• Title/Summary/Keyword: Technology evolution trend

Search Result 82, Processing Time 0.026 seconds

A Study on expression of interior design contemporary by application of depaysement (데페이즈망을 활용한 현대 실내디자인 표현에 관한 연구)

  • Lee, Jeong-Yeol
    • Korean Institute of Interior Design Journal
    • /
    • v.16 no.2 s.61
    • /
    • pp.79-86
    • /
    • 2007
  • The recent works of architecture and interior design take on too various aspects to be classified as a trend or tendency. Many subjects, seeking the superiority between form and function in space which was the issue of Modernism, got to face the works which transcend the limitation of architecture due to the development of a variety of media and technology these days. In result, we could see the works which are to be Included into the category of art rather than architecture. This study starts from the thought that the common aspects of these works are based on the strangeness to pursue uniqueness, peculiarities or novelty. 'The subject of this study, $'D\acute{e}paysement'$, creates a new relation, disconnected from customs, to an architecture which became familiar through defragment, fixation and abstraction by the habitual relation and makes it reborn as an architecture which gives us a fantasy and a pleasure, by converting into the shape and image which are different from its original shape when a stimulus is given to an architecture. This study starts from the artistic aspect which has a close correlation with the architecture. The subject, $'D\acute{e}paysement'$ could be historically considered in two aspects - $D\acute{e}paysement$ of Surrealism which developed in paintings and Defamiliarization of Russian Formalism in the area of literature. This study is carried in a category of $D\acute{e}paysement$, focusing on the visual aspect of the architecture. This study is composed as follows: In chapter 2, a theoretical research is performed according to the definition and meaning of the $D\acute{e}paysement$ expression techniques, its origination and evolution, and type classification by the features of expression techniques in the era of Surrealism when $D\acute{e}paysement$ developed most vigorously in the area of art. In chapter 3, the system which formalizes the expression method of the techniques is presented, focusing on the case analysis of the artistic works according to the types of $D\acute{e}paysement$. In chapter 4, the application of the expression techniques of $D\acute{e}paysement$ is discussed by conducting cases analysis of the modern interior design.

Style Analysis and Design Development of the First Birthday Partywear Based on Examples from Social Media (소셜 미디어에 나타난 돌 파티웨어 스타일 분석 및 디자인 개발)

  • Kim, Soyeon;Lee, Inseong
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.16 no.3
    • /
    • pp.33-48
    • /
    • 2014
  • Based on the advent and dissemination of new developments concerning information & telecommunications technology, web services have brought new paradigms into society, thus facilitating the birth and evolution of various service industries to society as a whole. This study is aimed at investigating the expansion of the first Birthday party culture and design examples of the first Birthday partywear appearing in social media, through an inquiry into the communication functions inherent in social media. Also, the development of the first Birthday partywear designs for women aged 20 to 30 years was accomplished by categorically analyzing design characteristics in preferred fashion styles uploaded and shared within online childcare communities. First, it can be concluded that due to the bidirectional flow of information between corporations and consumers occurring from the expansion of social media, the entire structure of the market is undergoing great changes. Next, the need for the supply of professionalized the first Birthday partywear can be proved by the influx of party planners and caterers into this new industry. Third, Through a categorical analysis of these 523 photos, elegance style was the most preferred while classic and romantic styles followed. Last of all, 5 pieces of partywear reflecting contemporary consumer lifestyles which focus on 'enjoying one's own life' were created under the concept of 'Romantic chic'. The created designs aim to present a style which follows the predominant trend of elegance, classic and romantic, whilst keeping sensitivity in moderation. In this context, this study has aimed to present fundamental research data in the field of online the first Birthday partywear, through the development of the first Birthday partywear design based on the first Birthday party consumer characteristics gleaned from various forms of social media.

  • PDF

COVID-19 and the Korean Economy: When, How, and What Changes?

  • Park, ChangKeun;Park, JiYoung
    • Asian Journal of Innovation and Policy
    • /
    • v.9 no.2
    • /
    • pp.187-206
    • /
    • 2020
  • Under the on-going evolution of the COVID-19 pandemic, estimating the economic impact of the pandemic is highly uncertain and challenging. This situation makes it difficult for policymakers, governors, and economic entities to formulate appropriate responses and decision makings. To provide useful information about the effect of the COVID-19 pandemic on the Korean economy, this study examined macroeconomic impact analysis stemming from the pandemic shocks with different scenarios for the Korean economy. Based on three scenarios using the growth rate of 2020 GDP and consumer expenditure patterns, the 2021 GDP by industry sector was forecast with two new approaches. First, the recovering process of the Korean economy from the shock was analyzed by applying a Flex-IO method. Second, a new forecasting approach combined with an IO coefficient matrix was applied to forecast the future GDP changes. The findings of this study are summarized as follows: First, the total GDP growth rate under the Pessimistic Scenario demonstrates less rebound from the shock than that of the Base Scenario. Second, agriculture, culture, and tourism-related sectors that are suffering from the severe losses of COVID-19 showed lower resilience than other different industries. Third, information and communications technology (ICT) industry maintains a stable growth trend and is expected to take the leading role for the Korean economy in the post-COVID-19 and the Industry 4.0 eras. The findings deliver that it needs to analyze how government expenditure responding the shock into the forecasting model, which can be more useful and reliable to simulate the resilience from the pandemic.

Prediction of Adfreeze Bond Strength Using Artificial Neural Network (인공신경망을 활용한 동착강도 예측)

  • Ko, Sung-Gyu;Shin, Hyu-Soung;Choi, Chang-Ho
    • Journal of the Korean Geotechnical Society
    • /
    • v.27 no.11
    • /
    • pp.71-81
    • /
    • 2011
  • Adfreeze bond strength is a primary design parameter, which determines bearing capacity of pile foundation in frozen ground. It is reported that adfreeze bond strength is influenced by various affecting factors like freezing temperature, confining pressure, characteristics of pile surface, soil type, etc. However, several limited researches have been performed to obtain adfreeze bond strength, for past studies considered only few affecting factors such as freezing temperature and type of pile structures. Therefore, there exists a limitation of estimating the design parameter of pile foundation with various factors in frozen ground. In this study, artificial neural network algorithm was involved to predict adfreeze bond strength with various affecting factors. From past five studies, 137 data for various experimental conditions were collected. It was divided by 100 training data and 37 testing data in random manner. Based on the analysis result, it was found that it is necessary to consider various affecting factors for the prediction of adfreeze bond strength and the prediction with artificial neural network algorithm provides enough reliability. In addition, the result of parametric study showed that temperature and pile type are primary affecting factors for adfreeze bond strength. And it was also shown that vertical stress influences only certain temperature zone, and various soil types and loading speeds might cause the change of evolution trend for adfreeze bond strength.

Analysis of Cosmetics Research and Development Trends based on National Research and Development Projects (국가 연구개발(R&D) 과제 기반 화장품 연구개발 동향 분석)

  • Doyeon Lee;Keunhwan Kim
    • Journal of the Korean Applied Science and Technology
    • /
    • v.41 no.3
    • /
    • pp.825-841
    • /
    • 2024
  • This study aimed to scrutinize the evolution of cosmetics research and development (R&D) in Korea, utilizing data from nationally funded R&D projects, and to suggest strategies to enhance the competitiveness of small and medium-sized enterprises (SMEs). A thorough analysis was performed on cosmetics-related national R&D funded project data from 2019 to 2023, a comprehensive analysis was conducted on annual trends, key organization, regional characteristics, major departments, and main functions and efficacy of R&D. The features revealed that the cosmetics industry, predominantly comprised of SMEs, is directing its efforts towards the development of a diverse range of functional products, with a recent shift towards the production of eco-friendly and sustainable materials. From a regional perspective, Gyeonggi-do and Chungcheongbuk-do had the highest levels of R&D activities, demonstrating the significant R&D capabilities of these local industry. It provides a systematic comprehensive analysis based on national R&D funded project data, identifies recent trends in the cosmetics industry, and evidence for SMEs to strengthen market competitiveness and establish long-term strategies for sustainable growth. Therefore, the results of this study dispense significant information and insights not only to SMEs but also to policymakers, using critical foundational data for formulating and implementing policies to advance the cosmetics industry.

An Analysis of the Economic Effects for the IoT Industry (사물인터넷 산업의 경제적 파급효과 분석)

  • Jeong, Woo-Soo;Kim, Sa-Hyuk;Min, Kyoung-Sik
    • Journal of Internet Computing and Services
    • /
    • v.14 no.5
    • /
    • pp.119-128
    • /
    • 2013
  • As ICT technology becomes advanced, the importance of future internet is emphasized and in part of that, M2M (Machine-to Machine communications) is magnified in terms of importance and usage in public and private sector. M2M is emerging as a next generation strategic industry but there is no existing analyzed data or market classification, so it disrupts establishing policies on the M2M industry. As the technology is progressing, the evolution from M2M to IoT (Internet of Things) has started and many countries actively try to find technological trend through market analysis in order to develop new growth engine. Therefore, in order to strengthen competitiveness, we should secure differentiated capabilities in industry and service. This article examines Korea's domestic market and international market trends in IoT and analyses the economic impact of the IoT industry using quantitative methodology and evaluates relations between the IoT industry and other relevant industries. As a result, the effect of IoT industry on production inducement is KRW474.6 billion; the effect on value-added inducement is KRW314.7 billion; and it is measured that 3,628 jobs will be created by the IoT industry.

Emotion-on-a-chip(EOC) : Evolution of biochip technology to measure human emotion (감성 진단칩(Emotion-on-a-chip, EOC) : 인간 감성측정을 위한 바이오칩기술의 진화)

  • Jung, Hyo-Il;Kihl, Tae-Suk;Hwang, Yoo-Sun
    • Science of Emotion and Sensibility
    • /
    • v.14 no.1
    • /
    • pp.157-164
    • /
    • 2011
  • Emotion science is one of the rapidly expanding engineering/scientific disciplines which has a major impact on human society. Such growing interests in emotion science and engineering owe the recent trend that various academic fields are being merged. In this paper we propose the potential importance of the biochip technology in which the human emotion can be precisely measured in real time using body fluids such as blood, saliva and sweat. We firstly and newly name such a biochip an Emotion-On-a-Chip (EOC). EOC consists of biological markers to measure the emotion, electrode to acquire the signal, transducer to transfer the signal and display to show the result. In particular, microfabrication techniques made it possible to construct nano/micron scale sensing parts/chips to accommodate the biological molecules to capture the emotional bio-markers and gave us a new opportunities to investigate the emotion precisely. Future developments in the EOC techniques will be able to help combine the social sciences and natural sciences, and consequently expand the scope of studies.

  • PDF

Steep Slope Management System integrated with Realtime Monitoring Information into 3D Web GIS (상시계측센서정보와 3차원 Web GIS를 융합한 급경사지관리시스템)

  • Chung, Dong Ki;Sung, Jae Ryeol;Lee, Dong Wook;Chang, Ki Tae;Lee, Jin Duk
    • Journal of Korean Society of Disaster and Security
    • /
    • v.6 no.3
    • /
    • pp.9-17
    • /
    • 2013
  • Geospatial information data came recently in use to build the location-based service in various fields. These data were shown via a 2-D map in the past but now can be viewed as a 3-D map due to the dramatic evolution of IT technology, thus improving efficiency and raising practicality to a greater extent by providing a more realistic visualization of the field. In addition, many previous GIS applications have been provided under desktop environment, limiting access from remote sites and reducing its approachability for less experienced users. The latest trend offers service with web-based environment, providing efficient sharing of data to all users, both unknown and specific internal users. Therefore, real-time information sensors that have been installed on steep slopes are to be integrated with 3-D geospatial information in this study. It is also to be developed with web-based environment to improve usage and access. There are three steps taken to establish this system: firstly, a 3-D GIS database and 3-D terrain with higher resolution aerial photos and DEM (Digital Elevation Model) have been built; secondly, a system architecture was proposed to integrate real-time sensor information data with 3D Web-based GIS; thirdly, the system has been constructed for Gangwon Province as a test bed to verify the applicability.

ADHD Simple Examination Using an OSGi Base USB Terminal System (OSGi 기반 USB 단말기 시스템을 이용한 ADHD 간편검사)

  • Han, Sang-Seok;Lee, Chang-Goo
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.9 no.3
    • /
    • pp.664-673
    • /
    • 2008
  • Recently, the ubiquitous is handled by maximum topic. New knowledge information and ubiquitous computing evolution have promoted new paradigm transfer and grand change. Also, need technology as powerful engineering approached fairly system and educational guidance side examination necessarily to overcome u-Learning base situation and studying obstacle situations. This treatise embodied handiness examination about attention shortage and excess obstacle (Attention Deficit Hyperactivity Disorder, low ADHD) who must solve so as to be square and level being increase trend in primary school using USB (Universal Serial Bus) terminal system that allow fetters to OSGi (Open Service Gateway Initiative). That OSGi base USB terminal system is easy preservation of information, safety of network, cost-cutting and maintenance by various ubiquitous system that server that load many USB terminals and OSGi uses an USB bus of high speed and construct network, there is advantage of concentration elevation and so on of week and ADHD handled in this treatise because early diagnosis and treatment are serious. The confirmed system application that can supplement paper and pens examination's shortcoming and could solve examination's problem which use computer, and help in student guidance through ADHD simpleexamination who utilize OSGi base USB terminal system. Is available by game system that system for human nature examination or intelligence test and general exam explaining and level studying, order style question investigation program, studying system for disabled person, majority that enforce in public in school this study finding does together.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
    • /
    • v.6 no.1
    • /
    • pp.70-72
    • /
    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

  • PDF