWR (Pressurized Heavy Water Reactor).

Modeling And Simulation of the Switching Time Calculation When Starts Asynchronous Motors using Matlab Software (비동기모터 기동시 Matlab을 이용한 스위칭시간 계산의 모델링 및 시뮬레이션)

  • Bae, Cherl-O;Vuong, Duc-Phuc
    • Proceedings of the Korean Society of Marine Engineers Conference
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    • 2011.10a
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    • pp.73-73
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    • 2011
  • In fact, asynchronous motors are used widely. Asynchronous motors which have large power (compared to the source supplies) is needed to start them in various methods. The theory of application reduced voltage to motor's stator or variable resistor fed rotor for the purpose of altering the motor's torque and power consumption characteristics is an idea that has existed for many years. These concepts have flourished mainly due to the need to limit torque and limited generator/power distribution capabilities. However, how can know exactly the time of switching steps with different types of motors as well as load characteristics is very difficult. This paper focuses on the design and development mathematical models of motor[1][2], load, ACB, asynchronous machine and then is implemented in SIMULINK in order to calculate this time, special on ships where power generation station is limited. The simulation results are both compared and discussed in detail so that it can apply to conclude the most suitable and applicable starting time for new system with various motors and load.

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CUCE: clustering protocol using node connectivity and node energy (노드 연결도와 에너지 정보를 이용한 개선된 센서네트워크 클러스터링 프로토콜)

  • Choi, Hae-Won
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.4
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    • pp.41-50
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    • 2012
  • Network life time is very important issue for wireless sensor network(WSN). It is very important to design sensor networks for sensors to utilize their energies in effective ways. A-PEGASIS that basically bases on PEGASIS and enhances in two aspects-an elegant chain generation algorithm and periodical update of chains. However, it has problems in the chain generation mechanism and some possibility of network partitioning or sensing hole problem in the network, in LEACH related protocols. This dissertation proposes a new clustering protocol to solve the co-shared problems in the previous protocols. The basic idea of our scheme is using the table for node connectivity. The results show that the network life time would be extended in about 1.8 times longer than LEACH and 1.5 times longer than PEGASIS-A.

A Study on the Kasaya Remains of Great Monk Seo San and Great Monk Byeok Am, from the Middle Period of Joseon Dynasty (조선 중기 서산대사와 벽암대사의 가사 유물에 대한 연구)

  • Kang, Sun-Jung;Cho, Woo-Hyun
    • Journal of the Korean Society of Costume
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    • v.61 no.3
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    • pp.122-138
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    • 2011
  • The present research aims to consider the real remains of 2 suits of Kasaya owned by the Hwaeom Temple(華嚴寺) based on research results about Kasaya in the meanwhile. The present research on 2 suits of remains which are Royal gifts given to monk soldiers in case of a national crisis of the Joseon Dynasty has a big meaning in examining characteristics of Kasaya and grasping characteristics and structure of the 17th century's Kasaya of the Joseon Dynasty through dense survey and analysis according to components. If examining characteristics of Kasaya, the Kasaya of the Great Monk Seo San(西山) is composed on the basis of an initial form of Sun and Moon Light Patch's generation and the Kasaya of the Great Monk Byeok Am(碧巖) has a form that is separately attached through production of embroidery patch as a process of being settled down. If examining what surrounds gold thread in the girth and expression of Sumeru and Chaeunmun(彩雲紋), the composition of a form similar to an insignia badge, so because this is a Royal gift, this can be estimated as being analyzed in a Buddhism aspect by devising a design from the insignia badge at the time, with a meaning like an official uniform given to a monk. Although the insignia badge is a square, it seems that the Sun and Moon Light Patch is made as a rectangular form corresponding to the structure of Kasaya. In addition, it is thought that what the Samjoko(三足烏) idea which is a symbol of the Sun based on Buddhism and Taoism is used together with Yijoko(二足烏) even in expression of the Sun and Moon Light Patch in the Joseon Dynasty which was a Confucian country has a relationship with what a bird was expressed in the insignia badge of winged animals.

A Study on the Interaction of a brand-image and design identity by a consubstantiality analysis (동질성 분석을 통한 디자인 아이덴티티와 브랜드이미지와의 상관관계에 관한 연구)

  • Seok, Jae-Heuck;Seong, Joo-Eun;Han, Jung-Wan
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.243-252
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    • 2007
  • Nowadays, technological differences between companies have decreased and products launched show more resemblance to each other. As an alternative plan companies started developing brands. The excellence in quality of a product from a company could be easily copied, but the formless value, brand, cannot be imitated easily. More importantly, in the globally competing generation the brand provides distinctiveness and gives a solution to the relationship between consumers. Also the design image takes a big part in a company's competitiveness. The design image that represents the company reflects the brand, and it reflects the image and the philosophy of the company. And the images of each product influence the brand. Also an effective delivery of a product image would give a synergistic effect on the brand. A company could build this design identity to elevate the brand. Therefore, the identity of design image reflects the brand. Therefore a study on the area of the absence and misled identity of design image is important. This study is fixed on the idea of, development of brand to increase competitiveness, and the affiliation of design image with the identity of the brand. This study, on the basis of preceding research and theoretical background, aims to find the design identity area focusing on the product design image of the product purchased by the consumer. Firstly, we need to examine the affinity of the product image from the consumer, and analyse the direction of images to offer a solution that could advance the design identity strategy.

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A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

A Study on the Tendency of Standardization Related to Universal Design (유니버설 디자인 관련 표준화 동향에 관한 연구)

  • Lee, Ho-Soong
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.175-184
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    • 2005
  • With the rapid progress of the aging society in Korea, the silver generation is emerging as another class of users in the new population structure. This is a social issue to be dealt with, and the effect of such a change is being observed dearly in the design area. In addition, there are increasing demands for consideration of minor groups of users including the elderly, the disabled, the left-handed, children and pregnant women and nursing mothers, who have been treated as the weak. Such a human-centered idea may be the manifestation of the recovery of humanity and the self-realization of human beings through experiences and reflections of the industrial society of the past. The present study examined the tendency of design standardization centering on universal design, which has emerged in response to user-centered social needs, and suggested general considerations for the necessity of introducing such standards. These days the meanings of standardization are not limited to quality, performance, safety and economic aspect. Standardization is required to consider the diversity and the welfare of human beings. In addition, one of the important functions of standardization is to provide designers with important clues and guidelines for designing. In reality, however, standardization has been rejected by the circle of design for the reason that it deters free creation, so research on the introduction of standardization has been at standstill. As ISO/IEC Guide71 was published in November 2001, based on which, the Korea Standards Association established KS A ISO/IEC Guide71 without changing its contents. In companies' manufacturing activities, the progress of standardization in connection to universal design is growing more important. However, usefulness and interchangeability for the absolute majority resulting from standardization are incomparable. Lastly, the realization of universal design requires human-centered design mind, based on users' experiences and needs, the characteristics of the human bodies and inconvenient elements rather than standards for the sake of standardization.

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A Case Study of the Use of iPad Application in Fashion Design Education (패션디자인 교육의 아이패드 어플케이션 활용 사례)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.377-383
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    • 2022
  • In today's modern society, along with the 4th industrial revolution, digitalization is rapidly progressing from everyday life to the entire industry. In the field of education, support is being provided at the government level, such as the dissemination of digital devices to create a digital educational environment, and the use of digital devices is remarkably increasing at the level of individual students as well. In the fashion design education field of universities, the number of students using tablet PCs and applications such as iPads is increasing and the scope of its application is expanding, from design concept setting and idea generation to design sketches in the early fashion design process, as well as diagramming and portfolio work. For fashion design sketching, it was found that students mainly use Procreate or Clip Studio applications with iPad. Therefore, by identifying the differentiated functions and characteristics of Procreate and Clip Studio, and examining design sketch examples using them, the possibility of effective use of iPad applications was presented and problems were also examined. Through this study, it is intended to provide basic data for fashion design education that can increase students' interest and achievement by using the iPad application.

An Study on Creative Problem Solving Experiences in Engineering Production Design Class Using Design Thinking (디자인씽킹을 활용한 공학제품 설계수업에서의 창의적 문제해결 경험 연구)

  • Ryoo, Eunjin;Kim, Minjeong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.223-233
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    • 2021
  • This study is was conducted for 37 first-year students (including 27 males and 10 females) enrolled in the engineering product design class opened as a regular class in the second semester of 2018 at 'A' University in Seoul to examine creative problem solving experiences in class using design_thinking. In this study, creative problem-solving ability was divided into creative personality and problem-solving ability and in the results of examining the difference in pre- and post-creative problem solving abilities through Hotelling's T-square test and t-test, among the creative personality, the tolerance & passion, humor, curiosity, and progressive attitude were found to significantly increase after class. Next, in the results of examining the process of creative problem solving through the reflection journal, in the empathy and prototyping and testing stages of design thinking, more activities for problem solving appeared, and at the stage of problem definition and idea generation, it can be seen that more activities expressing creative personality appear. The results of this study show that creative problem-solving abilities can be improved through design thinking, suggesting that instructional support for effective design thinking should be designed.

Characteristics and Changes in Scientific Empathy during Students' Productive Disciplinary Engagement in Science (학생들의 생산적 과학 참여에서 발현되는 과학공감의 특성과 변화 분석)

  • Heesun, Yang;Seong-Joo, Kang
    • Journal of The Korean Association For Science Education
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    • v.44 no.1
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    • pp.11-27
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    • 2024
  • This study aimed to investigate the role of scientific empathy in influencing students' productive disciplinary engagement in scientific activities and analyze the key factors of scientific empathy that manifest during this process. Twelve fifth-grade students were divided into three subgroups based on their general empathic abilities. Lessons promoting productive disciplinary engagement, integrating design thinking processes, were conducted. Subgroup discourse analysis during idea generation and prototype stages, two of five problem-solving steps, enabled observation of scientific empathy and practice aspects. The results showed that applying scientific empathy effectively through design thinking facilitated students' productive disciplinary engagement in science. In the idea generation stage, we observed an initial increase followed by a decrease in scientific empathy and practice utterances, while during the prototyping stage, utterance frequency increased, particularly in the later part. However, subgroups with lower empathic abilities displayed decreased discourse frequency in scientific empathy and practice during the prototype stage due to a lack of collaborative communication. Across all empathic ability levels, the students articulated all five key factors of scientific empathy through their utterances in situations involving productive science engagement. In the high empathic ability subgroup, empathic understanding and concern were emphasized, whereas in the low empathic ability subgroup, sensitivity, scientific imagination, and situational interest, factors of empathizing with the research object, were prominent. These results indicate that experiences of scientific empathy with research objects, beyond general empathetic abilities, serve as a distinct and crucial factor in stimulating diverse participation and sustaining students' productive engagement in scientific activities during science classes. By suggesting the potential multidimensional impact of scientific empathy on productive disciplinary engagement, this study contributes to discussions on the theoretical structure and stability of scientific empathy in science education.