• Title/Summary/Keyword: Process Development and Design

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Development of the Dryer with a Heat Source of Carbon Nanofibers (탄소나노섬유를 열원으로 적용한 세탁물 건조기의 개발)

  • Lee, Jung-Hwan;Won, Sang-Yeon
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.3
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    • pp.25-34
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    • 2018
  • This paper presents a heating source of carbon nanofibers for the efficiency and the drying performance of laundry dryer, and focuses on the applicability-evaluation of its source. To design the proposed heating module, experiments were conducted in terms of surface temperature and surface temperature distribution characteristics of carbon nanofiber lamps. The surface temperature of the lamps increased linearly with increment of a current to flow a lamp and revealing the increasing pattern as the length of the ramps is shorter. The proposed heating source was evaluated based on drying efficiency, moisture evaporation rate at laundry, and internal temperature of a drum during drying process. The drying efficiency satisfied a 45% which is specified in KS C 9319. The moisture evaporation rate and the internal temperature of the drum were respectively 98.88% and $61.1^{\circ}C$, which are similar to that of S's company dryer. From the evaluation and actual drying test results, the proposed carbon nanofiber lamp heating module is considered to be applicable as a heat source for laundry dryer in terms of drying efficiency and drying performance. it is possible to obtain a heat source at a high temperature, an excellent calorific value, an improvement in drying performance, and an effect of sterilizing laundry due to the emission of far-infrared rays. In addition to the applicability, the difference of the drying efficiency between the dryers was analyzed in detail based on the power consumption of the heat sources.

A Study of Concepts on the Brand Love (브랜드 사랑 구성개념에 대한 연구)

  • Min, Guihong;Park, Pumsoon
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.315-326
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    • 2020
  • Corporate efforts to build strong brands have made consumers interested in brand love. In the field of brand love, however, there is a lack of systematic research on the multidimensionality of the concept of brand love and on the scale development to measure it. Thus, based on the methodological research design of Churchill(1979) and DeVellis(1991), this study explored properties of brand love and classified them into two levels - 'emotion' and 'relationship' - and generated corresponding measurement items. To do this, the research was conducted in a total of eight stages, including preliminary studies such as literature review, open surveys, and in-depth interviews, as well as the main study process in which the factors were analyzed step by step. As a result, the level of emotion appeared to have five subcomponents (self-esteem, warmth, interest, responsibility, pleasure) with 19 items, and the level of relationship - three subcomponents (unchanging, sharing/supporting, understanding) with 11 items, adding up to a total of 30 measurement items for brand love with reliability, convergent and discriminant validity, and nomological validity. Additionally, we intended to expand the scope of research related to brand love by presenting the result model of organic interaction between the concepts that constitute brand love and proposing '4 categories of brand love strength' based on it.

A Design and Implementation of Floor Detection Application Using RC Car Simulator (RC카 시뮬레이터를 이용한 바닥 탐지 응용 설계 및 구현)

  • Lee, Yoona;Park, Young-Ho;Ihm, Sun-Young
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.12
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    • pp.507-516
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    • 2019
  • Costs invested in road maintenance and road development are on the rise. However, due to accidents such as portholes and ground subsidence, the risks to the drivers' safety and the material damage caused by accidents are also increasing. Following this trend, we have developed a system that determines road damage, according to the magnitude of vibration generated without directly intervening the driver when driving. In this paper, we implemented the system using a remote control car (RC car) simulator due to the limitation of the environment in which the actual vehicle is not available in the process of developing the system. In addition, we attached a vibration sensor and GPS sensor to the body of the RC car simulator to measure the vibration value and location information generated by the movement of the vehicle in real-time while driving, and transmitting the corresponding data to the server. In this way, we implemented a system that allows external users to check the damage of roads and the maintenance of the repaired roads based on data more easily than the existing systems. By using this system, we can perform early prediction of road breakage and pattern prediction based on the data. Further, for the RC car simulator, commercialization will be possible by combining it with business in other fields that require flatness.

A Study on the Design of a Fake News Management Platform Based on Citizen Science (시민과학 기반 가짜뉴스 관리 플랫폼 연구)

  • KIM, Ji Yeon;SHIM, Jae Chul;KIM, Gyu Tae;KIM, Yoo Hyang
    • Journal of Science and Technology Studies
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    • v.20 no.1
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    • pp.39-85
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    • 2020
  • With the development of information technology, fake news is becoming a serious social problem. Individual measures to manage the problem, such as fact-checking by the media, legal regulation, or technical solutions, have not been successful. The flood of fake news has undermined not only trust in the media but also the general credibility of social institutions, and is even threatening the foundations of democracy. This is why one cannot leave fake news unchecked, though it is certainly a difficult task to accomplish. The problem of fake news is not about simply judging its veracity, as no news is completely fake or unquestionably real and there is much uncertainty. Therefore, managing fake news does not mean removing them completely. Nor can the problem be left to individuals' capacity for rational judgment. Recurring fake news can easily disrupt individual decision making, which raises the need for socio-technical measures and multidisciplinary collaboration. In this study, we introduce a new public online platform for fake news management, which incorporates a multidimensional and multidisciplinary approach based on citizen science. Our proposed platform will fundamentally redesign the existing process for collecting and analyzing fake news and engaging with user reactions. People in various fields would be able to participate in and contribute to this platform by mobilizing their own expertise and capability.

A Study on the Institutional Changes in the Aviation Safety Management System in Korea (국내항공법상 항공안전관리 제도변화에 관한 연구)

  • Kim, Maeng-Sem
    • The Korean Journal of Air & Space Law and Policy
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    • v.23 no.2
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    • pp.93-114
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    • 2008
  • The purpose of this study is to review the changes in the aviation safety management system, how that system has evolved and what forces caused these changes to take place. Also included is an examination of the development process of the aviation safety management system in view of the new institutionalism, identifying the patterns of change. Based on the results of this study, I propose policy methods to design a desirable civil aviation safety system with a view toward raising the safety standards in the Korean civil aviation community. The major analysis variables are as follows: first, aviation accidents caused by external factors and international standards as independent variables second, environmental changes and political processes affecting aviation safety management system as major mediating variables and third, the aviation safety management legal system, the aviation safety management organizations and an expert participation system as dependent variables. The institutional changes and continuance of the aviation safety management system show that when specific circumstances arise, the continuance lasts depending on the path dependency, and in a certain circumstance, when immanent changing factors reach a critical point, the system suddenly changes by a punctuated equilibrium, which are all included in this study.

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Analysis of Factors for Improvement of Economic Feasibility of Construction Cost to Spread Application of OSC Construction Method for Apartment Housing (공동주택 OSC공법 적용 확산을 위한 공사비 분야 경제성 개선 요인 분석 - PC 부재 설계, 제작, 운송, 시공을 중심으로 -)

  • Yun, WonGun;Shin, Eun-Young;Kang, Tai-Kyung
    • Korean Journal of Construction Engineering and Management
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    • v.22 no.6
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    • pp.55-63
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    • 2021
  • Recently, as the problem of the traditional on-site labor-intensive construction production method has been raised due to changes in construction work labor and site conditions, the OSC method is gradually spreading as an alternative to this. Even in apartment houses, the application of the PC method is expanding centered on the underground parking lot, but the high cost structure is a problem compared to the conventional formwork method. In this study, factors affecting the calculation of construction cost in the economic evaluation, which are the core of determining the construction method for apartment buildings, are derived through domestic and foreign literature review and expert advice, the importance was analyzed through an opinion survey targeting industry experts. The measures to reduce construction cost were mainly derived from the improvement of the design and manufacturing process. It is expected that the factors affecting the construction cost and improvement measures of the PC method derived from this study will serve as a direction for technology development to spread the application of the PC method for apartment houses in the future.

Sectoral System of Innovation and R&D Support Service: Focused on the Case of NUC Electronics (산업별 혁신시스템과 R&D 지원서비스 : 엔유씨전자 사례를 중심으로)

  • Kim, Yong-yul
    • Journal of Korea Technology Innovation Society
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    • v.22 no.3
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    • pp.362-381
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    • 2019
  • The purpose of this study is to examine how two factors among various affecting factors of technological innovation, i.e. sectoral system of innovation and R&D support service, were actually applied in the case of NUC Electronics. This company has achieved high level of innovation performance through change of injection port and improvement of extracting rate. This was possible because each component of sectoral system of innovation system was matched with the innovation activity. The improvement of the performance in NUC Electronics was attributable to its own innovation efforts and R&D support service of government research institute. In the process of technological innovation, the company could receive high-level services in areas such as product design and virtual experiments that companies can not solve themselves. It can be said that the role of government and public institutions to support the shortage of SMEs was important. In terms of each component of sectoral system of innovation, we found that there were many opportunities of new technology; sustainability was low; imitation was easy; appropriability was low but it has dualily; accumulation of technology was relatively high, availability of external knowledge was high. At the same time, both of the company and the network played an important role, and market conditions were very favorable. In terms of R&D support services, it is a direct effect that a great deal of time and cost savings have been achieved through virtual experiments on the material and shape of the screw. As an indirect effect, the core competence of the company has been greatly strengthened by utilizing the momentum of technology development through external support, hence the company could establish the structure of virtuous circle of innovation.

Development of Regional Problem Solving Entrepreneurship Education Program: Based on Competency-Based Curriculum Design (지역사회 문제해결형 기업가정신 교육과정 개발: 역량 기반 교육과정 설계를 기반으로)

  • Choi, Yong Seok;Part, Jong Seok;Baek, Bo Hyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.5
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    • pp.187-203
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    • 2022
  • As the economic, social, and environmental problems of the local community reach a serious level, our society is realizing the need to foster young talents who discover opportunities in local issues through entrepreneurship education and create social values through creative challenges. However, entrepreneurship education programs are generally focused on commerciality, so customized education programs to solve regional problems are insufficient. Therefore, this study aimed to develop a community problem-solving entrepreneurship curriculum. In this study, a competency based curriculum model was applied to develop the curriculum, and regional problem-solving entrepreneurship competencies were derived through expert advice from a total of 10 people. In the process, the Delphi methodology was additionally used to reduce the possibility of errors in the competency model. As a result of the study, a total of 23 regional problem-solving entrepreneurship competencies were confirmed, and knowledge(K) - skill(S) - attitude(A) by competency consisted of 5, 9, and 9, respectively. By applying this to Dunham's problem-solving six-step model, modular learning support measures were developed in the order of phase 1(problem discovery), phase 2(problem analysis), phase 3(plan), phase 4(measure), and phase 5(evaluation). This study is meaningful in that it integrated theory and practice by developing specific entrepreneurship curriculum and learning support measures based on the theoretical model devised in social welfare. In addition, it has implications in that it developed a regional problem-solving entrepreneurship competency model based on expert advice and proposed a specific curriculum based on this.

Improvement of estimating method for construction management service fee by case study (사례분석을 통한 건설사업관리 대가산정 방법 개선)

  • Lee, Ung-Kyun;Yoo, Wi-Sung;Kim, Dong-In;Kim, Tae-Hoon;Cha, Min-Soo;Cho, Hun-Hee
    • Korean Journal of Construction Engineering and Management
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    • v.13 no.4
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    • pp.16-24
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    • 2012
  • The objective of this paper is to suggest the improvement of estimating system for construction management (CM) service fee through the analysis of the previous literatures and criteria and case study. In order to do this, this paper considered the relevance of existing criteria to estimate the CM service fee, the condition of input ratio of engineering resources in the real cases, and current utilization strategy of nonresident technical engineers. Based on the analysis, the following problems were identified; a) the different estimating system for CM fee and construction supervision fee, b) impractical estimating system for the CM fee, and c) inappropriate allocation of human resources for CM. Consequently, this paper suggested the following 4 items for the improvement of the existing system; (1) modification of the current structure of CM fee calculation, (2) rationalization of current level of the CM fee which is required to be raised approximately 5.4 percent compared to design or supervision fee, (3) securement of elasticity of the input ratio of engineering resources from the inception phase, and (4) development of the utilization strategy of nonresident engineers based on the technical requirement of the jobsite. Thus, it is anticipated that this research would affect the compensation package of CM in order to make the estimation process of CM service fee more efficient and to revitalize CM as business.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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