• 제목/요약/키워드: Value Creative Engineering

검색결과 66건 처리시간 0.024초

Eco-car Manufacturing Activities as Engineering Design Education Subject in Suzuka National College of Technology

  • Mori, Kunihiko;Sakamoto, Hidetoshi;Ohbuchi, Yoshifumi
    • 공학교육연구
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    • 제15권5호
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    • pp.25-30
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    • 2012
  • "The engineering education program for environmental intention and value creation" has been executed from 2008 to 2010 in Suzuka National College of Technology, which program was promoted as "Good Practice for Education" by Ministry of Education, Culture, Sports, Science and Technology Japan. "Eco-car project" is one of these practical ecology/environment education programs. The project's members have been learning and researching the environmental managements by the process of design, manufacturing, and assembly of solar car, highly effective fuel consumption car (Eco-run car), electric vehicle and fuel-cell car. Also this project was supported by some professional experts of the local industries and community. The students learned the actual industrial technique, the engineering management and the structure of local industries by this project. In this paper, the environmental intention engineering design education with local industry collaboration is introduced.

LED를 이용한 e-textiles 개발과 스포츠웨어의 적용에 관하여 (Development of e-textiles using LED and application of sports wear)

  • 박진희;김주용
    • 한국의상디자인학회지
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    • 제21권1호
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    • pp.103-113
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    • 2019
  • The purpose of this study was to develop an e-textile using LEDs that can enhance visual and functional effects, and to identify their applicability to sportswear. By applying the design elements of fashion design concretely with LEDs, an e-textile design module is developed and that module is applied to the product, so LED application design can be proposed for use in a practical product. E-textiles have been divided into five categories, and their usefulness were verified by applying e-textiles to men's and women's sportswear. The product beign considered has a built-in tilt sensor, which illuminates the LEDs according to the user's movements, and allows the LEDs to be turned on or off in accordance to the user's preference. E-tatoo is a type of LED application that enhances the appearance by placing LEDs on a small area, emphasizing origin points, just like an actual tattoo. Designed with LEDs arranged in a straight line and various curved forms, e-strips can provide a function that matches the characteristics of each section of clothing or fashion item. E-wappen uses about 7-10 LEDs to give motifs a strong sense of visibility, thus adding to their vibrancy. E-panels and e-clothes were able to produce creative and high-value textures. It is also expected to be used for special purposes or bags as it is possible to produce high value-added textures that are creative and aesthetically beautiful. For instance, a progressive LED string on the straight line of female leggings can further emphasize rhythmic movements during exercise, and e-wappen also serves the purpose of nighttime protection. It is also believed that the application of dance or dance-related sportswear will make the movement of the performance more intense and lively.

민간투자사업을 위한 VE 적용방안 (Value Management of Private Finance Initiative Projects)

  • 임종권;김성일
    • 한국건설관리학회:학술대회논문집
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    • 한국건설관리학회 2006년도 정기학술발표대회 논문집
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    • pp.123-130
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    • 2006
  • 최근 정부는 임대형민간투자사업(BTL, Build Transfer Lease)방식을 적극 도입함으로써 민간의 축적된 지식과 경험을 이용하여 보다 효율적인 사회간접자본(Social Overhead Capital) 확충을 도모하고 있다. 공공부분 및 사업시행자 등 민간투자사업의 사업기획단계에서 운영단계에 이르기 까기 전문화된 기술과 경험을 바탕으로 한 설계를 통하여 시설물 사용자의 요구를 충족시키는 동시에 창의적 기법을 총동원 예산과 리스크 범위내에서 최대한의 효율과 수익 창출을 극대화하려는 노력이 필요하다. 이처럼 BTL등 민간투자사업의 투자가치(Value for Money)를 극대화시키기 위해서는 VM(Value Management) 방법론의 효과적인 사용이 불가피하다. 여기서는 BTL 사업에서의 "VE job Plan" 활용 절차 및 적용방안을 제시하였다. BTL 사업에서의 효율적인 "VE job Plan"을 제시하기 위하여 국내 민간투자사업 및 VE 추진을 위한 법적제도의 변화를 분석하였다. 국내 BTL 사업 수행절차 및 BTL 사업에서의 VE적용방안을 "VE job Plan"과 함께 제시하였다. 실제 적용사례 연구를 통하여 BTL 사업에서의 "VE job Plan"의 작성과 작성된 프로세서를 활용한 의사결정 및 대안평가 방법을 제시하였으며, 속성 중 비용은 LCC(Life Cycle Cost : 이하 LCC) 분석결과를 바탕으로 평가하였고, 프로젝트 기능개선을 위한 평가방법으로는 기술적 FAST도를 사용하여 분석하였다. 사례는 "대구시립미술회관" 사업자 선정을 위한 BTL VE 활동을 통해 보다 향상된 가능의 개선, 비용절감 및 양질의 서비스 수준을 제공한 VM사례를 소개하였다.

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Development of Contents for Effective Computer Programming Education in Curriculum of Elementary Schools

  • Kim, Jong-soo;Kwon, Soon-kak
    • Journal of Multimedia Information System
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    • 제6권3호
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    • pp.147-154
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    • 2019
  • In a variety of fields, highly developed technology is being combined to create a lot of value. In order to keep up with this global trend, the Ministry of Education, which is in charge of national education, continuously develops and applies content for creative education to textbooks. The continuous development of content for creative education is not only related to national interests, but also to the continued development of mankind. Today, the succession and development of human knowledge is in charge of the education system. Research into an effective educational system is necessary for effective succession of rapidly developing science and technology and building up technical personnel with such skills. In particular, the computer science field is faster in development than other scientific fields and has accumulated many technologies, indicating that it takes a lot of time and good teaching to foster talent that can effectively utilize the technology. In this paper, elementary school subjects were analyzed to achieve the purpose of cultivating talent in the field of computer science. In addition, we have investigated techniques related to computer programming learning not covered in elementary school subjects. So we developed content that students need to practice. Next, we taught the content to randomly selected elementary school students and assessed their educational effectiveness. As a result of training using the content we developed, 55.37% increased academic performance.

창의적 공학 설계 활동에서 팀 규모에 따른 팀 상호작용 분석 (Analysis on Team Interaction of Team size in Creative Engineering Design Activity)

  • 김민웅;조한진;위선복;김태훈
    • 공학교육연구
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    • 제19권4호
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    • pp.14-23
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    • 2016
  • This study is to analyze the team interaction in accordance with the team size. Thereby, it is to reveal the team size for the attainment of the effective team interaction and the specific goals to achieve the purpose of this study are as follows. Firstly, the frequency and percentage of team interaction in accordance with the team size are presented. Secondly, the statistical verification of the team interaction in the social emotional area is conducted. Thirdly, the statistical verification of the team interaction in the task area is conducted. In order to do this study, we explain the purpose of study, confidentiality, and withdrawal right were described and then 32 persons who agreed to participate were selected as the subjects for the study. After that, the autonomous organization of team was induced and a total of 8 teams were organized - 3 teams comprised of 3 members, 3 teams of 4 members, 1 team of 5 members, and 1 team of 6 members. Further, Bales' (1950) Interaction Process Analysis (IPA) was used in order to analyze the team interaction, and Mangold INTERACT was used as a coding program. The results of study are as follows. Firstly, the highest frequency of the team interaction showed up in the case of five or six members and the lowest in the case of 3 members. Secondly, a statistically significant difference in the social emotional (positive) area showed up in accordance with the team size and the team organizations of three or four members were effective. Thirdly, a statistically significant value in the answer area showed up in accordance with the team size and the team organizations of five or six members were effective.

Study on Museum Digital Exhibition Mode and Industrialization of Intangible Cultural Heritage

  • Bai, Jian-Song;Boo, Jong-Chul
    • Journal of information and communication convergence engineering
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    • 제9권2호
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    • pp.129-134
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    • 2011
  • Nowadays, most of exhibits are material antiquities while the exhibit of intangible cultural heritage is deficient and the form is less advanced which cannot meet the exhibition needs of digital times. This has resulted in insufficient display of intangible heritage's value which may not facilitate inherit and protection of intangible heritage, no other than protection mechanism of forming healthy industrialization. This article has established digital exhibition mode in museum about intangible cultural heritage by analysis on current museum and using mobile communication and augmented reality techniques. Discuss the mode in the layer integrating creative industry and mobile industry and provide practicable reference project of forming the healthy industrialization mechanism for protecting intangible heritage.

4세대 R&D 전략을 통한 Lean DFSS 방법론에 관한 실증적 연구 - 창의적 가치설계를 중심으로 - (A Study of Lean DFSS through the 4th Generation R&D Strategy - Creative Value Design -)

  • 이강군;이상복
    • 한국품질경영학회:학술대회논문집
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    • 한국품질경영학회 2006년도 춘계학술대회
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    • pp.431-436
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    • 2006
  • 6 Sigma uses DMAIC (Define, Measure, Analyze, Improve, Control) methodology as process of solving problem. Enterprise already propelling successfully 6 sigma such as Motorolla, GE and consulting companies leading 6 sigma also propose DMAIC methodology traditionally. But from making 6 sigma activated, enterprises and 6 sigma consulting companies propose 6 sigma methodology matching office indirection part and research and development part. As the forward example, DFSS(Design For Six Sigma) is R&D part application in GE. This study investigates 6 sigma methodology corresponding to Right Process of the kernel factor. Especially for optimum design of the R&D part, revise DFSS definition and general concept organization through Lean DFSS methodology research and analysis.

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LASA 디스플레이 유스케이스 모델링을 위한 방안 (A Approach to Use Case Modeling on LASA Display)

  • 민재홍;류호준;추혜용
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 추계학술대회
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    • pp.805-808
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    • 2013
  • 국내 정보통신 기술의 위상이 추격형에서 선도형으로 변화함에 따라, 신기술과 신시장을 창조하기 위한 원천기술 및 지식재산권 확보가 무엇보다 중요하고, 동시에 상용화의 수준을 높이는 기술개발이 요구되고 있다. 따라서 과제 기획단계에서 창의적 현식적인 아이디어가 연구과제로 채택되어 성공적으로 수행될 수 있도록 과제의 가치 및 기능에 대한 공감대 형성을 위한 방안이 필요하다. 본 논문에서는 소프트웨어 요구사항 추출에 사용된 유스케이스 작성 방법들을 분석하여 창의적 혁신적 과제에 적용할 수 있는 유스케이스 작성 방안을 제시하고, 이를 LASA 디스플레이 개발 과제에 적용하여 타당성을 검증하고자 한다. 향후에도, 새로운 기술 개발 에 대한 요구가 점증할 것으로 예상됨으로 지속적으로 유스케이스 발굴 방안에 대한 연구가 이루어 져야하고, 보다 정형화 되고 단계간의 연계가 논리적으로 이루어 질 수 있는 방법론에 대한 연구가 필요하다. 그리고 작성된 유스케이스 간의 연계 분석 방안 및 논리적 근거 제시 방안에 대한 방법론이 요구된다.

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미용대회 작품헤어 컬러분석 - 1980년대 이후 대회작품을 중심으로 - (A study on the Color Analysis to he a Beautiful Face Conference Work - Focused on a Work of the Competition After 1980 - )

  • 유옥이;백선영
    • 한국패션뷰티학회지
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    • 제5권4호
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    • pp.149-157
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    • 2007
  • Hair style was mean of visual symbol that display position or wealth about human life. Also, have spoken for cultural value as human body plastic art that speak for the age. I wished to study about modeling of hair style and interrelationship of color by analyzing systematically laying stress on color through contest creation work consisted in beauty art congress. Urpose of this study is as following. First, examines domestic' outside great council work head change by era, and studies Hair Work's change in work head. Second, Hair Color's change that appear in domestic' outside contest work head studies effect that get in work. Method of study runs parallel literature study and supporting research, utilized domestic' outside literature, connection paper, magazine, picture data etc. To literature study, and work picture data examined laying stress on work that is choosesed picture dataworld beauty use association (OMC) data etc. that appear in domestic' outside beauty art magazine to examine closely specification and stability of beauty art game style and participates in domestic and world beauty art contest. In this study, domestic' characteristic, and effect that collar gets in work head of collar that collects outside contest participating in an athletic contest hair style by ($1981{\sim}$until present) by year and appears in contest work head and in work since analyzing study forward $2007{\sim}2008$ year direction of collar. First, stream of whole color of the 1980s Brown gave highlight color point partially to basis, and was consisted of creative style and do Gold base color on the whole in Hair by Night item. Second, various Hair color was popularized in the 199Os, and Tuton's color appeared in beauty art game work, and I contributed to improve technique that step-up gradation color appears and does technique to highlight in neon orange in creative style and Hair by Night item by entrance on the stage of neuter gender color.

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태양열 이용 흡수식 냉난방시스템의 스프레드쉬트 모델 (Solar Absorption System Analysis with Spreadsheet Models)

  • 최홍규
    • 태양에너지
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    • 제12권1호
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    • pp.15-24
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    • 1992
  • 태양열이용 LiBr-water 흡수식 냉난방시스템의 시간단위의 simulation model을 SuperCalc spreadsheet를 사용해서 제시하였고 전체시스템의 열성능을 분석함으로써 spreadsheet simulation 방식의 가치를 입증하였다. Arizona, Tucson에 위치한 사무실형 건물의 시간단위의 냉난방 부하를 ASHRAE 방식에 의하여 계산하였으며 전체 시스템의 구성요소 및 제어 방식에 대한 알고리즘을 제시하였다. 두 종류의 흡수식 시스템의 열성능을 시스템 매개변수를 이용해서 비교하였다.

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