• Title/Summary/Keyword: 네트워크 디자인

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A Exploratory Analysis on Knowledge Structure of Untact Research (언택트 연구의 지식구조에 대한 탐색적 분석)

  • Kim, SeongMook;Cha, HyunHee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.367-375
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    • 2021
  • This study aimed to identify the knowledge structure of researches on 'untact' and derived implications for directions for the studies using text mining. The study included network analysis and topic modelling of keywords and abstracts from 171 thesis published until October 2020. Centrality analysis showed that 'untact' studies had been focused on service, usage, consumption, technology and online. From the topic modelling, 6 topics such as 'COVID-19 and socio-technological change', 'needs and utilization of education contents', 'technology and service for user convenience', 'product marketing and sales', 'service design of the company', 'influence factors of usage and consumption' were extracted. Keywords that connect each topic were technology, service, usage, consumption, needs and factor. Exploratory analysis of 'untact' researches using text mining provides useful results for development of 'untact' studies.

A Study on the Classification of Fault Motors using Sound Data (소리 데이터를 이용한 불량 모터 분류에 관한 연구)

  • Il-Sik, Chang;Gooman, Park
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.885-896
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    • 2022
  • Motor failure in manufacturing plays an important role in future A/S and reliability. Motor failure is detected by measuring sound, current, and vibration. For the data used in this paper, the sound of the car's side mirror motor gear box was used. Motor sound consists of three classes. Sound data is input to the network model through a conversion process through MelSpectrogram. In this paper, various methods were applied, such as data augmentation to improve the performance of classifying fault motors and various methods according to class imbalance were applied resampling, reweighting adjustment, change of loss function and representation learning and classification into two stages. In addition, the curriculum learning method and self-space learning method were compared through a total of five network models such as Bidirectional LSTM Attention, Convolutional Recurrent Neural Network, Multi-Head Attention, Bidirectional Temporal Convolution Network, and Convolution Neural Network, and the optimal configuration was found for motor sound classification.

A Study on the Basic Design Education Using WWW (WWW를 활용한 기초디자인교육에 관한 연구)

  • 김소영;임창영
    • Archives of design research
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    • v.11 no.1
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    • pp.161-172
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    • 1998
  • The evolution of computing environments caused various dharges in our society. The change cj instruction media is one of these effects. WWW using network techndogy is regarded as a pov.powerful tool for rerrote instruction. The methods of utilizing network technologies in design instrudion and design process rould be diversified comparing with those of other general instruction. Computer graphics has been regarded as a very use!u design tool for its accuracy and rapidty. Network can help us to do creative work using cornplter graphics. The merits of this technology are sharing resources and rraking it easy to roIlaborate. Recent cxxnputer graphics instruction has some defects in oontents and methods. The oontents have a weak relationship with other industrial design subjects. From above, the purpose of this thesis is to use computer graphics and netv.urk technology for supporting basic design instruction. Virtual gallery using WWW can be a cyberspare v.tlere the evaluation of results and the exchange of information take plare. This tool makes it easier to oomrunicate and oollaborate with dassmates. A casestudy-Composition with basic objectswas exea.rted by individual for distributed asynchronous rmde. The results of this thesis are summarized for four factors. Rrst, it was easy to transform idea. Serond, student-oriented working was performed. Third, interaction among students was activated. Fourth, not only final results, but also midterm results was oonsidered for evaluation. These methods also have problems as rerent instruction methods, but it rould be used as a instruction tool to compensate for existing instruction methods.

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A Study on Floral Art Exhibition Applying Storytelling (스토리텔링을 적용한 화예전시에 관한 연구)

  • Ahn, Hyun Jung
    • Journal of the Korean Society of Floral Art and Design
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    • no.43
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    • pp.19-37
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    • 2020
  • The purpose of this paper is to seek for a new exhibition form of floral art design that deviates from formalism by suggesting a planning exhibition with storytelling away from the unilinear exhibition composition method of floral art design currently being held in Korea. Storytelling in flower art exhibition is to construct an easy-to-understand exhibition through the use of the four-step construction method of introduction-development-turn-conclusion, or the three-step construction method of intro-body-conclusion. It is intended to efficiently propose interaction between creators and viewers. In order to seek for diversification of floral art design, it is necessary to secure a convergent view that has been blowing since the Millennial, collaborate with other fields, or attempt exhibition planning that reflects storytelling. The main function of the exhibition is to meet and communicate directly with the public. This study intends to propose the exhibition structure and implementation direction of floral art exhibition through the case of 'Hwawanggye' held at the Sungkyunkwan University Museum in 2017, focusing on the exhibition where storytelling is applied. Through this study, it is expected that the discourse in the field of floral art will be expanded, and various networks of aesthetic suggestions and floral art design with storytelling will be boosted.

A Study on the Properties of fusion Design -Especially on the Change of Cultural Environment- (퓨전디자인의 속성에 관한 연구 - 문화환경의 변화를 중심으로 -)

  • 박규현;김윤경
    • Archives of design research
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    • v.13 no.3
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    • pp.211-220
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    • 2000
  • Cultural contact, which means a current that an influential culture diffuses to another, represents the penetration of the one to the other in a negative respect and'mixture'or 'fusion'of them in an affirmative respect. Fusion of cultures was not easy to take place in the past when nationalism and ultranationalism suppressed it ideologically, inconvenient transportation and communications were obstacles to it, and most of countries were under the influences of folk religions. Today, however, mutually heterogeneous cultures can be shared by a lot of things such as collapse of a view of nation resulted from globalization, breakdown of regional characteristics, abolition of trade barriers, freedom of communications and realtime information network. Those have rendered fusion possible. Fusion in this modern consuming society is extending much faster and more extensively than at any time in the past. In addition, more and more cultural elements seem to collide and compromise with one another in the name of fusion, not relaxing the bridle of fusion, from the present situations that preference in consumption becomes subdivided and a variety of individuality is strongly attempted to seek for, This study is on the subject of the properties of'Fusion', one of new styles in a mass culture, especially focused on sociologic cultural phenomena. Furthermore, it is expected to look for a fusion in interior design which expresses sociologic cultural phenomena most in a field of design, to examine it theoretically, and to prospect a future trend of fusion design based on investigation of the latest prevailing trend.

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The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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모바일 리뷰- 휴대폰으로 즐기는 보드게임 세상

  • Im, Yeong-Mo
    • Digital Contents
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    • no.12 s.139
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    • pp.86-89
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    • 2004
  • 보드게임들이 테이블을 떠나서 휴대폰 안으로 속속 들어와 선을 보이고 있다. 판 위에서 주사위나 카드, 나뭇조각과 각종 말들을 가지고 즐기던 보드게임은 건전하고 신선한 엔터테인 문화로 자리 잡았으며, 보드게임 카페라는 새로운 문화공간을 만들기도 했다. 남녀노소가 한데 어울려 즐길 수 있고, 이기면 즐겁고 져도 불쾌하지 않은 놀이문화로써 많은 사람들로부터 사랑을 받고 있다고 할 수 있다. 일반 PC게임이나 온라인게임, 플레이스테이션이나 X박스 게임처럼 화려하고 빠르고 중독성이 강한 요소는 없지만, 보드게임 하나하나가 담고 있는 독창적인 게임 룰과 시스템, 그리고 각종 변수와 분위기, 게임 디자인 등은 새로운 매력을 느끼게 하기에 충분하다. 이러한 보드게임이 모바일게임 버전으로 하나 둘 발표되고 있다. 일전에도 국내 보드게임의 대표작인‘부루마불’이 네트워크 버전으로 발표된 바 있으며, 뱀주사위 놀이 역시 모바일게임으로 나와 이슈가 되기도 했고, 흔히 보드게임이라 불리는 것에 포함되지는 않지만 엄밀히 말하자면 보드게임 장르인 장기, 바둑, 오목, 각종 카드게임(고스톱, 맞고, 포커 등)은 일일이 나열할 수 없을 만큼 많이 쏟아져 나와 있다. 보드게임의 대명사 모노폴리가 타이쿤 형태를 띠고‘모노폴리 타이쿤’이라는 이름으로 발표되고, 보드게임 카페에 들르면 결코 빼놓지 않고 하게 되는 할리갈리 역시 모바일 환경에 맞추어‘할리갈리 모바일’로 출시됐다. 이와 함께 본격 추리게임인 보드게임 클루의 기본룰을 이용하면서 TV 방송프로그램의 형태를 접목한‘SBS X맨을 찾아라!’라는 게임도 출시를 앞두고 있다. 이번 글에서는 보드게임을 모바일로 즐기고자 하는 사용자와, 보드게임을 모바일 버전으로 기획하고자 하는 업체를 위해서 모바일 속으로 들어온 보드게임들은 어떤 식으로 적용됐는지 살펴보고자 한다

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A Study on Expression Characteristics of Flexibility in Nomadic Space (노마드적 공간에서 나타나는 유연성에 관한 연구)

  • Yun, Ju-Hee;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.119-126
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    • 2011
  • Recently, in the fields of fashion, advertisement, film, literature, philosophy, etc., the word, 'Nomad', is being used frequently across the overall society. The contemporary society is actively incorporating "nomadic thinking" as a new social phenomenon across the boundaries of conventional fields. This is not an exception in the field of space design. This study, via the contemporary nomadic thinking, examined the relationship between space design's application possibility as a new trend and flexible space; then categorized the characteristics of flexible space into flexibility, temporariness, changeability, and correlation; and then analyzed expression characteristics of flexible space. As for unrestricted expression of scene, it was recognized that separation of scene and space leads space to meet the needs of surrounding environment and users; formation of changeable space enables uses of space from various perspectives; and combining external factors (energy, media technologies) with space leads space to self-evolution. Space is perceived as an living organism that is flexibly corresponding, via realistic movement and virtual movement, to the indefinite, diversified thinking of the contemporary society. Therefore, this study illuminates that nomadic thinking has significance as basic thinking to predict development and characteristics of design thinking through understanding the contemporary society with the basic thinking system that has been inherent without restrictions of being fixed to the present, past, and future.

A Study on a Space Reprogramming for the Gyung Ro Dang Facility's Improvement - Through the remodeling of Gyung Ro Dang in Daejeon city - (경로당 시설개선을 위한 공간 재구성 연구 - 대전광역시 소재 경로당 리모델링을 통하여 -)

  • Lee, Hae-Wook
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.241-248
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    • 2010
  • The population of the elderly is rapidly increased because maturation of the social welfare system and development of medical technology. However, welfare environments for the elderly are poor either in its quality or its quantity. The aims of this study is to confirm the space improvement possibility to change the Gyung Ro Dang to the senior life support center as a community welfare service network. This study is done by the comparative analysis between existing Gyung Ro Dang in korea and former cases in Japan based on the elderly's facility preference. The facility's space reprogramming alternative from that analysis is applied to change the Gyung Ro Dang to a network facility for the regional senior life support. Afterward, it is proposed that first, facilities should be expanded scale by the new education and health improvement facilities functional room that the modern elderly need. second, Facility space will be reconstitution because the Gyung Ro Dang have to be extended it's role as a community welfare network.

Topological measures for algorithm complexity of Markov decision processes (마르코프 결정 프로세스의 위상적 계산 복잡도 척도)

  • Yi, Seung-Joon;Zhang, Byoung-Tak
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.319-323
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    • 2007
  • 실세계의 여러 문제들은 마르코프 결정 문제(Markov decision problem, MDP)로 표현될 수 있고, 이 MDP는 모델이 알려진 경우에는 평가치 반복(value iteration) 이나 모델이 알려지지 않은 경우에도 강화 학습(reinforcement learning) 알고리즘 등을 사용하여 풀 수 있다. 하지만 이들 알고리즘들은 시간 복잡도가 높아 크기가 큰 실세계 문제에 적용하기 쉽지 않아, MDP를 계층적으로 분할하거나, 여러 단계를 묶어서 수행하는 등의 시간적 추상화(temporal abstraction) 방법이 제안되어 왔다. 이러한 시간적 추상화 방법들의 문제점으로는 시간적 추상화의 디자인에 따라 MDP의 풀이 성능이 크게 달라질 수 있으며, 많은 경우 사용자가 이 디자인을 직접 제공해야 한다는 것들이 있다. 최근 사용자의 간섭이 필요 없이 자동적으로 시간적 추상화를 만드는 방법들이 제안된 바 있으나, 이들 방법들 역시 결과물에 대한 이론적인 성능 보장(performance guarantee)은 제공하지 못하고 있다. 본 연구에서는 이러한 문제점을 해결하기 위해 MDP의 구조와 그 풀이 성능을 연관짓는 복잡도 척도에 대해 살펴본다. 이를 위해 MDP로부터 얻은 상태 경로 그래프(state trajectory graph)의 위상적 성질들을 여러 네트워크 척도(network measurements) 들을 이용하여 측정하고, 이와 MDP의 풀이 성능과의 관계를 다양한 상황에 대해 실험적, 이론적으로 분석해 보았다.

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