• Title/Summary/Keyword: 개발디자인

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Simplification of Face Image using Cubic Spline Interpolation (Cubic Spline Interpolation을 이용한 얼굴 영상의 단순화)

  • Kim, Jung-Min;Jung, Eun-Kook;Kim, Sun-Shin
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.5
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    • pp.722-727
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    • 2010
  • This paper is presented to study simplification of face image using cubic spline interpolation for a business card with 2D barcode. People often forget business card's owner because business cards don't be included a face picture generally. To solve such problem, many applications have be developed through mobile devices, Internet and so on. But they couldn't caught up with value of existing business card mad by paper. Hence, some methods which can put information on business card using 1D or 2D barcode had suggested. but they couldn't include information like face image or company logo image which have too much data. Therefore, we study the simplification method of face image to encode from a face image to 2D barcode. The simplification method using spline curves defined by feature points which we dotted on face, ears, hair, eyebrows, nose, lips, neck, etc.. on a face area. for experiment, we see real face image and simplified face image made by proposed method after we automatically extract face watch through camera. In experimental results, data of simplified face image was reduced as small as it can be expressed by 2D barcode, and confirmed that it can effectively express features.

A Study on a Conceptualization-oriented SDSS Model for Landscape Design (조경설계를 위한 공간개념화 지향의 공간의사결정지원시스템 모델에 대한 연구)

  • Kim, Eun Hyung
    • Spatial Information Research
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    • v.22 no.6
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    • pp.55-65
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    • 2014
  • By combining the role of current GIS technology and design behaviors from the cognitive perspective, spatial conceptualization can be extended efficiently and creatively for ill-structured problems. This study elaborates the model of a conceptualization-oriented SDSS(Spatial Decision Support System) for a landscape design problem. Current information-oriented GIS technology plays a minor role in planning and design. The three attributes in planning and design problems describe how the deficiencies of current GIS technology can be seen as a failure of the technology. These are summarized: (1) Information Explosion/Information Ignorance (2) Dilemma of Rigor and Relevance (3) Ill-structured Nature of planning and Design. In order to implement the conceptualization idea in the current GIS environment, it will be necessary to shift from traditional, information-oriented GISs to conceptualization-oriented SDSSs. The conceptualization-oriented SDSS model reflects the key elements of six important theories and techniques. The six useful theories and techniques are as follows; (1) Human Information Processing (2) Tool/Theory Interaction (3) The Sciences of the Artificial and Epistemology of Practice (4) Decision Support Systems (DSSs) (5) Human-Computer Interaction (HCI) (6) Creative Thinking. The future conceptualization-oriented SDSS can provide capabilities for planners and designers to figure out some "hidden organizations" in spatial planning and design, and develop new ideas through its conceptualization capability. The facilitation of conceptualization has been demonstrated by presenting three key ideas for the framework of the SDSS model: (1) bubble-oriented design support system (2) prototypes as an extension of semantic memory, and (3) scripts as an extension of episodic memory in a cognitive pschology perspective. The three ideas can provide a direction for the future GIS technology in planning and design.

A Study on the Casual Wear Design based on the Image of the Modernized Korean Costume (생활한복 이미지를 활용한 캐주얼웨어 디자인 개발)

  • Park Young-Seon
    • Journal of the Korean Society of Costume
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    • v.55 no.1 s.91
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    • pp.25-42
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    • 2005
  • Costume is a formative art expressed by active human unlike the field of other living formativeness, and an expression of social actions based on a style of culture in a period. Therefore, costume has a deep connection with a mode of living and is recognized as a 'culture for living', and is more characteristic culture than all metaphysical cultures including architecture, craft, painting, and sculpture. Therefore, it expresses wearer's status or social standing, and furthermore, ideas and values of the times with aesthetic features in their form, color, materials, and pattern, so it is expressed as a mirror reflecting the phases of the times as. Korean costume had been dressed until the period of the Joseon Dynasty without a great change and started to be simplified in a simple style on the grounds of inconvenience in behaviors with the opening of an interchange of Western culture in the civilized period. And, this movement had been continued and Korean costume had been applied as an everyday dress under the name of 'Reformed Korean Costume'. Since the middle phase of 1980s, it aroused many people's interests with the introduction of designs focused on activity and convenience. In 1990's, many people had taken a growing interest in Korean costume with development of various designs keeping pace with the internationalization period and Korean Costume had been revitalized under the name of 'The Modernized Korean Costume'. And, since the 21st century, the advanced communication and full-scaled import of Western fashion have made the introduction of many fashion information in the world into Korea, affected greatly the fashion market, led consumers' sensitivity on a trend to be increased. Therefore, a design accepting a trend 'The Modernized Korean Costume' with fashions has risen. Second, this study is an attempt to suggest a revitalization method of domestic casual Korean costume brands by developing and suggesting competitive and highly value-added products with connection of practicality, variety, and highly sensitive fashion styles. For theoretical study, domestic and foreign literatures, academic journals, professional monthly magazines, and newspapers were examined. And, a process of change and features of the Korean fashion since the civilization period, and concept, features and images of casual Korean costume were analyzed, On the basis of analyzing image, features, and consumers' preference of the modernized Korean costume, a design development plan was established and 10 suits of costume were designed and made.

The Effects of Characteristics of Media Facade on Customer's Preference (미디어파사드 특성이 문화예술공간의 선호도에 미치는 영향 연구)

  • Lee, Chul Soo;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.335-341
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    • 2020
  • As life, once immersed in labor, changes with values and lifestyles, individuals consume or participate in culture and arts for learning, meeting of intellectual needs, pleasure, and exchange. As culture and art spaces have increased in recent times, these spaces have been transformed into places to create, view and exchange culture and art, and to consume cultural goods. Culture and art spaces have created and developed new genres and technologies that give viewers the opportunity to communicate and participate, allowing them to understand and accumulate works of media. A media façade thus gives a preference to places for visitors by giving an impression over a short period of time in culture and art spaces that are not areas for exhibitions and performances, and providing an opportunity to more easily approach and understand works and culture and art spaces. A media façade is a type of medium that imparts aesthetics and information by installing LED lighting on the exterior wall of a building for the realization of media functions. In order to analyze the effect of the media façade on preferences for culture and art spaces, a research model was established with media façade characteristics as independent variables and preferences for culture and art spaces as dependent variables. As a result, media façade design and media features influenced satisfaction, while the media characteristics of the media façade influenced recommendation and revisiting, suggesting that many changes will take place in culture and art spaces.

Expression of image contents based on property of digital signage - Focuses on the Digital Signage in Public Transport (디지털 사이니지의 특성에 따른 영상콘텐츠의 변화 -버스와 지하철 내 디지털 사이니지를 중심으로)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.783-793
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    • 2015
  • TV display which existed only in house started to show up out of house around us and now it found naturally its place in everywhere like street, bus, subway and elevator. It is called digital signage which showed up through digitalization of sign, that is, sign board and bulletin board. The distinction of digital sign from existing signs is that the latter one should go through physical process like removal after installation every time its contents are changed but the former one can produce its various outputs flexibly once it is installed. Also existing sign may be static image or 2 or 3 pieces of image to express simple motion while digital sign can contain multi media contents luxurious in design and motion. This paper confined the range of contents in digital signage in bus and subway. It needs to analyze characteristics of mass transportation-people of use, consumer by place and time, accommodation environment for consumer etc and arrange planned contents along with time and place. Developments of dedicated contents suitable to those digital signages will harmonize with place and time and promote the realm of digital signage which provides variety of experience to consumer and with which communication is possible and which is distinctive. Furthermore we may expect the birth of smart signage as a new media, in which fun and art are combined.

A Study on the Development of an Assessment Framework for Smart Work Readiness (스마트워크 적합성 평가 프레임워크 개발에 관한 연구)

  • Lee, Jungwoo;Lee, Hyejung;Lee, Seyoon
    • Informatization Policy
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    • v.20 no.2
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    • pp.60-72
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    • 2013
  • Rapid development of information and communication technologies leads firms to take 'smart work' into serious consideration as a new way of working in coming knowledge and information society. However, some jobs may be fit for smart work while some may be not. A $2{\times}2$ framework for smart work readiness assessment is developed in this study through the review of extant literature and a series of focus group activities. Two critical dimensions of smart work are derived and presented as a result: smartness (knowledge versus data) and mobility (mobile versus static). Knowledge intensive jobs with possible mobility seem to be the target group that can be easily converted to smart work while mobile workers with interactive data processing devices seem to be already doing smart work. As mobility is a critical presumption for work to be flexible in terms of time and place, jobs with no mobility are assessed here as not ready for smart work at least at present. This framework is experimentally applied against the published job statistics 2011 in Korea, and used to estimate the number of workers ready for smart work. As a conclusion, discussions on policy implications and further research issues are made at the end.

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A Study of a Virtual Reality Interface of Person Search in Multimedia Database for the US Defense Industry (미국 방위산업체 상황실의 인물검색 활동을 돕는 가상현실 공간 인터페이스 환경에 관한 연구)

  • Kim, Na-Young;Lee, Chong-Ho
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.67-78
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    • 2011
  • This paper introduces an efficient and satisfactory search interface that enables users to browse and find the video data they want from a massively huge video database widely used in various multimedia environment. The target user group is information analysts at US defense industry or governmental intelligence agencies whose job is to identify a certain person from a lot of video footage taken from CCTV(Closed-circuit Television) cameras. For the first user test, we suggested the CAVE-like virtual reality interface to be the most optimal for the tasks we designed for, so we compared this interface with desktop interface. The softwares and database developed and optimized for each task were used in this user test. For the second user test, we researched on what input devices would be most optimal for enhancing efficiency of search task in the CAVE-like virtual reality system. Especially we focused our effort on measuring the effectiveness and user satisfaction of three different types of devices that embody gestural interface input system that encourages users' ergonomic control of the interface. We also measured the time consumed for performing each task to find out the most efficient input device among the ones tested.

A Study on the Mods-Look Expressed on the 21st Century Fashion (21세기 패션에 표현된 모즈 룩 연구)

  • Chu, Mi-Kyung;Kim, Soon-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.6
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    • pp.859-870
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    • 2008
  • The purpose of this study is to investigate the fashion reflecting the aesthetic consciousness of a generation and age spirit and to study Mods-Look aesthetically by analyzing how Mods-Look expressed on the fashion magazines(Collezioni Donna) from 2001 to 2006 developed into a new form. 1960's Mods-Look appeared in the well known collections such as New York, Paris, Milan in the form of crossover or with a changed style. Especially after 2000's, in addition to the British fashion, even a new word Mods Story was created to prominently express the free style of the Mods spirit. The expressive characteristics represent 1) minimal style, 2) sports casual style, 3) vintage style, 4) dandy & androgynous style. In conclusion, Mods-Look in 21st fashion used to be street fashion started from minority subculture after world war II, but now suit of that time, geometrical pattern and sensibility are becoming design sources for the various fashion market from high fashion to sports look. Therefore, as young people are becoming the center of society in new millenium, sensibility of that time will be reinterpreted to design and Mods-Look will not be limited to subculture but reflected in design development fulfilling people's taste and new future fashion sense by compromising the past and new trend.

Proposal of GUI Guidelines to Improve the Usability of Mobile Healthcare for New Silver Generation (뉴실버세대의 모바일 헬스케어 사용성을 높이기 위한 GUI 가이드라인 제안)

  • Jo, Sung Bae;Lee, Jae Ick
    • Smart Media Journal
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    • v.7 no.2
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    • pp.60-70
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    • 2018
  • Recently with the entrance to the aging society, the demand on health care services is being increased. However, there are still few GUI types of research considering the characteristics of new-silver generation progressively preparing for their golden(old) age. As the new-silver generation showed less reluctance to the information acquired through the Internet comparing to general seniors, but it is urgent to conduct researches about GUI of mobile healthcare services considering their physical, psychological and social characteristics. Hence, the purpose of this study was to propose some guidelines of GUI evaluation so that new-silver generation being emerged as main consumer group in future medical consumption could efficiently use mobile health care services. As the research methods, first, this study analyzed the characteristics of new-silver generation through reviewing literature and previous studies and understood the status quo of mobile health care services, and second, it analyzed the visual composition factors being preferred in each field of current mobile healthcare application and drew out a usability evaluation matrix of mobile GUI design appropriate for elderly people's characteristics. Third, with the drawn evaluation matrix, this study conducted the usability evaluation of 8 subjects in new-silver generation ranging from 57 years old to 65 years old through a heuristic way. This study expects that it would be contributed in increasing the GUI usability by proposing some guidelines for GUI being appropriated for new-silver generation user's characteristics, and thinks that researches about developing health-care mobile applications will be continued in future at the same time.

A Study on Creativity Convergence Competency for Developing Creativity Human Resources (창의융합인재 양성을 위한 일부 대학생의 창의융합역량 수준 분석)

  • Choi, Yong Keum;Oh, Tae-Jin;Lee, Hyun;Lim, Kunok;Hong, Ji-Heon;Jeong, Su Ra
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.656-664
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    • 2020
  • This study obtained basic data for developing human resources with creativity convergence competency by surveying and analyzing the level of creativity convergence competency of university students. The study was conducted from October 1, 2019 to November 10, 2019 on university students attending the departments of computer science, pharmaceutical engineering, physical therapy and dental hygiene. The data from 296 students was finally used for this study, and IBM SPSS/Win statics 23.0 programs were used to analyze the data. Students who graduated from Seoul/Gyeonggi High School or those students with high undergraduate satisfaction were found to have high creativity convergence ability, and these results were statistically significant. Further, the group of students who had experience with Campus/Suburban competition, Global Competency training/ International exchange programs or the Capstone Design/Team Based Project showed high creativity convergence competency, and these results were statistically significant. Thus, this study identified the necessity of developing and operating various extra-curricular programs at education institutes in order to enhance students' creativity convergence capability.