• Title/Summary/Keyword: Embodied

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Environmental Impact Assessment at a School Building using Input-output Table - Focused on Elementary School in Gyeonggi-do - (산업연관분석법을 이용한 학교 건물에서의 환경영향평가 - 경기지역의 초등학교를 대상으로 -)

  • Choi, Doo-Sung;Jeon, Hung-Chan;Cho, Kyun-Hyong
    • KIEAE Journal
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    • v.16 no.3
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    • pp.57-62
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    • 2016
  • Purpose: A lot of active researches have addressed the impact of a building on global environment, but most of the researches focus on a residential building and a large office building. Hereupon, this study assessed the impact on environment quantitatively through the analysis of input materials targeting a school building. Method:This study calculated embodied energy of input materials suggested in a construction statement on a school building using the input-output analysis. This study finally carried out environmental impact assessment by applying LCIA DB shown in the preceding researches to the calculated embodied energy. Result: The analysis result revealed that the environmental impact per unit area(/$m^2$) at a school building was $4.11E-02PE{\cdot}yr$, among which Construction was found to be $3.59E-02PE{\cdot}yr$, being analyzed to account for about 87% of the total environmental impact. Also, as a result of detailed environmental impact, the impact on global warming among the total environmental impact was analyzed to be high, accounting for about 76%.

Development of Galileo E1B-BOC(1,1) Signal Software Receiving Program (Galileo E1B신호 소프트웨어 수신프로그램 개발)

  • Jeon, Sang-Hoon;So, Hyoung-Min;Kim, Chang-Ho;Kee, Chang-Don;Cho, Young-Soo;Choi, Wan-Sik
    • Journal of Advanced Navigation Technology
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    • v.12 no.6
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    • pp.574-582
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    • 2008
  • This paper shows the research about the development of software receiver processing Galileo E1B signal. it is introduced the structure of Galileo receiving software using sampled IF data as a program input. And the performance of SDR(Software Defined Radio) embodied using MATLAB tool is analyzed. Embodied SDR is modulated according to their roll and function.

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Evaluation as to whether field pour earth wall construction is possible (흙타설 벽체의 현장 시공 가능성 검토)

  • Hwang, Hey-Zoo;Kang, Nam-Yi;Yang, Jun-hyuk
    • KIEAE Journal
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    • v.12 no.1
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    • pp.99-104
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    • 2012
  • In event of selecting construction materials, taking ones found easily around make embodied energy saved. The earth construction could be an eco-friendly engineering from a views of keeping the embodied energy. The pour earth method construction, as one of earth constructions, improves liquidity of earth-mixed properties to build walls or foundations. This study is aimed at evaluating possibilities as to machinery constructions using pumping cars or excavators to be applied on natural non-dried earth which are purchased from sites neighboring to subject building. The study showed that the pumping car used construction was smoothly carried out without any remarkable difficulties and further, a compressed strength was found to keep a certain degree to possibly construct low-story buildings. However, it showed some different levels as to a compressed strength by locations of buildings. In the construction course, we couldn't use remicon plants or a remicon due to field conditions and we are forced to take excavators in compounding or mixing works. But, it is evaluated that actually liquidity or compressed strength will be better than in case of using machineries like remicon plants. These results make us determine that the wall construction using machineries is possible.

Manufacturing Progress with Embodied Technological Change

  • Shin, Dong-Wook
    • Journal of Technology Innovation
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    • v.1 no.1
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    • pp.84-99
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    • 1993
  • 오래도록 생산성향상곡선 (또는 학습곡선), 생산함수, 그리고 대체곡선 등은, 서로 관련이 없는 별개의, 그리고 순전히 경험적인 (empirical) 현상들인 것들로서 이해되어 왔었다. 그러나 1980년대 중반에 발표된 Muth 교수의 탐색이론 (Search Theory)의 생산성향상곡선에서 관찰된 제반현상들을 모두 설명함으로써 이들 현상은 하나의 통합이론체계에 의하여 일관되게 설명되게 되었다. 이 이론의 초기형태는 그 보편성을 구속하는 네 가지 가설 위에 설립되었었으나 점차적으로 이들 가설들이 완화되면서 (relaxed) 이 이론은 또한 해독 력에서 뿐만 아니라 일반성에 있어서도 계속 강화되어 왔다. 본 논문의 목적은, 이들 네 가지 가설들 중 유일하게 아직 완화되지 못하고 있는, 실제 현상과 다분히 유리된, 두 번째 가설, 즉$\ulcorner$생산성향상을 위한 탐색과정에서 새로이 발견된 개량 신기술 (또는 생산방식) 은 즉각적으로 채택될 것$\lrcorner$이라는 가설을 완화함으로써, 보다 현실에 대한 해석력과 일반성 면에서 개선된 모델을 제시하는 데 있다. 이를 위하여 제시된 모델은 Muth 교수의 탐색이론모델에 두가지 변수를 더함으로써 확장하여 만든 모델이다. 이 두 변수는 신기술의 채택 (또는 획득)을 위하여 지불하여야 하는 투자비변수와 탐색과정을 통하여 발견은 되었으나 아직 채택은 되지 않은, 유보상태 신기술의 운영비용 변수(또는 수익성변수)등이다. 이 모델의 내용은, 생산성향상은 신기술이 구현된 (embodied) 장비 (equipment)를 사용함으로써 실현되며, 따라서 창의적 활동의 이득은 이들 장비에 대한 투자행위로서 실현된다는 것이다. 이 모델은 보다 나은 신기술이 또 발견될 것이라는 기대 하에, 현재 발견된 최신기술을 채택하지 않는 투자지연현상을 예측.설명해 주며 따라서 이로 인한 기술적 비효율성의 존재이유를 제시한다. 또한 이 모델은 생산성 향상곡선의 초기굴곡현상, 정체현상, 그리고 도약현상 등을 모두 설명해 준다.

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Patient Monitoring System Base on U-Healthcare (U-Healthcare 기반의 환자 모니터링 시스템)

  • Jung, Won-Soo;Oh, Young-Hwan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.7B
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    • pp.575-582
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    • 2008
  • The existing patient monitoring system when the patient want own information. The patient confirm information through the medical institution. But the patient monitoring system based on the U-Healthcare, the patient always confirms own information through the mobile device including rfid reader. The patient need RFID middleware design to provide wanting service when the RFID reader read patient's tag information. The RFID middleware is consisted of RFID module, ARM processor and RS-232 interface. The RFID module is used to be inputted user information and RS-232 interface pass information by RFID middleware. Also, This system is embodied by specific patient monitoring system using embedded exclusive use ARM processor. In this paper introduces concept and action principle of RFID middleware and embodied patient monitoring system that use Qt.

Implementation of Underwater Simulation of a Net using OpenMP (OpenMP 병렬프로그램을 이용한 그물의 수중형상 시뮬레이션 구현)

  • Park, Myeong-Chul;Park, Seok-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.11-17
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    • 2008
  • The net shape effects by the various vectors in underwater. Each particle of the net calculating the effect of all vectors augments an accuracy and reality. But, the time complexity becomes larger because of huge calculation. The previous techniques reduced a physics reality. And embodied the underwater virtual reality which augments visual reality with simulation. In this paper, parallel processing the particles, it embodied the simulation which is satisfied a physical reality and time reality. The parallel processing used the OpenMP, and the reality graphic expression used the OpenGL. The simulation which this paper Proposes will be the possibility becoming the fundamental data for a model analysis or a specialist system from game and marine field.

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Balancing Fun and Learning through a User Interface: A Case Study of Wii Game

  • Kim, Si Jung;Lee, Kichol;Park, Yeonjeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3638-3653
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    • 2019
  • Designing a user interface is important because the user interface determines the level of physical and mental engagement of the user resulting in their level of learning. This paper investigated how physical engagement through a different user interfaces is associated with fun and learning and presented a theoretical physical engagement model called, PEM, developed based on an empirical user study. The PEM model describes how a game user interface is associated with the level of fun and learning, particularly in playing a full body engaged game. There are many different types of games but the Wii Tennis, an embodied interactive game, was chosen as an instance of full body engaged game. A user study with 32 participant's age ranged from 21 to 40 years old revealed that there is a positive correlation between both fun and learning and the level of physical engagement through two different user interfaces. The results of the study showed that the extent of fun and learning are associated with the physical engagement of the player through an interface. As an implication from the study, the result recommend that the level of user engagement is realized by an effective user interface, and the level of physical engagement is determined by the level of authenticity bridged by the user interface.

Product Hardness Preference According to Consumer Goal Achievement Status (소비자의 목표 달성 상태에 따른 제품 경도 선호)

  • Cho, Hyewon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.322-327
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    • 2022
  • Based on goal-achievement and embodied cognition theories, this research investigates how goal-achievement status, which is specified into goal under-achievement, achievement, and over-achievement, influences one's preference for the degree of hardness (vs. softness) in products. The results reveal that consumers who have not yet reached or who just met their goals compared to those who over-achieved their goals want their products (e.g., pillows, mattresses, chairs) to be firm rather than soft. Existing embodied cognition studies have mostly focused on how physical experiences affect consumers' judgments and product preferences, whereas this research shows that consumers can automatically pursue physical experiences according to their goal achievement status.

The Effects of Metaverse Avatar Identification on Immersion, Vicarious Pleasure, and Fashion Brand Item Sharing Intention (메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향)

  • Seunghee Shin;Hyojung Kim;Jungmin Yoo;Minjung Park
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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    • pp.492-510
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    • 2023
  • The metaverse, an expansion of the real world, refers to a three-dimensional virtual world where daily life and economic activities can be conducted through avatars. This study examines the effect of avatar identification on metaverse immersion, vicarious pleasure, and fashion brand item sharing intention by subdividing avatar identification into similarity identification, wishful identification, and embodied presence. In addition, it investigates the difference in the influence relationship between avatar identification, immersion, and vicarious pleasure according to the degree of fashion involvement. The total of 319 participants were analyzed using SPSS 26.0 and AMOS 24.0. The results showed that similarity identification, wishful identification, and embodied presence had significant impacts on immersion and vicarious pleasure, influencing sharing intention. There was also a difference in the effect of avatar identification on consumer responses depending on fashion involvement. This study provides theoretical implications for experiential marketing and presents practical suggestions for developing metaverse marketing strategies.

H.-G. Gadamer and Uncertainty of Interpretation - An Experientialist Account of Interpretation and Constraint - (가다머와 해석의 불확실성 - 해석과 제약에 대한 체험주의적 해명 -)

  • Seo, Myung-won
    • Journal of Korean Philosophical Society
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    • v.126
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    • pp.133-158
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    • 2013
  • The main aim of this paper is to show that Gadamer's notion of historical constraint of interpretation is an unsuccessful theoretical postulation. Gadamer tries to present the limits of knowledge and interpretation in terms of his notion of understanding as an event. According to Gadamer, interpretation is bound to be incomplete by nature, and this leads to the thesis of "the uncertainty of interpretation". Although Gadamer seems to make his case successfully against the objective and ahistorical frame of interpretation, his thesis of the uncertainty of interpretation inevitably brings up the fear of nihilistic relativism. To meet this problem, Gadamer offers a constraint of hermeneutic situation, which is derived from the historicity underlying all forms of our existence. Nevertheless, the notion of historicity as the essence of human life does not seem to explain successfully how the actual content of an interpretation is constrained. Drawing on the experientialist notion of 'the embodied understanding", I suggest that the working constraint of interpretations can be appropriately found in the commonality of human experience which is conspicuous at the bodily and physical level of experience. In sum, interpretations, as part of mental and abstract level of experience, arise out of the bodily and physical level of experience, and at the same time strongly constrained by it.