• Title/Summary/Keyword: Digitalization Performance

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Development of KEPCO e-IoT Standard Type oneM2M Gateway for Efficient Management of Energy Facilities (에너지 설비의 효율적 관리를 위한 한전 e-IoT 표준형 oneM2M Gateway 개발)

  • Sim, Hyun;Kim, Yo-Han
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1213-1222
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    • 2021
  • This study is a digitalization study based on ICT technology as part of the development of innovative technologies in the new energy industry as a 2050 carbon-neutral policy. It is the development of an oneM2M-based IoT server platform that can be integrated and managed in conjunction with the external interface of each energy facility. It analyzes KEPCO's e-IoT standard specifications through the Power Research Institute's 'SPIN' and develops representative standards, LWM2M and oneM gateway platforms. OneM2M secures and analyzes the recently announced standard for Release 2 instead of the existing Release 1. In addition, the e-IoT standard oneM2M platform is developed based on R2. In addition, it selects the specifications for e-IoT gateway devices that can sufficiently implement KEPCO's e-IoT standards. In addition, a technology and system for developing a high-performance gateway device that considers future scalability were proposed.

Study on Temperature-Dependent Mechanical Properties of Chloroprene Rubber for Finite Element Analysis of Rubber Seal in an Automatic Mooring System (자동계류시스템 고무 씰 유한요소해석을 위한 고무 소재의 온도별 기계적 특성 연구)

  • Son, Yeonhong;Kim, Myung-Sung;Jang, Hwasup;Kim, Songkil;Kim, Yongjin
    • Journal of the Society of Naval Architects of Korea
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    • v.59 no.3
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    • pp.157-163
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    • 2022
  • An automatic mooring system for a ship consists of a vacuum suction pad and a mechanical part, enabling quick and safe mooring of a ship. In the development of a mooring system, the design of a vacuum suction pad is a key to secure enough mooring forces and achieve stable operation of a mooring system. In the vacuum suction pad, properly designing its rubber seal determines the performance of the suction pad. Therefore, it is necessary to appropriately design the rubber seal for maintaining a high-vacuum condition inside the pad as well as achieving its mechanical robustness for long-time use. Finite element analysis for the design of the rubber seal requires the use of an appropriate strain energy function model to accurately simulate mechanical behavior of the rubber seal material. In this study, we conducted simple uniaxial tensile testing of Chloroprene Rubber (CR) to explore the strain energy function model best-fitted to its experimentally measured engineering strain-stress curves depending on various temperature environments. This study elucidates the temperature-dependent mechanical behaviors of CR and will be foundational to design rubber seal for an automatic mooring system under various temperature conditions.

Basic Characteristics of Slag Cement using CO2 Fixed Desulfurized Gypsum (CO2 고정 탈황석고를 사용한 슬래그 시멘트의 기초적 특성)

  • Chun-Jin Park;Jong-Ho Park;Sung-Kwan Seo
    • Journal of the Korean Recycled Construction Resources Institute
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    • v.11 no.1
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    • pp.25-31
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    • 2023
  • In this study, the basic properties of CO2 immobilized desulfurized gypsum (CFBG) and the possibility of being used as a stimulus for slag cement were reviewed, and performance evaluation was conducted through a concrete mixing test. The main components of CFBG were CaO and SO3, and CaO and SO3 increased as the drying temperature increased. The moisture content of undried CFBG was 15.7 %, the drying temperature was 1.7 % and the drying temperature was 0.03 % at 105 ℃. Mortar using CFBG tended to have a lower flow value as the drying temperature increased, and the compressive strength was equivalent to that of the FGB use mixture. As a result of the concrete experiment using CFBG SC, both slump and air volume satisfied the target range after 60 minutes, and the compressive strength tended to increase overall compared to the ternary binder mixture.

Efficiently Development Plan from the User's Need Analysis of the Army Tactical C4I(ATCIS) System (지상전술 C4I(ATCIS)체계 운용자 요구분석을 통한 효율적 발전 방안)

  • Park, Chang-Woon;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.246-259
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    • 2008
  • This study was to minimize the trial and error in the primary step of the C4I system(ATCIS) of the each army corps on the front line, and test the economy and efficiency was tested by reviewing related papers and the system characteristics of other countries. The relationship was researched by analyzing the collected survey data and survey data related to the user's requirement level such as the army standards, that is, commonality, timeliness, simplification, automaticity, field availability and viability, multi-stage security and interoperability, unification. The result showed that the C4I system was efficiently operated through the system reliability for the specification of the system and operation manual, maneuverability and security, adaptability of the war field and system support and management, and good education and training about system operation, and less system maintenance and supplementary element. As a result, the development plan confirmed that the continuous operator education and the construction of the maintenance, and the upgrade digitalization(C4ISR+D) with the korean characteristics based on IT of network systems, and system development of the measurement model of the operator performance must be continuously supplemented in the near future.

A Study on Customer Satisfaction for Smart Trunk using the Kano Model (카노모델을 이용한 스마트 트렁크 기능의 고객 만족에 관한 연구)

  • Kim, Dong-Yeon;Shin, Hoon-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.115-123
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    • 2021
  • In recent years, the automobile industry has been facing a major change with the introduction of new technologies represented by autonomous driving, electrification, and digitalization. Major domestic and overseas automakers are trying to use a systematic approach to customer satisfaction through user interfaces to provide customers with a special experience and value beyond just making products with high performance. This study proposes the Kano model as a systematic and qualitative research method for satisfaction. As a case study, 17 functions of a product were sorted (3 operation functions, 7 safety functions, and 7 convenience functions). This was done by analyzing the use case and the customers' requirements for a smart trunk system. 18 new functions were derived via creative ideation codes. In addition, a scientific analysis method is proposed for product quality attributes and the strength of customer satisfaction. Using the Kano methodology, 25 functions were classified into quality attributes: 18 attractive qualities, 3 one-dimensional qualities, and 4 complex qualities, which are combinations of one-dimension qualities and must-have qualities. The functions that have one-dimensional quality and complex qualities were found to have higher customer ratings than the functions that have attractive qualities. Based on this, enterprises could effectively reduce customer complaints and enhance customer satisfaction.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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