• Title/Summary/Keyword: IT 융합 프로젝트

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Prediction of Disk Cutter Wear Considering Ground Conditions and TBM Operation Parameters (지반 조건과 TBM 운영 파라미터를 고려한 디스크 커터 마모 예측)

  • Yunseong Kang;Tae Young Ko
    • Tunnel and Underground Space
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    • v.34 no.2
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    • pp.143-153
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    • 2024
  • Tunnel Boring Machine (TBM) method is a tunnel excavation method that produces lower levels of noise and vibration during excavation compared to drilling and blasting methods, and it offers higher stability. It is increasingly being applied to tunnel projects worldwide. The disc cutter is an excavation tool mounted on the cutterhead of a TBM, which constantly interacts with the ground at the tunnel face, inevitably leading to wear. In this study quantitatively predicted disc cutter wear using geological conditions, TBM operational parameters, and machine learning algorithms. Among the input variables for predicting disc cutter wear, the Uniaxial Compressive Strength (UCS) is considerably limited compared to machine and wear data, so the UCS estimation for the entire section was first conducted using TBM machine data, and then the prediction of the Coefficient of Wearing rate(CW) was performed with the completed data. Comparing the performance of CW prediction models, the XGBoost model showed the highest performance, and SHapley Additive exPlanation (SHAP) analysis was conducted to interpret the complex prediction model.

A Study about The Global Trend of Neo-Grouting Technology (최신 그라우팅 기술의 세계적인 동향에 관한 연구)

  • Kim, Jin-Chun;Kim, Sang-Gyun;Yoo, Byung-Sun;Kang, Hee-Jin
    • Journal of Korean Society of Disaster and Security
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    • v.7 no.2
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    • pp.25-34
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    • 2014
  • This study researches on global technology trend in each of composing technology, such as grouting material, grouting equipment, and construction management technology, which grouting technology has been founded upon to improve relatively inadequate domestic grouting technology and to establish the global standard for overseas expansion in the future. As far as grouting material is concerned, while High-Penetration and High-Strength micro cement ($1.5{\mu}m$) has been developed in 2000's in Japan, JinChun Kim et al. (2014) has been developing hybrid type micro cement grouting material and examining specifications of different kinds of projects and countries to analyze the trend of grouting equipment development. The specification contains detailed requisite specification for materials, mixers, pumps, agitators, and packers and it has to satisfy the standard of different countries to win global contracts. Grouting management technology can be divided into four different generations and Scandinavian countries, such as Sweden, Norway, and Finland, Japan, and South Korea are recently doing vigorous researches on the Fourth generation which merges grouting technology with ICT.

Impact Analysis of Abolition of Royalty on Non-fungible Tokens Market (로열티 폐지가 대체 불가능 토큰 시장에 미치는 영향분석)

  • Eun Mi Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.365-370
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    • 2023
  • Royalty contributed to the development of the non-fungible token (NFT) ecosystem as a reward system that pays a portion of the sales to the creator whenever transactions occur. This study quantitatively analyzes the impact of the abolition of royalties, which is being expanded by some NFT marketplaces, on the NFT market, and qualitatively analyzes the results of the impact. The analysis results are as follows. First, the number of NFT mints is decreasing by causing creators to leave the NFT market and reducing new entry. Second, major NFT projects have refused to trade with marketplaces that have abolished royalties, leading to a decrease in the number of transactions. Third, the abolition of royalties has undermined the motivation of NFT creators to continue to develop their projects, leading to a drop in NFT floor prices. This study is expected to contribute to reducing the current negative impact in the short term by suggesting how the NFT community provides incentives to owners who voluntarily pay royalties independently of the policy of the NFT marketplace. In addition, it suggests that in the long run, fundamental solutions to the problem of abolishing royalties require improvements in technology related to royalty payments, cooperation between NFT marketplaces and NFT creators, and institutional support related to royalties.

A Study on Benchmarking of DfMA Application Strategy for Optimum OSC Design - Focusing on considering overseas trends - (OSC 최적 설계를 위한 DfMA 적용 전략 벤치마킹 연구 - 국외 동향 고찰을 중심으로 -)

  • Jung, Seoyoung;Lee, Seulki;Yu, Jungho
    • Korean Journal of Construction Engineering and Management
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    • v.25 no.4
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    • pp.3-14
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    • 2024
  • Unlike conventional construction production methods, OSC (Off-Site Construction) have many restrictions depending on the production environment and technology, so it is important to develop a design plan considering these restrictions and select the optimal design alternative considering the overall efficiency of the building production process. Accordingly, the construction industry is paying attention to DfMA (Design for Manufacturing & Assembly) to derive the optimal design plan for the OSC project. Leading OSC countries such as Singapore and the United Kingdom have recognized the need to apply DfMA and presented DfMA guidelines and application strategies suitable for the characteristics of the OSC industry, and several researchers are conducting research to integrate DfMA into the construction industry. However, in the case of Korea, the need for industrial application and industrial application of DfMA is recognized, but there are no methods and tools necessary to implement the concept of DfMA in the design of actual construction projects. Therefore, this study aims to present the basic direction of strategy for applying DfMA and developing tools for the development of the domestic OSC industry by analyzing the development and application of DfMA in overseas construction. The results of this study can be used as basic data for the development of DfMA tools suitable for the domestic OSC industry and the establishment of policies related to DfMA in the future.

Exploration into Better College Cultural Contents Education for Manifestation of Creativity (대학에서의 창의성 발현을 위한 문화콘텐츠 교육 개선방안 탐색)

  • Lee, Byung-Min
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.481-496
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    • 2013
  • The purpose of this study was to make a basic research on college cultural contents education in an effort to step up the manifestation of the creativity of cultural contents experts in line with the development of the fast-changing era of creative economy. It's basically meant to analyze the characteristics of cultural contents education in relation to creative idea to seek practical ways of improving that education. What problems there were with cultural contents education and how that education was actually provided were analyzed to suggest some of the right directions for client-centered cultural contents education. Earlier studies were analyzed, and the results of a survey that was conducted on students whose major was linked to cultural contents were analyzed as well. As a result, current cultural contents education was considered not to be satisfactory due to existing teaching methods, learning process and curriculums that were devoid of creativity. To rectify the situation, interdisciplinary attempts should be made such as multi-major, interdisciplinary programs or convergence education, and plenty of experiments, sufficient practice and an increase in the number of faculty members are all required. In terms of education, existing curriculums and courses should urgently be revamped to strengthen field placement and creative discussions. As for educational methods, the lecture method should be avoided, and specialized education should be offered instead, which should strike a balance between discussion, team play and project education. It is expected to produce good results if there are appropriate connection among different major fields of study and the harmonious implementation of diverse internship, convergence and field placement programs.

A reuse recommendation framework of artifacts based on task similarity to improve R&D performance (연구개발 생산성 향상을 위한 태스크 유사도 기반 산출물 재사용 추천 프레임워크)

  • Nam, Seungwoo;Daneth, Horn;Hong, Jang-Eui
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.23-33
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    • 2019
  • Research and development(R&D) activities consist of analytical survey and state-of-the-art report writing for technical information. As R & D activities become more concrete, it often happens that they refer to related technical documents that were created in previous steps or created in previous similar projects. This paper proposes a research-task based reuse recommendation framework(RTRF), which is a reuse recommendation system that enables researchers to efficiently reuse the existing artifacts. In addition to the existing keyword-based retrieval and reuse, the proposed framework also provides reusable information that researchers may need by recommending reusable artifacts based on task similarity; other developers who have a similar task to the researcher's work can recommend reusable documents. A case study was performed to show the researchers' efficiency in the process of writing the technology trend report by reusing existing documents. When reuse is performed using RTRF, it can be seen that documents of different stages or other research fields are reused more frequently than when RTRF is not used. The RTRF may contribute to the efficient reuse of the desired artifacts among huge amount of R&D documents stored in the repository.

A study of utilizing key components in game trailer production - Focusing on production case of trailer "Thanatos" - (핵심 구성 요소를 활용한 게임 트레일러 제작에 대한연구 - 게임 트레일러 '타나토스' 제작 사례를 중심으로 -)

  • Jiang, HaiTao;Yun, TaeSoo;Lee, ByungChun;Lee, JeongGi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.19-31
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    • 2016
  • Game Trailer plays the role of main marketing for promotion of game. Recently, the characteristic can be summarized as storytelling, graphics method, production technology, and game mechanics of 3D Game Trailer. Online game was produced as cinematic trailer in the beginning, but recently, in-game trailer has been produced as machinima production method for users. This method reveals functions, various contents, and graphics related to the game through trailer, and it is useful in giving information and curiosity related to the game. Machinima composes background and characters in a short period of time online due to recent 3D CG methods, and only dubbing needs to be proceeded. This saves production fee and production period, and it also has the advantage of having multi-story. Game trailer Thanatos is a video developed through machinima production method. This paper proposes production process and the importance of the key components of the whole project through the above four aspects to be used in the actual production stage by intuitively apply and analysis.

Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.

Analysis of the Procurement Management Process for the Gas & Oil Plant projects (Gas & Oil 플랜트 조달관리 프로세스 분석)

  • Won, Seo-Kyung;Kang, Min-Woo;Lee, Jun-Bok;Kim, Sun-Kuk;Han, Choong-Hee
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.491-494
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    • 2007
  • Recently Gas & Oil plant construction projects are increasing in the world. The EPC (Engineering, Procurement and Construction) company, which participate in the plant projects, should possess the pertinent engineering license and procurement skill to create high added-value. It is because the procurement is very substantial to cover 70% of the total project cost. Nonetheless, there exist various risks involved in the procurement process due to the characteristics of the construction projects with long duration and complicated process as well as the procured goods or services subjected to various logistics. The objective of this paper is to analyze proper process in the procurement and to identify various information and document. Also to analyze procurement process, the principal data are derived from the interview with experts and specialty contractors of plant project. The result of this study would widely be used as a guide to the procurement personnel in forecasting the risks in advance.

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4PBL model proposal for education of Game Design (게임 교과목 교육을 위한 4PBL모델 제안 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.93-102
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    • 2018
  • This article aims to present an effective and systematic learning methodology of game curriculum which is oriented convergence education. In particular, I will present the 4PBL model reflecting the trend of the changing times from teacher-centered learning to learner-centered learning environment. The 4PBL model consists of Personal based Learning, Problem based Learning, Project based learning and Performance based Learning. In this article, I will explain the concepts and characteristics of PBLs at each stage by providing concrete examples of game education courses. Such an attempt may have a meaningful value in that it can suggest a learning environment in which knowledge can be structured subjectively in a changing educational paradigm.