• 제목/요약/키워드: Designing

검색결과 9,677건 처리시간 0.041초

발전플랜트 설계 인터페이스 중심의 건축설계절차 개선에 관한 연구 (A Study on Improvement of Architectural Design Process on the Interface in Designing of Power Plant)

  • 이강옥;김다희
    • 한국산업융합학회 논문집
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    • 제23권1호
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    • pp.9-15
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    • 2020
  • The cooperation with other work types and designing procedure in plant industry and engineering showed clear differences from general construction industries. Current problems are that design's consistency is reduced because of the false system of interface and it ultimately causes frequency changes of design and delayed submission of final book. To solve the problems, the improvements of designing procedure were studied by focusing on the field of architectural designing and the range was limited from power plant construction industry to engineering designing field. If combining GA with the field of architectural designing and receiving data previously, it's possible to conduct expectable designing on small changes in the future, so it's expected to improve greatly cooperation with interface among the work types of power plant engineering received previously from the aspect of consistency. For the application of designing tool, a checklist, interim check will be conducted if progressed by list's division in the designing procedure, not book's completing period. In the interface among the designing work types, direct confirmation and revision must be conducted. In case of 3D modeling, the reflection of input data must be conducted from the basic designing so as to solve interferences intensively.

초등학교 4학년 수학에서의 '무늬 만들기' 내용의 분석과 비판 (An Analysis and Criticism on 'Designing Patterns' in 4th Grade Mathematics)

  • 박교식;박문환
    • 한국초등수학교육학회지
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    • 제14권3호
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    • pp.827-842
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    • 2010
  • 이 논문에서는 초등학교 4학년 수학과 교육과정에서 제시하는 '무늬 만들기'의 교수학적 변환과 각색의 실제를 비판적으로 검토한다. 무늬 만들기에서의 그 무늬는 일반적으로 벽지무늬가 아니다 그것을 만드는 방식도 벽지무늬를 만드는 방식과 같지 않다. 벽지무늬 만들기가 아니라는 점에서 보면, 새로운 무늬 만들기의 맥락은 '투명 스티커 붙이기'라고 할 수 있다. 이 논문에서는 이 특정을 전제로 해서 단위조각의 모양, 새로운 무늬 만들기의 방법, 단위조각 이어 붙이기의 규칙에 관해 비판적으로 논의하고 있다 단위조각의 모양은 실질적으로 정사각형이 아니면 안된다. 주어진 단위조각을 사용하여 새로운 무늬를 만들 때, 만드는 방식의 규칙성만 제시할 수 있으면 실제로는 어떤 규칙이라도 무방하다. 주어진 단위조각으로 만드는 새로운 무늬와 벽지무늬 사이의 관계는 분명하지 않지만, 그 둘이 서로 무관하다고 보기 어렵다는 점에서, 무늬 만들기가 '잘못된 초등화(Freudenthal, 1973)'의 한 모습일 수도 있다.

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A Case Study on Designing a Console Design Review System Considering Operators' Viewing Range and Anthropometric Data

  • Cha, Woo Chang;Choi, Eun Gyeong
    • 대한인간공학회지
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    • 제36권5호
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    • pp.373-383
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    • 2017
  • Objective: The aim of this study is to introduce an operator console design review system suitable for designing and evaluating consoles based on human factor guidelines for a digitalized main control room in an advanced nuclear power plant which has a requirement for anthropometric data usage. Background: The system interface of the main control room in a nuclear power plant has been getting digitalized and consists of various consoles with many information displays. Console operators often face human-computer interactive problems due to inappropriate console design stemming from the perceptual constraints of anthropometric data usage. Method: Computational models with a process of visual perception and variables of anthropometric data are used for designing and evaluating operator consoles suitable for human system interface guidelines, which are used in an advanced nuclear power plant. Results: From the computational model and simulation application, console dimensions and a designing test module, which would be used for designing suitable consoles with safety concerns in a nuclear power plant, have been introduced. Conclusion: This case study may influence employing a suitable design concept with various anthropometric data in many areas with safety concerns and may show a feasible solution to designing and evaluating the safety console dimensions. Application: The results of this study may be used for designing a control room with the human factors requiring a safe working environment.

VHDL을 이용한 PWM 컨버터의 구현 (Embodiment of PWM converter by using the VHDL)

  • 백공현;주형준;이효성;임용곤;이흥호
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2002년도 추계학술대회 논문집 전기기기 및 에너지변환시스템부문
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    • pp.197-199
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    • 2002
  • The invention of VHDL(Very High Speed Integrated Circuit Hardware Description Language), Technical language of Hardware, is a kind of turning point in digital circuit designing, which is being more and more complicated and integrated. Because of its excellency in expression ability of hardware, VHDL is not only used in designing Hardware but also in simulation for verification, and in exchange and conservation, composition of the data of designs, and in many other ways. Especially, It is very important that VHDL is a Technical language of Hardware standardized by IEEE, intenational body with an authority. The biggest problem in modern circuit designing can be pointed out in two way. One is a problem how to process the rapidly being complicated circuit complexity. The other is minimizing the period of designing and manufacturing to survive in a cutthroat competition. To promote the use of VHDL, more than a simple use of simulation by VHDL, it is requested to use VHDL in composing logical circuit with chip manufacturing. And, by developing the quality of designing technique, it can contribute for development in domestic industry related to ASIC designing. In this paper in designing SMPS(Switching mode power supply), programming PWM by VHDL, it can print static voltage by the variable load, connect computer to chip with byteblaster, and download in Max(EPM7064SLCS4 - 5)chip of ALTER. To achieve this, it is supposed to use VHDL in modeling, simulating, compositing logic and product of the FPGA chip. Despite its limit in size and operating speed caused by the specific property of FPGA chip, it can be said that this method should be introduced more aggressively because of its prompt realization after designing.

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산부인과 전문병원 로비의 공간평가구조에 관한 연구 (A Study on the Space Evaluation Structure of Lobby Area in Obstetric Hospitals)

  • 한혜신;박찬일
    • 한국실내디자인학회논문집
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    • 제13권2호
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    • pp.184-191
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    • 2004
  • The purpose of this study is to suggest designing goals and directions in the lobby area of obstetric hospitals by constructing a space evaluation structure model, which is made by image evaluation structure model used by SD method and Advanced Repertory Grid Technique. As a result of the image evaluation used by SD method, it turned out 4 factors which are related to recognizing and evaluating the space formativeness, openness, decorativeness, sensitiveness. I found out the relationship between space evaluation structure and the element of interior space. I also suggested detailed designing method based on this relationship. Space evaluation structure model can be applied to designing lobby areas of obstetric hospitals to reconstruct more specific and objective designing goals and standards rather simply designer's sensitive and abstract designing approach.

중등 예비교사와 현직교사의 수학과 평가문항 개발에 대한 자기인식 연구 (A Study of Self-Perception on Designing in Mathematical Assessment Items of on Pre-Service and In-Service Teachers' in Secondary School)

  • 박미영
    • 대한수학교육학회지:학교수학
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    • 제17권2호
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    • pp.331-353
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    • 2015
  • 본 연구의 목적은 수학교사의 평가 전문성 기준에서 평가도구의 개발과 관련된 세부 내용 중 평가문항 개발에 대한 역량을 탐색하는 것으로 중등학교 예비교사와 현직교사의 평가문항에 대한 자기인식의 차이는 어떠한지를 분석하였다. 평가문항 개발에 대한 자기인식 검사 도구는 수학 평가문항 개발에 대한 교사의 신념과 수학 평가문항 개발에 대한 교사의 자기평가로 구성되었다. 예비교사는 사범대학 재학생들을 대상으로, 현직교사는 중 고등학교에 재직교사를 대상으로 수학과 평가문항 개발에 대한 자기인식 검사를 실시하였다. 수학교사의 평가문항 개발에 대한 자기인식 검사를 위해 총 310명의 중등 예비교사와 현직교사의 응답결과를 분석하였다.

초등예비교사들의 실험설계활동에 나타난 특성 분석 (The Analysis of the Process Elements and the Characteristics of Elementary pre-teachers' Designing Experiment Activities)

  • 이상균;김순식
    • 대한지구과학교육학회지
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    • 제7권3호
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    • pp.371-380
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    • 2014
  • The purpose of the research was to analyze the characteristics which appeared to the process of designing experiment for pre-service elementary teachers. This study were participated 26 pre-service elementary teachers. The findings indicated that first, the researcher figured out the process elements could constructed in 12 elements such as 'states problem or question, predicts outcome or hypothesizes, lists materials needed, arranges steps in sequential order, lists more than 3 steps, Explore variables and select one or more variables, plans to control variables, plans to measure and observation, plans data collection, plans to repeat testing and tells reason, states plan for interpreting data, states plan for making conclusion based on data, states plan for making conclusion based on data' but did not figure out 2 elements such as 'defines the terms of the experiment, practice safety'. second, the characteristics of pre-service elementary teachers in the process of designing experiment were as follows; pre-service elementary teachers designed experiments unstructured process listed types and showed the superficial level of the design experiment. The results show that the programs of designing experiment activity should be constructed with the process elements which were concentrated by pre-service elementary teachers, should provide feedbacks to design experiment more accurately.

망토폴로지 최적화와 라우팅을 위한 알고리즘에 대한 연구 (A study on the Algorithm for Mesh Network Topology Optimization and Routing)

  • 김동춘;나승권;편용국
    • 한국항행학회논문지
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    • 제19권1호
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    • pp.53-59
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    • 2015
  • 노드들 간의 설치비용과 트래픽 요구량이 주어졌을 때, 이 조건을 만족하는 메쉬망을 설계하는 주요 고려사항으로는 설계시간, 비용, 지연, 신뢰성등 여러 가지가 있으며, 일반적으로 설계시간을 줄이고, 비용은 작게, 지연은 적게, 신뢰성이 높은 메쉬망을 설계하여야 한다. 설계시간에 대한 문제는 Aaron Kershenbaum이 제안한 MENTOR (mesh network topology optimization and routing) 알고리즘에 의해 최소화를 이루는데 성공하였지만 비용, 지연, 신뢰성에는 여전히 문제가 남아있다. 본 논문에서는 MENTOR의 설계시간의 장점을 유지하면서 다른 성능인자들을 만족시킬 수 있는 새로운 망설계 알고리즘을 제안하고자 한다. 제안된 알고리즘의 설계결과는 MENTOR 알고리즘의 성능인자들보다 개선되었음을 보여주었다.

효과적인 게임 기획 프로세스 방안 연구 (A Study of Effective game designing processes)

  • 전준현;정의준
    • 한국게임학회 논문지
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    • 제16권3호
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    • pp.35-44
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    • 2016
  • 게임 엔진의 발달은 게임 제작을 더욱 수월하게 만들어 줬으며 1인 개발도 가능하게 만들었다. 이는 소규모의 인원이나 개인이 게임에 대한 아이디어만 있으면 게임 제작이 가능하다는 것을 의미한다. 하지만 게임 기획은 게임 엔진과 같은 툴을 사용할 수도 없으며 그래픽 데이터와 같이 구매할 수도 없는 분야이다. 게임 기획을 시작하는 사람이나 게임 기획을 경험하지 않은 사람도 게임 기획에 대한 이해와 가이드를 제시하기 위해 본 연구는 실무를 토대로 게임 기획 프로세스에 대한 방법들을 살펴보았다. 이를 통해 기획 프로세스에 대한 이해를 높여 프로젝트의 기획 관리나 제작에 기여할 것이라 기대한다.

Co-evolving with Material Artifacts: Learning Science through Technological Design

  • Hwang, Sung-Won;Roth, Wolff-Michael
    • 한국과학교육학회지
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    • 제24권1호
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    • pp.76-89
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    • 2004
  • Recent studies of science and technology "in-the-making" revealed that the process of designing material artifacts is not a straightforward application of prior images or theories by one (or more) person(s) isolated from his or her (their) environment. Rather, designing is a process contingent on the social and material setting for both engineering designers and students. Over the past decade, designing technological artifacts has emerged as an important learning environment in science classrooms. Through the analyses of a large database concerning an innovative simple machines curriculum for sixth-and seventh-grade students, we accumulated valid evidence for the nature of the designing process and science learning through it. In this paper, we show that design actions intertwine with the transformation of the objectified raw materials and artifact, the designer collective, and the mediating tools enabling that transformation, which constitute the elements of an activity from the perspective of cultural-historical activity theory. We conceptualize the continuous change of relation between material artifacts, designers, and tools throughout the design activity as co-evolution. Two episodes were selected to exemplify synchronic and diachronic change of relations inherent in co-evolving activity system. Finally, we discuss the implications of co-evolution during design activity for science learning.