• 제목/요약/키워드: cybernetic building system

검색결과 3건 처리시간 0.015초

신기술의 경제성 평가를 위한 다세대 확산모형 연구 (Multi-Generation Diffusion Model for Economic Assessment of New Technology)

  • 손소영;안병주
    • 대한산업공학회지
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    • 제27권4호
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    • pp.337-344
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    • 2001
  • As cost invested in developing the specified technology is increasing, investors are paying more attention to cost to benefit analysis (CBA). One of the basic elements of CBA for new technological development is the diffusion pattern of demand of such technology. Many studies of technology evaluation have adopted a single generation model to simulate the diffusion pattern of demand. This approach, however, considers the diffusion of the new technology itself, not taking into account a newer generation that can replace the one just invented. In this paper, we show how a multi-generation technology diffusion model can be applied for more accurate CBA for information technology. Monte Carlo simulation is performed to find influential factors on the CBA of a Cybernetic Building System.

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혁신시스템의 구축과 기업회생 (Building an Innovation System and Renewal)

  • 이홍;김찬모
    • 지식경영연구
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    • 제3권2호
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    • pp.1-16
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    • 2002
  • The main theme of this study is to observe a company which renewed itself and turned around out of organizational decline. Innovation is one crucial factor for organizational renewal. This study address a research question that how this innovation could be sustained without intermission. This study finds an answer from building an neuro-cybernetic innovation system. LG Display Company was analyzed as a case.

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세드릭 프라이스의 건축에 나타나는 사이버네틱스의 영향 -'펀 팰리스' 프로젝트를 중심으로- (A Study on the Influence of Cybernetics in Architecture of Cedric Price -Focused on 'Fun Palace' Project-)

  • 김정수
    • 건축역사연구
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    • 제26권5호
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    • pp.7-18
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    • 2017
  • The 1960s in Britain was the period of rapid economic and social change. Under this circumstance, the visionary architect Cedric Price designed the Fun Palace, of which idea came from the theatre producer, Joan Littlewood. They hoped this place to be an improvisational learning space, so Price proposed the building as 'kit of parts' which can respond to programmatic indeterminacy. Cybernetics was introduced to control this flexibility dramatically changed the character of the project from 'theatre of people' to 'interactive machine'. That resulted in the change of the status of user from subjective human beings to abstract data in the cybernetic algorithm as well, and led the project to a completely opposite direction from that Price intended. After Fun Palace, cybernetics technology could still be found in his other projects, and it can be assumed that this was because the algorithmic system of cybernetics were on the same line of thought of Price's idea - anti-building or 'kit of parts'. The effects of cybernetics varied in projects; Similar negative effect in Fun Palace can be found in Generator project, but on the other hand, in Potteries Thinkbelt project, cybernetics showed a positive aspect by contribution to the development of project on the formal analogy of algorithmic network.