• Title/Summary/Keyword: understanding by design

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Measurement of turbulent flow characteristics of rotating square duct with a $90^{\circ}$ bend (회전하는 정사각단면의 $90^{\circ}$곡관내 난류유동에 관한 실험적 연구)

  • 이건휘;최영돈
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.19 no.9
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    • pp.2223-2236
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    • 1995
  • 0The fields of turbomachinery and electrical generators provide many examples of flow through rotating internal passages. At the practicing Reynolds number, most of the flow motion is three dimensional and highly turbulent. The proper understanding for the characteristics of these turbulent flow is necessary for the design of thermo-fluid machinery of a good efficiency. The flow characteristics in the rotating duct with curvature are very complex in practice due to the curvature and rotational effect of the duct. The understanding of the effect of the curvature on the structure and rotational effect of the duct. The understanding of the effect of the curvature on the structure of turbulence in the curved passage and the characteristics of the flow in a rotating radial straight channel have been well studied separately by many workers. But the combined effects of curvature and rotation on the flow have not been well understood inspite of the importance of the phenomena in the practical design process. In this study, the characteristics of a developing turbulent flow in a square sectioned 90.deg. bend rotating at a constant angular velocity are measured by using hot-wire anemometer to seize the rotational effects on the flow characteristics. As the results of this study, centrifugal forces associated with the curvature of the bend and Coriolis forces and centripetal forces associated with the rotational affect directly both the mean motion and the turbulent fluctuations.

Emotional Term Thesaurus for the Design Characteristics of Games (게임성 정의를 위한 형용사 시소리스)

  • Hyun, Hye-Jung
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.138-145
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    • 2008
  • The development of human-friendly game technologies understanding and responding to human emotion is a very crucial element in designing games. Out of emotion derived from games, this study attempted to define characteristics of games as a meaning representing the degree of reaching the targeted emotion. When examining most of researches regarding emotion, it has been noted that they tried to extract the most representative emotion through the systematization of emotional vocabulary and evaluate it by the association with the design elements in question. However, this definition would be beneficial only to understanding the direction of game entity and it could not express the emotion of concrete and objective players. Therefore, this study attempted to analyze the sense correlation of adjectives so as for emotional expressions to be represented accurately corresponding to players' intention, by using adjective thesaurus for the systematic understanding of such game entity.

Study on Korean Proverb Comprehension in Patients with Right Hemisphere Damage (우리말 속담에 대한 우반구 손상 환자의 이해력 연구)

  • Ahn, Jong-Bok
    • Speech Sciences
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    • v.15 no.3
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    • pp.67-78
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    • 2008
  • This study was intended to analyze how well people with right hemisphere damage can understand Korean proverbs. This study used a between-subject design and within-subjects design where all subjects participate in the three experiments for 10 hospitalized patients of whose average age is 66.1 years old and 10 normal adults in the same age range. Experiment 1 was to make up Korean proverb related stories and suggest it in written, Experiment II was to suggest a picture presenting a Korean proverb and the proverb itself directly, and Experiment III was to make up a story related to a Korean proverb and tell it auditory. Five Korea proverbs were used for each experiment; 15 in total. The results were as follows: First, there was a significant difference in understanding of Korean proverbs between normal adults and people with right hemisphere damage. Second, there was no significant difference of understanding between them by stimulating methods to suggest Korean proverbs. Third, people with right hemisphere damage had a tendency to interpret Korean proverbs literally as a total wrong reaction was composed of 55.36%. Considering the above the results, it can be said that people with right hemisphere damage have less understanding of Korean proverbs than normal adults, which is not affected by a way of or a condition of suggesting Korean proverbs in people with RHD, and they are inclined to make literal interpretation of Korean proverbs as they are.

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Artificial Intelligence(AI) Fundamental Education Design for Non-major Humanities (비전공자 인문계열을 위한 인공지능(AI) 보편적 교육 설계)

  • Baek, Su-Jin;Shin, Yoon-Hee
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.285-293
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    • 2021
  • With the advent of the 4th Industrial Revolution, AI utilization capabilities are being emphasized in various industries, but AI education design and curriculum research as universal education is currently lacking. This study offers a design for universal AI education to further cultivate its use in universities. For the AI basic education design, a questionnaire was conducted for experts three times, and the reliability of the derived design contents was verified by reflecting the results. As a result, the main competencies for cultivating AI literacy were data literacy, AI understanding and utilization, and the main detailed areas derived were data structure understanding and processing, visualization, word cloud, public data utilization, and machine learning concept understanding and utilization. The educational design content derived through this study is expected to increase the value of competency-centered AI universal education in the future.

The Analysis of Design Characteristics of Interior Styles Reflected in Contemporary Residential Spaces - Focus on US Interior Design TV Program - (현대 주거공간에 나타난 실내양식별 디자인 특성 분석 - 미국 실내디자인 방송 프로그램을 중심으로 -)

  • Lee Young-Ju;Park Young-Soon
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.212-217
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    • 2005
  • This study focuses on understanding the design characteristics of interior styles reflected in contemporary residential spaces by choosing and analyzing some design cases, reflecting interior styles of various countries, which is broadcasted through an interior design cable television in the U.S. Moreover, this study is meaningful because it provides a chance to extend the scope of study to the improving and developing Korean interior style for clarifying Korean identity to make Korean image by the comparison with other cultural spheres. In this study, after sorting 10 interior- style types and 90 design cases from the 12 cable television that mainly manage interior design projects, I grasp interior-design characteristics of each cases classified by form/expression and material. Research objects of the form/expression part for the interior-design characteristics are limited to furniture, textile, and ornaments, and those of material part are limited to furniture and ornaments.

A Study on the Flagship Store design element based on the Change of the Customer Behavior - Focused on the kolongsport Flagshipstore - (소비자 행동 경향에 따른 플래그십스토어 계획 요소에 관한 연구 - 코오롱스포츠 플래그십스토어를 중심으로 -)

  • Ahn, Hyun-Jeong
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.72-84
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    • 2011
  • In accordance with an active development, we now enjoy web 2.0 generation centering bilateral participation through the web 1.0 environment mainly providing the offering information and take a step web 3.0 understanding information by itself. The same time of digital technic development, consumption market arrived at market3.0 generation, also passed by market 1.0 and went via market 2.0 based on bilateral participation and understanding. This change have the marketing implement index changed as well. Nowadays, 7C is generalized of making up sensibility, emotion, communication, relationship, customization and interactive built as a major strategy from the day of 3p focused on customer environment, service process and 4P focused on physical quality of product. It isn't that brand and merchandise create life and experience like as past. It is focused on embodiment of a way of life, culture and creative experience from consumers' own. This treatise, therefore, fixes the object as flagship store positively reflecting the change and examine the change of a marketing code element and social factor stimulating customer behavior change. As a condition of this study, It fixes Maslow Motivation Theory as the main index of customer behavior, and 7C as the marketing code. This treatise ultimately studies the index of flagship store discussion based on domestic outdoor brand cases.

Understanding of the Sung-Rye-Moon Roof Structure and implementation of the traditional Bracket-set Design Modules for BIM tools

  • Park, Soo-Hoon;Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.14 no.12
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    • pp.1613-1620
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    • 2011
  • Roof structure of the traditional buildings in the Northeast Asia region including Korea contains the most complicated and crucial components of the building and therefore the issues such as cost down, productivity and the attempt to combine the traditional building methodology with contemporary building technology turn out to be vital to the survival of the old yet disconnected traditional building industry. One of the distinctive modern building technologies is handling life-cycle building information by constructing virtual buildings using BIM, building information modeling tools. In this paper we follow a procedure to implement some of the design modules to be applied in BIM tools which are platforms for constructing virtual building models. We focus on Gong-po components namely the bracket-sets which are the essential part that connects the middle parts to the top parts (the roof structure) which are considered to be the most elaborate parts of the traditional buildings. The target building to work with in this paper is the Sung-Rye-Moon which has special cultural and social meanings nowadays and we tested our understanding and the design modules such as the bracket-sets by constructing a virtual building model of Sung-Rye-Moon.

Examining Understanding and Knowledge of Time Management Perception for the Architectural Education in the United States

  • Soh, In Chul
    • Architectural research
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    • v.8 no.2
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    • pp.1-10
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    • 2006
  • This research has acquired preliminary information about the existing conditions and understanding of members regarding time management for members in the architectural field. The goal of this research is to construct a basis for the time management education framework in architectural field in the future. This research mainly focuses on following questions based on limited objectives: Do groups of academics and professionals have understanding and knowledge of time management? Can the level of an individual's scheduling techniques be correlated to the patterns of knowledge and understanding of time management principles and practices? Can the time management practice status in individual's working environment be correlated to the patterns of knowledge and understanding of time management principles and practices? Can an individual's self-confidence level be correlated to the patterns of knowledge and understanding of time management principles and practices? Data have been collected through comprehensive questionnaires given to academics and professionals in United States. By means of statistical analysis, the hidden patterns, deficiencies and relationships in attitudes about time management have been revealed. The statistical analysis has produced conclusions that, among several subdivisions, self-discipline and planning have strong relationships and confidence, personal organization, control, and information gathering subdivisions have certain relationships with objectives of time management education in this research.

The Visual Expression Means in Human-Computer Interaction Design (인간-컴퓨터 상호작용 디자인(HCI Design)에서의 시각적 표현수단에 관한 연구)

  • 김명석;유시천
    • Archives of design research
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    • v.9
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    • pp.101-114
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    • 1994
  • This study deals with the issue of actual HCI design embodiment through the investigation on how to interpret and use visual expression means in HCI design in a semantic way. The purpose of this study is to provide the method by which designers can make the user-centered guidelines in HCI design. As a part of the user\ulcornercentered design approaches, this study is based on the understanding of user group types which are divided by his/her extent of exposure to computer especially and is focussed on applying the level of each group's apprehension of visual expression means to the embodiment of HCI design. Major findings of this study are: First, it proposes the 'Visual Tokens Models' as a basic source for the understanding and the embodiment of visual expression means in HCI design; Second, it has examined the correlations between the characteristics of Visual Tokens and user group types that is, naive users, casual users, and expert users; Third, it proposes guidelines for the user-centered embodiment of HCI design in accordance with the correlations.

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Extraction of design elements and sensibility factors influencing on preference and purchase for digital cameras (디자인요소와 감성언어 추출을 통한 디지털 카메라의 선호도와 구매도에 영향을 미치는 요소에 관한 연구)

  • Kwon, Jong-Dae;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.285-292
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    • 2008
  • The purpose of this study is to provide the fundamental data needed in analyzing customer needs and understanding products in developing designs, to help designers to have better understanding of digital camera products, and to support the setting of concepts in developing designs, by understanding the specific properties of products that have specific purposes. In this study, homogeneity analysis was performed to the collected products launched from 2000 until now and representative products were selected to extract the questions on the adjectives and preferences felt form such products. Based on the questions, basic questionnaire survey and subject image analysis was performed in relation to the elements of images preferred by customers through the regression analysis of dependent variables and preferences and the regression analysis of purchasing power. When we design for digital camera, we must consider about the elements of digital cameras and the terms convenient, sensitive, functional, and grace. In terms of whole trend of shape, the shape highlighting grips and the digital cameras having grips, large LCD, dark colors, and manual buttons were preferred.

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