Last-Mile delivery optimization plays a key role in the urban supply chain operation, which is the most expensive and time-consuming and most complicated part of the whole delivery process. The urban consolidation center (UCC) is regarded as a significant asset for supporting customer demand in the last-mile delivery service. It is the key benefit of UCC to improve the load balance of vehicles and to reduce the total traveling distance by finding the better route with the well-organized multi-leg vehicle journey in the urban area. This paper presents the model using multiple scenario analysis integrated with mathematical optimization techniques using Geographic Information System (GIS). The model aims to find the best solution for the distribution network consisted of DC and UCC, which is applied to the case of Ulaanbaatar Mongolia. The proposed methodology integrates two sub-models, location-allocation model and vehicle routing problem. The multiple scenarios devised by selecting locations of UCC are compared considering the general performance and delivery patterns together. It has been adopted to make better decisions the quantitative metrics such as the economic value of capital cost, operating cost, and balance of using available resources. The result of this research may help the manager or public authorities who should design the distribution network for the last mile delivery service optimization using UCC within the urban area.
Journal of the Korean Society for Library and Information Science
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v.50
no.3
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pp.71-92
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2016
Service design is a process and methodology for innovating or creating service. This study analyzed library case that applied service design method to library service innovation and creation. The object of this case studies include 7 library such as Copenhagen's municipal library, State Library of Victoria, Carnegie Library of Pittsburgh, Georgia institute of technology library, North carolina state university library. This study analyzed separately to service design requirements, stake-holders, period, process, tools, result and main feature. The implications obtained through this case study are as follows: (1) The design of the library service are focused on user-centered services, future service creation. (2) The service design for library is designed by the collaboration of all stake-holder. (3) From the point of view of period, the service design is continuous, and it has a nature of the project. (4) The service design in library focus on user experience, processes and prototypes development and application. (5) The service design in library are applied to the new tool such as blue print, customer journey map, touch-point, shadow, persona. (6) The purpose of the service design in library is improved and created services, and is has holistic approach.
The hospice activities in Korea have still stood in the premature stage, although the contemporary hospice program, which professionally accommodates terminally ill patients, appeared in the history 35 years ago. Especially, the availability of the facility hospice is not only poor in number, but also lack of a guideline for the conduct of the facility. Saemmul Hospice has keenly felt the necessity of more facility hospices and has interchanged experiences and informations with people interested in hospice. However, the number of facilities has fallen short of one's expectations, and many problems have been revealed in order to maintain the operation. This paper was written in order to improve these atmospheres and to help more terminally ill cancer patients properly. This paper clarifies in detail the principle of management, the method of practice in each departments of Saemmul Hospice, expected effects and supplemental items. We try to provide concrete and practical informations and to help extensively for all peoples who are to begin or currently working. 1.Facility: It secures, maintain, and manage the hospice environment for all around care of patients effectively. 2.Education and Volunteer: It trains and manages hospice volunteers devoted to hospice. 3.Financial: It manages donation by healthy soul with an effective method. 4.Administration and Organization: It executes the administration efficiently and constitutes the organization to operate. 5.Medical and Nursing: It offers the maximum professional supports to a hospital. 6.Medicine and alternative medicine: It improves the quality of life of patients by medical and pharmaceutical approach and by other possible methods available. 7.Nutrition: It helps patients to have diets in accord with the order of the creation. 8.Belief: It offers spiritual care which allows the profound relationship with God. 9. Funeral ceremonies: Funeral ceremonies may heal grieves of families faced with their deaths. 10. Bereaved families: It supports the families after the deaths of patients. 11.Reception and consultation: It seeks to help the patients who meet the purposes for which Saemmul Hospice is established. 12.Publication: It allows publicity activities for Saemmul Hospice. Facility hospice programs are able to overcome the disadvantages that the other type of the hospice possess, like as the economic burdens of the families, and the patients' losses of comforts of home after being transferred to a hospital. Facility hospice can provide home atmosphere with professional manpower and facilities like hospital to the patients. Therefore, it can also improve patients' qualities of life and make them comfortable death. We anticipate that the hospice program in Korea would be more active to let more people be indebted to maintain the nobel human dignity and to cross beautifully in the most painful process of dying in the journey of their lives.
Park, Yo-Sup;Lee, Shin-Je;Lee, Yong-Kuk;Jung, Seom-Kyu;Jang, Nam-Do;Lee, Ha-Woong
The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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v.17
no.2
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pp.130-137
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2012
The underwater glider using conception of Lagrangian method, is a new observation platform to understand the properties of the ocean vertically. In 2011 March, KORDI made a first successful autonomous trip from Hupo to west coast of Uleungdo piloting Littoral Glider of Alaska Native Technology LLC. The journey considered many environmental variables and route vigilantly selected, the glider covered 177 km horizontally and took approximately 6 days (153 hours). Despite the existence of 1 kt eddy current, Sound velocity sampling was conducted from 5 meters and reaching maximum of 200 meters depth at each dive. It successfully collected sound velocity and temperature profile at every 5 seconds totaling up to 1408 profiles using SVT&P sensor. During the flight it was also a mission to check the diverse modes of the glider i.e. spiral, waypoints, heading, drift and hover could function without a defect in a given situation. These modes were thoroughly monitored and it could be considered that the glider handled it well during the flight. As a result of this test flight, it was evident that the given underwater glider could operate under 2kt current environment with users defined heading and depth, also with the payload up to 5 kg without changing internal buoyancy.
This paper focuses on the social implication of new media art, which has evolved with the advance of technology. To understand the notion of human-computer interactivity in media art, it examines the meaning of "cybernetics" theory invented by Norbert Wiener just after WWII, who provided "control and communication" as central components of his theory of messages. It goes on to investigate the application of cybernetics theory onto art since the 1960s, to which Roy Ascott made a significant contribution by developing telematic art, utilizing the network of telecommunication. This paper underlines the significance of the relationship between human and machine, art and technology in transforming the work of art as a site of communication and experience. The interactivity in new media art transforms the viewer into the user of the work, who is now provided free will to make decisions on his or her action with the work. The artist is no longer a godlike figure who determines the meaning of the work, yet becomes another user of his or her own work, with which to interact. This paper believes that the interaction between man and machine, art and technology can lead to various ways of interaction between humans, thereby restoring a sense of community while liberating humans from conventional limitations on their creativity. This paper considers the development of new media art more than a mere invention of new aesthetic styles employing advanced technology. Rather, new media art provides a critical shift in subverting the modernist autonomy that advocates the medium specificity. New media art envisions a new art, which would embrace impurity into art, allowing the coexistence of autonomy and heteronomy, embracing a technological other, thereby expanding human relations. By enabling the birth of the user in experiencing the work, interactive new media art produces an open arena, in which the user can create the work while communicating with the work and other users. The user now has freedom to visit the work, to take a journey on his or her own, and to make decisions on what to choose and what to do with the work. This paper contends that there is a significant parallel between new media artists' interest in creating new experiences of the art and Jacques Ranci$\grave{e}$re's concept of the aesthetic regime of art. In his argument for eliminating hierarchy in art and for embracing impurity, Ranci$\grave{e}$re provides a vision for art, which is related to life and ultimately reshapes life. Ranci$\grave{e}$re's critique of both formalist modernism and Jean-Francois Lyotard's postmodern view underlines the social implication of new media art practices, which seek to form "the common of a community."
The exhibition was started in 2010 in the New Acropolis Museum of Athens and embarked a journey since 2011 as a travelling exhibition inside Greece and abroad. The main purpose of the exhibition was to draw attention of the general public to the value of the 'rescue excavation' and of cultural heritage of Greece, by presenting the reconstruction bust of a girl whose skull was found in Kerameikos cemetery of ancient Athens. The new Kerameikos excavation was initiated by the construction of Metropolitan Railway lines in the center of Athens between 1992 to 1998. It revealed a pit of a mass burial where about 150 people were inhumed in a very hasty way without proper funeral rites or offerings. These bodies are identified as the victims of the infamous plague of Athens in the first years of the Peloponnesian War(430-426 BC). The epidemic disease killed almost one third of the city population including Pericles, and brought extreme fear and panic to the Athens society. The traditional funerary rites were totally disrupted, and the social decorum and the morality among the citizens became enfeebled. The plague and the civil war were the decisive factors to end the Golden Age of Democratic Athens. However, the exhibition organizers did not focus on the tragic aspect of this disaster and its casualties. Their main concern was to simplify the scholarly works of archaeological excavation and microchemistry analysis so that the exhibition viewers will easily understand and empathize the living value of the scholarly works of ancient Greek civilization. The centripetal element of the exhibition was the vivid face of an 11 years old ancient girl 'Myrtis', which was carefully reconstructed based on both the scientific data and artistic imagination. Also the set up of the exhibition was structured in order to stimuli cognitive and emotional experience of the visitors who witnessed the rebirth of a vibrant human being from an ancient debris. The museologists' continuous efforts to promote projects of contemporary artists, publications, and school programs related to the exhibition indicate that the ulterior motive of this exhibition is the cultural education of the present and future generation through the intimate experiences of ancient Greek life. Also this is the reason why the various museums that held the travelling exhibition try to make the presentation as a gesture of memorial service for an anonymous Athenian girl who deceased circa 2400 years ago. The pragmatic efforts of Greek scholars and museologists through exhibition show us a way to find a solution to the continuous threat of cultural resources by massive construction projects and land development, and to overcome public indifference to the history and cultural heritage.
Journal of the Korean Institute of Landscape Architecture
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v.30
no.5
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pp.1-15
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2002
The purpose of this study is to consider the relationship between point of view and prospect behavior occurring in the experience of a painted landscape. This study analyzes one hundred scenes from the 'real landscape painting' by Kyumjae, one of the most famous landscape painters in 18th century Korea. The results of the study are as follows: 1. It clarified that Kyumjae's real landscape painting's 100 scenes have many view points such as roads, bridges, pavilions, mansions, towers, terraces, hillsides, bases of mountains, broad flat roots, brooksides, and ferries that are apt to occur in the experience of a landscape. The spatial characteristics of view points are expanded fields of vision, evening and night scenes, edges of landforms and structures from which to improve ones vantage point. 2. It showed that 99 out of real landscape painting's 100 scenes depict a view point'to look'and 79 of 'to look through', 73 of 'look around'and 24 of 'to look over'. 3. It showed that real landscape painting's 100 scenes depict that the view point 'to look' is mainly upon a road from which people are looking over an elevated landscape such as the top of a mountain or rockwall. The view behaviors of looking down are depict 15 pavilions, 14 mansions, 2 broad rocks and 10 mountain tops on which people experience landscapes such as fields, rural communities and streams. The view behaviors to look depict 33 ships, 24 roads, 24 pavilions, 19 mansions and 12 terraces on which people experience landscapes such as distant views of mountains, rivers and landscapes. The view behaviors to look around to obtain orientation of landscape are depict 16 pavilions, 10 mountaintops. To glimpse on the way of journey depict 33 ships and 29 roads. To look over depict 11 mansions and 6 pavilions on which experience borrows the landscape. To look through landscapes such as rivers, mountains and rockwalls depict 15 roads, 14 pavilions and 11 mansions. To exchange looks depict 30 ships, 14 roads, 12 pavilions and 12 mansions. We expect that these results might give clues toward the experience of landscapes and the practice of landscape design methods which select viewpoints, and in the design of view points suitable to prospect behaviors.
The Journal of Korean Institute of Communications and Information Sciences
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v.19
no.8
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pp.1503-1517
/
1994
Intelligent Motion Planning System(IMPS) is presented for a robot to achieve an efficient path toward the given target point in two dimensional unknown environment is constructed with unrestricted obstacle shapes. IMPS consists of three components for making intelligent motion. These components are real-time motion planning algorithm based on a discontinous boundary method, fuzzy neural network decision system for heuristic knowledge representation, and world modeling with forgetting and reinforcing memory cells. First of all, in real-time motion planning algorithm, the behavior-based architectural method is used to generate subgoal. A behavior generates a subgoal independently by using the method of discontinuous boundary in sensed area. The discontinuous boundary method is a new proposed fast obstacle avoidance algorithm. The second component is fuzzy neural network decision system for accomplishing the subgoal. The heuristic rules are imbedded on the fuzzy neural network to make an intelligent decision. The last one is a forgetting, reinforcing memory technique for the construction of external world map. The activation values of all activated memory cells in grid space are decreased monotonically and after all they are burned out. Therefore, after sufficient journey, robot can have a stationary world map even if the dynaic obstacles exist. Using the IMPS, several simulations show the efficient achievement of target point in unknown enviroment with obstcles of various shapes.
Hangul came to life as part of the East Asian culture of the Chinese ideograph. Korean letter-culture is starkly different from that of Western letter-culture. In the Orient, letters were sacred and incantory; they were objects of awe, which incorporated elements of the majestic, mysterious, and of ritual. Here we had cultural tradition that acknowledged the intrinsic value of the letters. And it was in this context that Hangul was born as a completely phonetic system of writing. However, the characteristics of Hangul are quite different from those of Chinese ideographs, which are designed to convey a certain meaning. Despite the fact that Hangul is phonetic, its roots lie most definitely in the image of Chinese ideographs. This is something that contrasts with the roots of the Latin alphabet, which have been lost in its long journey of evolution. As a phonetic writing system, a notable characteristic of Hangul is that it has this and the attributes of image. In other words, in that Hangul is a compound, it shares some of the same attributes as Chinese ideographs, but also in that it is a phonetic writing system it is dose to the Latin alphabet. Hangul is definitely a visual writing system that has its origins in the visual culture of Chinese characters as well as being functionally a highly developed phonetic writing system. In short, Hangul has both of these attributes in one writing system. These characteristics of Hangul, for us living in the era of the image, are parts that awaken us to the meaning of existence in our visual culture. Unique among the world's writing systems, the identity of Hangul typography will become none other than the essence of our visual culture.
This study is on the variation of characters' role and desire in the series animation. For this study, Greimas Actant Model is used to analyze characters' role and behavior and Maslow's Motivation Theory is used to analyze the changing pattern in their desire. Finally, Joseph Campbell's Monomyth or Hero's Journey is used to analyze the whole narrative through all the series. For this analysis, this study chose series animation as a case, The study shows that the desire of the protagonist of series animation keeps escalating for higher values. On the contrary, the other characters' desire don't show any consistency. This result can be explained with monomyth frame. The escalation of the desire in natural because the whole series is a three consecutive episodes about the story of a person's turning over a new leaf and reunion of the parted family. Also, the escalation is originally plotted by the protagonist's expectation role in monomyth's three steps; self-awareness, accomplishment and ultimate freedom.
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