• Title/Summary/Keyword: Steam Platform

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The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

A Study on the Korean Game Company's Advance to Steam platform (국내 게임사의 스팀 플랫폼 진출과 기대 결과에 관한 연구)

  • Go, Gyeong-Min;Park, Ji-Su;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.89-90
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    • 2018
  • 본 논문에서는 국내 게임사의 부익부빈익빈 심화에 대해를 알아보고 국내 게임사가 진출할 수 있는 글로벌 플랫폼에 대해 조사하여 그 중에서 스팀 플랫폼으로 진출해야 하는 이유와 기대 결과를 예측하여 앞으로 국내 게임사가 글로벌 진출을 하는데 있어서 도움을 줄 것을 기대한다.

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A Study on the Utilization of Open Learning Platform to Reduce Private Education Cost of Elementary Education (초등교육의 사교육비 절감을 위한 개방형 학습 플랫폼 활용에 관한 연구)

  • Shim, Jae-Young;Kwon, Mee-Rhan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.105-111
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    • 2018
  • STEAM and S / W education in public education are effective in fostering talented people and the talents of the 4th industrial revolution era. It is necessary to expand the teachers for this purpose, to find out and apply various learning materials, and to improve education environment for fusion talent education. An open learning platform is effective in reducing private education costs and supplementing public education. Especially, it is useful for flip learning combined with classroom (off-line). In this case, teacher's role can be transformed into active teaching activities and research activities, which can speed up normalization of public education and reduce private education.In particular, the core functions of the MOOC platform for elementary education are 'creative instructional design and contents development function', 'digital teaching and learning curation', 'big data based learner customization', 'learning participation' flip learning and social Learning function.Through this study, it is expected that discussion on the introduction of MOOC for career and admission education for adolescents including elementary education will be established and the Korean youth MOOC platform will be developed and developed as a global advanced model of education democratization.

Uncertainty quantification of once-through steam generator for nuclear steam supply system using latin hypercube sampling method

  • Lekang Chen ;Chuqi Chen ;Linna Wang ;Wenjie Zeng ;Zhifeng Li
    • Nuclear Engineering and Technology
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    • v.55 no.7
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    • pp.2395-2406
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    • 2023
  • To study the influence of parameter uncertainty in small pressurized water reactor (SPWR) once-through steam generator (OTSG), the nonlinear mathematical model of the SPWR is firstly established. Including the reactor core model, the OTSG model and the pressurizer model. Secondly, a control strategy that both the reactor core coolant average temperature and the secondary-side outlet pressure of the OTSG are constant is adopted. Then, the uncertainty quantification method is established based on Latin hypercube sampling and statistical method. On this basis, the quantitative platform for parameter uncertainty of the OTSG is developed. Finally, taking the uncertainty in primary-side flowrate of the OTSG as an example, the platform application work is carried out under the variable load in SPWR and step disturbance of secondary-side flowrate of the OTSG. The results show that the maximum uncertainty in the critical output parameters is acceptable for SPWR.

Development of Intelligent Digital Governor System for Steam Turbine Generator in Buk-Cheju Thermal Power Plant (북제주 화력 발전소 스팀 터빈 발전기용 인텔리전트 디지털 조속기 개발)

  • 전일영;하달규;신명철;김윤식
    • Proceedings of the KIPE Conference
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    • 1999.07a
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    • pp.608-613
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    • 1999
  • This thesis aims at developing of a digita governor system for the steam turbine generator on the Buk-Cheju Thermal Power Plant of KEPCO. The steam turbine generator of the Buk-Cheju Thermal Power Plant is modelled. As a hardware platform, a triple modular system which is fitted 32-bit microprocessor of Motorola company to perform the digital governor system is used. The parameters of the PID controller algorithm in the speed control block is tuned on the basis of the estimated model.

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Solar-driven steam flow for effective removal of particulate matters (PM) (태양열 기반 증기 유동을 이용한 미세먼지 제거 연구)

  • Kim, Jeongju;Kim, Jeong Jae
    • Journal of the Korean Society of Visualization
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    • v.19 no.3
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    • pp.130-135
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    • 2021
  • Water vapor has received worldwide large attention due to its broad technological implications ranged from resource production and environmental remediation. Especially, one of the typical areas where the water vapor is important is the removal of PM (particulate matter) which causes a critical hazard to human health. However, most vapor-based PM removal methods are limited in removing PM2.5 by using relatively large water droplets and consume large energy. Here, we propose a superhydrophilic thermally-insulated macroporous membrane to generate steam flow. The water vapor directly captures PM with steam flow and hygroscopic characteristic of PM. The steam, the cluster of water vapor, from the membrane gives rise to high removal efficiencies compared to those of the control case without light illumination. To reveal PM removal mechanism, the steam flow and PM were quantitatively analyzed using PIV measurement. The proposed steam generator could be utilized as an economical and ecofriendly platform for effective PM removal at a fairly low cost in a sustainable, energy-free, and harmless-to-human manner.

Design of digital nuclear power small reactor once-through steam generator control system

  • Qian, Hong;Zou, Mingyao
    • Nuclear Engineering and Technology
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    • v.54 no.7
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    • pp.2435-2443
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    • 2022
  • The once-through steam generator used in the small modular reactor needs to consider the stability of the outlet steam pressure and steam superheat of the secondary circuit to achieve better operating efficiency. For this reason, this paper designs a controllable operation scheme for the steam pressure and superheat of the small reactor once-through steam generator. On this basis, designs a variable universe fuzzy controller, first, design the fuzzy control rules to make the controller adjust the PI controller parameters according to the change of the error; secondly, use the domain adjustment factor to further subdivide the input and output domain of the fuzzy controller according to the change of the error, to improve the system control performance. The simulation results show that the operation scheme proposed in this paper have better system performance than the original scheme of the small reactor system, and controller proposed in this paper have better control performance than traditional PI controller and fuzzy PI controller, what's more, the designed control system also showed better anti-disturbance performance in lifting experiment between 100% and 80% working conditions. Finally, the experimental platform formed by connecting the digital small reactor with Matlab/Simulink through OPC(OLE for Process Control) communication technology also verified the feasibility of the proposed scheme.

The Effects of Artificial Intelligence Convergence Education using Machine Learning Platform on STEAM Literacy and Learning Flow

  • Min, Seol-Ah;Jeon, In-Seong;Song, Ki-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.199-208
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    • 2021
  • In this paper, the effect of artificial intelligence convergence education program that provides STEAM education using machine learning platform on elementary school students' STEAM literacy and learning flow was analyzed. A homogeneous group of 44 elementary school 6th graders was divided into an experimental group and a control group. The control group received 10 lessons of general subject convergence class, and the experimental group received 10 lessons of STEAM-based artificial intelligence convergence education using Machine learning for Kids. To develop the artificial intelligence convergence education program, the goals, achievement standards, and content elements of the 2015 revised curriculum to select subjects and class contents is analyzed. As a result of the STEAM literacy test and the learning flow test, there was a significant difference between the experimental group and the control group. In particular, it can be confirmed that the coding environment in which the artificial intelligence function is expanded has a positive effect on learners' learning flow and STEAM literacy. Among the sub-elements of convergence talent literacy, significant differences were found in the areas of personal competence such as convergence and creativity. Among the sub-elements of learning flow, significant differences were found in the areas such as harmony of challenge and ability, clear goals, focus on tasks, and self-purposed experiences. If further expanded research is conducted in the future, it will be a basic research for more effective education for the future.

Study on the historical change of rocker style(2) -The styles of the Shaker rockers, the Wicker rockers and the Platform rockers- (흔들의자의 양식 변천 연구(2) -쉐이커rocker, 위커 rocker, 플랫폼 rocker 양식을 중심으로-)

  • Lim, Seung-Taeg;Chung, Woo-Yang
    • Journal of the Korea Furniture Society
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    • v.17 no.3
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    • pp.95-111
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    • 2006
  • These series articles were written in order to understand rockers of today and to provide basic data of their designs and manufacture studying pattern changes in the West. In the first article of the series reports we already described the theoretical background of rockers and the Windsor and the Boston style among the American classic rockers from the eighteenth to the twentieth century. This article contained the characteristics of the styles of the Shaker rocker, the Wicker rocker, and the Platform rocker. The three periods associated with furnituremaking in the Shaker sect are; the Primitive Era, which lasted from 1790 to 1820; the Classical Era, from 1820 to 1860; and the Final Phase, from 1860 to 1935. The important skills the Shaker needed to make the Shaker rocker are woodturning joinery, seat braid weaving and steam bending for the slats. The Wicker rocker continues to be extremely popular furniture style as the wicker proved equally effective for translating the ornate vine-like motifs popular among Art Nouveau proponents. The Wicker rockers were developed for child's, gentleman's and lady's, and it represents the most diverse forms among the above mentioned styles. However the rocker skates were often clumsy and took up too much room, preventing the chair from being shoved close to the wall and out of the way. These problems were overcome by the Platform rocker. The most important innovation was the technical development of a stationary base, which allowed the chair to rock noiselessly, without skating along the floor. The Modernism of the modern furnitures in America and Europe were affected by the characteristics of the Shaker rocker, the Wicker rocker, and the Platform rocker.

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Analysis of VR Game Trends using Text Mining and Word Cloud -Focusing on STEAM review data- (텍스트마이닝과 워드 클라우드를 활용한 VR 게임 트렌드 분석 -스팀(steam) 리뷰 데이터를 중심으로-)

  • Na, Ji Young
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.87-98
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    • 2022
  • With the development of fourth industrial revolution-related technology and increased demands for non-face-to-face services, VR games attract attention. This study collected VR game review data from an online game platform STEAM and analyzed chronical trends using text mining and word cloud analysis. According to the results, experience and perceived cost were major trends from 2016 to 2017, increased demands for FPS and rhythm games were from 2018 to 2019, and story and immersion were from 2020 to 2021. It aims to contribute to expanding the base of VR games by identifying the keywords VR users take interest in by period.