• 제목/요약/키워드: Logical

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$\mathbb{\ulcorner}$한국표준질병사인분류(한의$\mathbb{\lrcorner}$의 분석과 개선안에 관한 연구 (Analysis of Korean Standard Classification of Diseases(Oriental Medicine) and Its Proposition of Amendment)

  • 박경모;신현규;최선미
    • 대한한의학회지
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    • 제21권3호
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    • pp.9-19
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    • 2000
  • Objective : We proposed fundamental rules of prospective Korean Standard Classification of Diseases(Oriental Medicine). Methods : We analysed Korean Standard Classification of Diseases(Oriental Medicine)(established in 1994) in comparison with ICD-10 and Chinese Standard Classification of Disease(Traditional Chinese Medicine). Secondly, we analysed the diagnostic structure of Modem oriental medicine. Results : Korean Standard Classification of Diseases has an inappropriate writing structure, logical errors of classification, confusion of symptoms, 'bing', and 'zheng', inappropriate comparison of disease designations in oriental medicine and western medicine, and the ommission of important items. Secondly, we demonstrate the relations of 'bing' and 'zheng' in modem oriental medicine and disease designations in oriental medicine and western medicine. Conclusions : We propose the separate classification of 'bing' and 'zheng', the qualification of designated names, the structure of 'bing' and 'zheng' system, and a different writing method.

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현대건축디자인에서 개념요소로서 프로그래밍의 재해석 경향에 관한 연구 (A Study on Trend in Reinterpretation of Architectonic Programming as a Schematic Factor in Contemporary Architecture)

  • 김능현
    • 한국실내디자인학회논문집
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    • 제25호
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    • pp.272-279
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    • 2000
  • It can be characterized that contemporary architects intend to establish architectonics which can make it possible to reinterpret the attribute of movement in space and its programming differed from the traditional perception in moving in and out any space through disjoining and reorganizing human behavior and event. This intends reflect new paradigm for subjugating the compelled fuctioning of modern Architecture. This Study review those intends focused on programming as a pre-disign schema. In those intends, it connotes the effort of establishing more systemic and logical approach through deconstruction and disprogramming the existing from, space, elements and human on the basis of his own schematic conception as substitution of function in modern architecture.

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박물관 관람경험의 특성과 시대적 의미에 관한 연구 (A Study on the Experiential Characteristics of Museum Visit and Its Periodical Implications)

  • 김민아
    • 한국실내디자인학회논문집
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    • 제25호
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    • pp.191-197
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    • 2000
  • This thesis is focused on the visitors varied experiences of the current museum architecture. The current trend and periodical development of visitors experiences are discussed by analyzing the factors such as the external symbol scheme, the exhibition space scheme, and the visitors circulation scheme which are involved with a visitors experience and thus classifying the experiences related to each sample museum. Examining and providing logical descriptions on each of the schemes helps comprehend the visitors varied experiences. This research, which deals with thoroughly understanding a museum as an architecture followed by taking visitors experiences into account, is aimed to contribute to improving visitors experiences in the course of designing a museum. The above-mentioned types of combination applied to each museum chosen for the research help understand the following : National museums show predominance of specific visitors experiences. As for the external symbol scheme, most of national museums have adopted the temple type, whereas international museums have equally adopted with the temple type and the showroom type which are characterized by its dedication to function and being in balance between contents and formalities.

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조형적 사고체계에 의한 실내공간구성에 관한 연구 (A Study On Interior Space Constitution From The Plastic Thinking)

  • 이선민;김혜자
    • 한국실내디자인학회논문집
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    • 제34호
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    • pp.53-60
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    • 2002
  • It was investigated on the logical inter-relationship with plastic thinking systems in interior space constitution. Followings were produced the conclusion of study from the plastic thinking. First of all plastic thinking could be interpreted as the stage-oriented process from various approaching by intuitional, experimental techniques through the expansion of thinking capability with linguistic activities. And also interior space constitution could be extracted from the plastic language relating with design concept, could be extracted the design element by processing on the formation process based on material's physical properties. Next, space perception and constitution should be followed the massive perception between empty and full space based on the interrelationship. Additionally the constitution of interior space could be established through axis, integrated with detail functions. Interior space constitution could be accomplished on the study of material based on the characteristics of material, planned to coincide with the space's characteristics in selection for texture.

디자인 예술과 인지과학을 활용한 건축 디자인언어의 분석 (A Study on the Architectural Design Language by Design art and Cognitive science)

  • 송석현
    • 한국실내디자인학회논문집
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    • 제24권3호
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    • pp.30-37
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    • 2015
  • The target of design is a harmony between Beauty and Usefulness. Design is a result from representation of visual language by designer's creative thinking system. also, As an ill-defined problem cannot be described completely. and subjectively interpret depend on the situation, it is very difficult to present a theoretical standard. There have been many Design Sciences researches in recent years. such as Rule Based Design, Parametric Design, Replacement Design, Analogy Design, Metaphor Design, Genetic Algorithm. but Objective research is still unsatisfactory condition to investigate true nature about Design. At this point, It is very important to formulating about meaning of Design Language and Thinking. This study will define about that, and based on this definition, Lay out a logical basis for Treatment design variable and materialization of process by "Elements", "Relationship", "Schema". ultimately it look forward to provide a framework and minimize the complexity about Design Thinking.

자동차 가상생산 기술 적용(III) - 가상 도장공장구축 및 운영 (Virtual Manufacturing for an Automotive Company(III) - Construction and Operation of a Virtual Paint Shop)

  • 노상도;김덕영;박영진
    • 산업공학
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    • 제15권4호
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    • pp.356-363
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    • 2002
  • Virtual Manufacturing is a technology to facilitate effective product development and agile production by computer models representing the physical and logical schema and the behavior of real manufacturing systems including manufacturing resources, environments and products. For the successful application of this technology, a virtual factory as a well-designed and integrated environment is essential. In this research, we constructed a sophisticated virtual factory model of an automotive company's paint shop, and performed precise simulations of unit cells, lines and whole plant operations for collision check and off-line programming. It is expected that this virtual paint shop is useful for achieving time and cost savings in many manufacturing preparation and planning activities of new car development processes.

AN ADAPTIVE PRIMAL-DUAL FULL-NEWTON STEP INFEASIBLE INTERIOR-POINT ALGORITHM FOR LINEAR OPTIMIZATION

  • Asadi, Soodabeh;Mansouri, Hossein;Zangiabadi, Maryam
    • 대한수학회보
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    • 제53권6호
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    • pp.1831-1844
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    • 2016
  • In this paper, we improve the full-Newton step infeasible interior-point algorithm proposed by Mansouri et al. [6]. The algorithm takes only one full-Newton step in a major iteration. To perform this step, the algorithm adopts the largest logical value for the barrier update parameter ${\theta}$. This value is adapted with the value of proximity function ${\delta}$ related to (x, y, s) in current iteration of the algorithm. We derive a suitable interval to change the parameter ${\theta}$ from iteration to iteration. This leads to more flexibilities in the algorithm, compared to the situation that ${\theta}$ takes a default fixed value.

"소문(素問).음양리합론(陰陽離合論)"의 의학사상(醫學思想)에 대한 일고찰(一考察) - 삼재적(三才的) 관점을 중심으로 - (A Study on Medical Thougt of "Somun(素問).Eumyang-ihamnon(陰陽離合論)")

  • 장우창
    • 대한한의학원전학회지
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    • 제21권3호
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    • pp.83-90
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    • 2008
  • "Eumyang-ihamnon(陰陽離合論)", from aspects of the Samjae theory[三才論], presents the unique insight for understanding dynamics of three Eum and three Yang[三陰三陽] throughout human body in fundamental level, defining purpose and essence of three Eum and three Yang motion. Furthermore, it indicates Bunbu(分部) of three Eum and three Yang, utilizing principles of Yukhap(六合), which serves as logical basis of three Eum and three Yang Byeonjeung(辨證). With theoretical meaning and practical values of "Eumyang-ihamnon(陰陽離合論)", this study investigates significance of three Eum and three Yang-Ihap-Motion in terms of the Samjae theory[三才論] and clinical uses of the three Eum and three Yang Bunbu theory[三陰三陽分部論].

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이기종 통신을 위한 온라인 GIS 예방진단 시스템의 IEC61850 인터페이스 기능 개발 (Development of IEC61850 interface for 3rd party communication of online GIS preventive diagnostic system)

  • 박창선;박진호;김정한
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2011년도 제42회 하계학술대회
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    • pp.724-725
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    • 2011
  • 현재 전력설비는 디지털 변전소 국제 표준 통신 규격인 IEC61850을 채택하고 있는 추세에 있으며, 온라인 GIS (Gas Insulated Switchgear) 예방진단 시스템의 고객 요구 사양도 IEC61850을 이용하여 외부 인터페이스가 가능한 구조를 포함하고 있다. 본 연구에서는 온라인 GIS 예방진단 시스템에 대한 IEC61850 모델을 제시하고 Logical Node를 구성하였다. 부분방전 데이터를 비롯한 실시간 감시 데이터는 IEC61850의 fixed report 기능으로 구현하였고, 부분방전 이벤트 및 이력 정보는 파일로 저장하여 IEC61850의 file transfer 기능으로 구현하였다. 기능 검증을 위하여 온라인 GIS 예방진단 시스템 서버에 IEC61850 서버 기능을 탑재하였고 상용의 IEC61850 클라이언트 소프트웨어를 이용하여 데이터 통신 및 파일 전송 기능을 확인하였다

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Developing Digital Games through Software Reuse

  • Neto, Beatriz;Fernandes, Lucia;Werner, Claudia;De Souza, Jano Moreira
    • Journal of Information Processing Systems
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    • 제6권2호
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    • pp.219-234
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    • 2010
  • Gaming is an old humans' habit. Games help in logical development and encourage learning of theoretical and practical concepts. Besides they offer entertainment and challenge. The advent of the personal computer changed this tradition. Every year new challenges arise in a digital format, which lead the young and adults to spend hours in front of a computer or TV screen in an attempt to overcome hurdles and reach an objective. Quality, sophistication, and constant innovation are attained through complex computer software that almost has an obligation to improve as each new title is released, due to this game development becomes a challenge. Considering that a game title is software and thus faces the same restrictions of business applications, this article intends to analyze, under the optics of reuse, if game development resorts to reuse, and where and how this happens.