The purpose of this study is to present the basic approach of producing the luxury fashion brands containing of the Korean traditional traits on the basis of traditional transformation with the modern concept, taking the 'Vivienne Tam' 2000's collections. This study has focused on its transformation of the traditional one of China, and made this as the subject of investigation. It's design characteristic could be defined as "modern interpretations of China chic", and it would be divided into two groups. The ingenious mixture of Chinese tradition into the modern chic could be concluded like these. The external characteristics is categorized in the three ways (1) the aesthetic application of the Chinese traditional patterns(dragon, water waves, peony, Japanese apricot flower, bamboo, bats, Chinese characters etc.), (2)the modern application of Chinese traditional costume details(front opening of Chipao, mandarin collar and knot buttons) and (3)the modernization of Chinese traditional technique(knotting, embroidery, beading and paper cutting). To deal with the internal characteristics, (1)the aesthetic mixture of East and West, (2)the formative expressions of the traditional view on the universe and religion are remarkable. The Chinese embodiment and the view of the universe and religion was integrated into the patterns of dragon, water waves, clouds, fire, woods, and metals. In order to afford the creative designer capable of encompassing the East and West, the teaching about the Korean tradition along with the technical and practical aspect of fashion is most important, while encouraging the professional designer to make a sophisticated ones which are attributed to the Korean tradition, and thereby come to be attractive to the world customer. The study about the Korean costumes, traditional colors, the symbolic meaning of the traditional patterns, cuttings, compositions, extending to the various kinds of myths, songs, paintings and crafts are essential for the Korean designer brand to be the global luxury brands.
In order to investigate the application of 3D base-seismic isolation system in nuclear power plants (NPPs), comprehensive analysis of constitution and design theory for 3-dimensional combined isolation bearing (3D-CIB) was presented and derived. Four different vertical stiffness of 3D-CIB was designed to isolate the nuclear island (NI) building. This paper aimed at investigating the isolation effectiveness of 3D-CIB through modal analysis and dynamic time-history analysis. Numerical results in terms of dynamic response of 3D-CIB, relative displacement response, acceleration and floor response spectra (FRS) of the superstructure were compared to validate the reliability of 3D-CIB in mitigating seismic response. The results showed that 3D-CIB can significantly attenuate the horizontal acceleration response, and a fair amount of the vertical acceleration response reduction of the upper structure was still observed. 3D-CIB plays a significant role in reducing the horizontal and vertical FRS, the vertical FRS basically do not vary with the floor height. The smaller the vertical stiffness of 3D-CIB is, the better the vertical isolation effectiveness is, whereas, it will increase the displacement and the rocking effect of superstructure. Although the advantage of 3D-CIB is that the vertical stiffness can be flexibly adjusted, it should be designed by properly accounting for the balance between the isolation effectiveness and displacement control including rocking effect. The results of this study can provide the technical basis and guidance for the application of 3D-CIB to engineering structure.
Journal of The Korean Association For Science Education
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v.43
no.2
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pp.59-72
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2023
This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.
Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.
Journal of the Korean Institute of Landscape Architecture
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v.33
no.5
s.112
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pp.1-14
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2005
This study describes the recognition and the application of materials corresponding to the formative language of landscape design as the formative process of creating connote forms and meanings in a space. The purpose of this study is to propose the significance of materiality not only for conveying the meaning of landscape but also for providing expanded experience through synesthetic perception. The study consists of two parts: (1) The concept of materiality in landscape architecture is studied in three categories, which are divided in chronological order when the recognition of materials was changed. (2) Based on this exploration of the concept of materiality and the ways of expressing it that have developed from landscape arts to landscape architecture, the significance of materiality as the medium of contemporary landscape design is proposed. Breaking from previous technical and engineering approaches to materials and from a vision-centered recognition of materials, this study focuses on aesthetic and semantic aspects of materiality and is based on multidimensional recognition though synesthesia. Materiality has significance not only as the dynamic medium that carries the meaning of landscape by providing connections with the surrounding environmental context, but also as the engagement medium that expands observers' experiences with the environment through synesthesia. The study of materiality as the medium of landscape design would contribute to expanding the scope of the language of landscape design and to expressing the meaning of landscape through materiality being revealed on the basis of converted recognition of materials.
This study investigates optimum designs of steel space truss towers under seismic loading by using Jaya optimization algorithm. Turkish Earthquake Code (2007) specifications are applied on optimum designs of steel space truss towers under the seismic loading for different local site classes depending on different soil groups. The proposed novel algorithm does not have any algorithm-specific control parameters and depends only a simple revision equation. Therefore, it provides a practical solution for structural optimization problems. Optimum solutions of the different steel truss examples are carried out by selecting suitable W sections taken from American Institute of Steel Construction (AISC). In order to obtain optimum solutions, a computer program is coded in MATLAB in corporated with SAP2000-OAPI (Open Application Programming Interface). The stress and displacement constraints are applied on the design problems according to AISC-ASD (Allowable Stress Design) specifications. Firstly, a benchmark truss problem is examined to see the efficiency of Jaya optimization algorithm. Then, two different multi-element truss towers previously solved with other methods without seismic loading in literature are designed by the proposed algorithm. The first space tower is a 582-member space truss with the height of 80 m and the second space tower is a 942-member space truss of about 95 m height. The minimum optimum designs obtained with this novel algorithm for the case without seismic loading are lighter than the ones previously attained in the literature studies. The results obtained in the study show that Jaya algorithm is a practical and robust optimization method for structural optimization problems. Moreover, incorporation of the seismic loading causes significant increase in the minimum design weight.
Journal of the Korea Society of Computer and Information
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v.29
no.3
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pp.99-106
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2024
In this paper, we design and implement the HealthSchedule app, which records exercise data based on the GPS sensor embedded in smartphones. This app utilizes the smartphone's GPS sensor to collect real-time location information of the user and displays the movement path to the designated destination. It records the user's actual path using latitude and longitude coordinates. Users register exercise activities and destination points when scheduling, and initiate the exercise. When measuring the current location, a lime green departure marker is generated, and the movement path is displayed in blue, with the destination marker and a surrounding 25-meter radius circle shown in sky blue. Using the coordinates of the starting point or the previous location and the current GPS sensor-transmitted location coordinates, it measures the distance traveled, time taken, and calculates the speed. Furthermore, it accumulates measurement data to provide information on the total distance traveled, movement path, and overall average speed. Even when reaching the destination during exercise, the movement path continues to accumulate until the completion button is clicked. The completion button is activated when the user moves into the sky blue circular area with a radius of 25 meters, centered around the initially set destination. This means that the user must reach the designated destination, and if they wish to continue exercising without clicking the completion button, they can do so. Depending on the selected exercise type, the app displays the calories burned, aiming to increase user engagement and a sense of accomplishment.
This study is intended to analyze current status of costume in the cultural industry and explore feasibility of integrating costume as important cultural contents in the digital era. Among the websites for contents as the cultural archetypes, some have strong foundations while others don't. First, as for various archetypal characters restored based on the Korean history, most of their clothes focus on shapes and colors but lack details. They should be produced in 3D to provide back views or textile patterns to users. To ease understanding of the history of costume, user-friendly services such as launch of a pop-up window when users click on specific contents in question should be available for detailed information. At least there should be a link to other related sites where users can conveniently find more details. Second, some sites have too much data under one subject, increasing complexity and undermining orderliness. As a result, it takes long time to identify the site map. In this case, it is required to rearrange the contents with Quick View by subject and related links for in-depth study. Third, each subject is important to develop the archetypes for a variety of purposes. Creation of design derived from them or their commercialization can be an example but these activities should not restrict imagination of users or degrade the value of the archetypes. Last, it is needed to adopt validation system to detect the needs for a regular update (renewal) and to fix errors. We found many servers whose operation is not stable in general. When these technical issues are addressed for stable operation, users will rely on the sites to utilize them for their purpose of developing the cultural archetypes. In conclusion, advancement of www.culturecontent.com is essential. Based on efficient management and operation of the system, the quality of contents would be increased and multi-faceted advertising campaigns focusing on needs should be launched, to promote application of the contents. This is the recommendation for the future of the cultural archetype industry in Korea.
This paper is concerned with geotextiles bonded chemically with geogrid to form a geocomposite. Geotextiles, thermally bonded and non-woven, play an important role as a separator. Also, this study investigates the resistance to the application environment of geotextile composites. Here, numerous tests have been performed and it was revealed from experimental results that thermally bonded geotextile in geosynthetic composites showed superior characteristics to that manufactured from needle punched non-woven method in terms of tensile strength, tensile strain and high separation performance. It was noted from experiments that the geotextile prepared for separation purpose and manufactured in a thermal bonding method showed relatively low permittivity so that it could be used as a smooth separator. In addition, PVA geotextile/HDPE geomembrane composites were designed and manufactured to investigate the waste landfill related properties. Numerous experiments have been performed and experimental results were summarized to evaluate practical applicability of PVA geotextile/HDPE geomembrane composites. Among the properties of proposed geomembrane composites, evaluation has been focused on the investigation of mechanical properties, AOS (apparent opening size), permittivity and ultraviolet stability.
Journal of Korea Entertainment Industry Association
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v.13
no.8
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pp.611-617
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2019
Purpose: This study applied simulation practice to nursing university students to see if they are related to teamwork capability, perceived interactions. Methods: This study single-group experimental study for 36 students who take a fourth-grade simulation course for nursing college students located in G city and the effects after the practical application. The analysis of the research was done using the SPSS 19.0 program to perform frequency analysis and technical statistical analysis of general characteristics and to identify paired t-test of Teamwork competence and perceived interactions between measurement variables. Results: After the simulation practical application, it was shown that Teamwork competence were improved. Conclusion: The results of this study show that the required teaming capabilities of the clinical site can be verified through simulation practical application, and the detailed design of the module that can develop the Teamwork competence in the future.
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