• Title/Summary/Keyword: 디자인 맵

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Service Design for Using the Drones in the Early Stages Fires of Dense Residential Areas (주택가 밀집지역 화재발생 초기 드론 활용 서비스디자인 연구)

  • Youn, Gyo-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.111-121
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    • 2019
  • Recently, through the services that use drones at fire sites to deliver on-site and road conditions into the situation room and life-saving activities or the deliveries of first aid outfits at the accident scenes that are inaccessible to humans, there are more and more cases of dealing with emergency situations. Therefore, by studying the service design using drones in the initial stage of response to fires in dense residential areas, this study was intended to reify the service design area of the response stage, including the dispatch of fire sites and the fire suppression. To do this, through literature researches, research directions were explored by examining the concept and process review of service design, and by analyzing the application cases using service design. In order examine the validity of this study, a one-on-one interview was conducted to identify the use and problems of drones among incumbent firefighters, and identified the applicability of drones to fire sites by targeting drone experts. Field research was conducted to identify the location and distance of road conditions, site conditions, and 119 safety centers, by making Yongsan-gu, the most vulnerable area to fire in Seoul, as a research sample. And, among the methodologies of service design, Persona and Customer Journey Map were prepared and Insight was derived, by using virtual scenarios for the experience values and behavior analyses of the interested parties. Through these processes, this researcher intended to present the fire-response service design and help establish the direction of service design in the initial stages of fire in Korea.

Construction of Construction Drawing Data Repository using Ontology (온톨로지를 이용한 건축 도면데이터 레포지터리 구성)

  • Lee, Hui-Jae;Yoo, Sang-Bong;Kim, In-Han
    • The Journal of Society for e-Business Studies
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    • v.9 no.3
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    • pp.79-94
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    • 2004
  • W3C has developed the RDF standard for utilizing ontology in Web applications. This paper presents extracting, storing, and applying ontology on product data. The management and document information included in DWG files is focused as an example. By analyzing the relationship among the drawing data, the RDF schema is designed frist. Based on the schema ontology is extracted and stored in XML files. As an application of the stored ontology, we the schema ontology is extracted and stored in XML files. As an application of the stored ontology, we can reconfigure the sitemap of drawing data repositories. In this example, the users can select the view that he or she is interested in (e.g., designer, document, project). With such various views of an drawing data repository, the users can access the specific data more effectively.

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A Study on Ludo-narrative Harmony in the Video Game "Ghost of Tsushima" (비디오 게임 "고스트 오브 쓰시마"의 게임플레이-스토리의 조화성 고찰)

  • Chun, Bumsue
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.87-104
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    • 2021
  • Ludo-narrative dissonance is a prevalent problem among open-world genre video games. However, Ghost of Tsushima (2020) alleviates this issue by designing its characters and narrative structure influenced by Akira Kurosawa's samurai films. The game's protagonist represents "Bushido," a samurai code, and the structure exudes similarity to Joseph Campbell's "Hero's Journey," which heavily influenced Kurosawa's films. The developers also designed the gameplay mechanics such as level-up system, map design, and side quests based on these narrative traits, ultimately making the goal of the narrative and the gameplay mechanics cohesive.

Research on Service Design of the Sharing Taxi Safety For Female Passengers in their 20s and 30s (20-30대 여성 승객을 위한 공유택시 안전 서비스디자인 연구)

  • YIN, JINGJING
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.325-326
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    • 2019
  • 서비스화(servitization)와 공유경제 패러다임이 확산되면서 서비스 산업에서도 IT기술을 융합시킨 다양한 형태의 새로운 비즈니스가 성공적으로 정착되고 있다. 특히 대중교통 서비스 산업에서 우버(Uber) 택시는 IT기술과 공유경제 개념을 절묘하게 접목시킨 새로운 차원의 성공적인 공유택시 비즈니스 모델로 자리매김하였고, IT기술을 적용한 교통예약 소프트웨어는 공유택시의 차별적 경쟁우위를 확보하기 위한 중요한 수단이 되고 있다. 공유택시 예약 프로그램은 택시이용자에게 신속하고 편리함을 제공할 뿐만 아니라 에너지 절약, 교통체증으로 인한 스트레스 완화 등의 많은 사회적 혜택과 이익을 제공하고 있기 때문에, 여러 분야에서 다양한 연구가 진행되고 있다. 최근 중국에서는 보다 진보된 공유택시 예약 프로그램이 공유택시에 접목되면서 공유택시 이용객이 급히 증가하고 있으며, 이와 함께 공유택시 차별화에 핵심적인 역할을 하는 소프트웨어 시장의 경쟁도 가속화 되고 있다. 그러나, 이용객을 대상으로 강력범죄 발생빈도 증가와 이로 인한 부정적인 여론의 급속한 확산은 공유택시 산업발전에 심각한 방해요인이 되고 있지만, 근본적인 해결방법에 관한 연구는 미비한 실정이다. 따라서 본 연구는 공유택시 예약 프로그램에 이용객의 안전을 위한 컨텐츠 개발과 적용을 통해 공유택시 이용객의 불안해소와 공유택시 산업 발전에 기여할 수 있는 방법을 제안하고자 하였다. 연구방법은 중국현지의 공유택시 이용객을 대상으로 실증연구를 진행할 계획이며, 고객여정맵(CJM)과 Kano 분석을 통해 결과와 시사점을 도출할 계획이다.

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Improving A Stealth Game Level Design Tool (스텔스 게임 레벨 디자인 툴의 개선)

  • Na, Hyeon-Suk;Jeong, Sanghyeok;Jeong, Juhong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.29-38
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    • 2015
  • In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.

Research On Development of Usability Evaluation Contents and Weight of Importance for the Fire Detector Product (화재감지기 제품디자인 사용성 평가항목 개발 및 이해관계자 가중치평가 연구)

  • Jung, Ji-Yoon;Lee, Sang-Ki;Kim, Ji-Hyang;Yun, Su-Ji;Jang, Gi-Yong;Lee, Sung-Pil
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.404-412
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    • 2019
  • The purpose of this study is to develop the usability evaluation contents based on the needs of different stakeholder's related to the usability of the product, and to derive the design direction and apply it as the evaluation standard by applying the product design based on the results. I created a stakeholder map for a fire detector product and identified stakeholders related to usability. Based on 3 factors(Physical, cognitive, emotional) of the usability evaluation, I conducted survey on the building users and the building managers who have different requirements. There are 12 directions (ease of installation, durability, maintainability, additional functionality, effectiveness, attractiveness, visibility, consistency of information, environmental harmony, consistency, Image suitability, reliability). Through weighted analysis of three usability evaluation factors, I found factors were ranked in the same order of importance, but they were different in importance figure. Based on the results of the survey, overall product usability aspects were improved but effectiveness and environmental coordination aspects needed to be improved.

Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.7-14
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    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

A Study on 3D Culture Character Modeling Tools for Establishment (창업을 위한 3D문화캐릭터 모델링 도구에 관한 연구)

  • Park, Hea-sook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.372-373
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    • 2017
  • 본 논문에서는 도래한 4차산업사회 속에서 문화콘텐츠인 캐릭터를 무료 3D모델링 도구를 이용하여 디자인하고 3D 프린팅 기술을 접목하여 개인맞춤형 캐릭터를 제작 및 판매 하고자 하는 사업에 대한 로드맵을 제시해보고자 한다. 이를 위해 첫 단계로서 3D 모델링 도구의 전반적인 특성을 살펴보고 3D 캐릭터 모델링 도구들 중에서 무료로 사용할 수 있고 사용하기 편한 도구들을 정리하여 제시해보고자 한다. 제작하고자 하는 캐릭터의 특성에 맞는 도구를 선택하고 학습하여 성공적인 창업을 할 수 있도록 방향을 제시하고자 한다.

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Location-based UCI Sensor time series data analysis (위치 기반의 UCI Sensor 시계열 데이터 분석)

  • Chang, Il-Sik;Park, Goo-man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.7-8
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    • 2021
  • 인공지능 기술과 서비스는 딥러닝을 중심으로 한 기계학습 기술의 급속한 발전에서 원인을 둔다. 딥러닝 발전 요인으로 GPU등 하드웨어 발전, 기술 공유, 대규모 학습데이터 구축 및 공개를 들 수 있다. 데이터 셋에 관련하여 센서를 이용한 데이터셋의 경우 단순히 많은 데이터셋의 확보뿐 아니라 적절한 위치 및 환경에 따른 고려가 필요하다. 본 논문에서는 UCI의 화학 가스의 데이터셋을 이용하여 위치별 시계열 데이터를 딥러닝을 이용하여 분석하고, 위치별 정확도와 손실을 계산한다. 또한 계산된 결과를 히트맵을 통하여 시각화하여 직관적인 이해를 높인다. 또한 위치별 정확도가 높은 상위 5개의 위치에서 앙상블 방법을 통한 성능의 향상을 확인 하였다.

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The Characteristics of Visualizing Hierarchical Information and their Applications in Multimedia Design (멀티미디어디자인에서 정보위계 표출방식과 그 활용에 관한 연구)

  • You, Si-Cheon
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.209-224
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    • 2006
  • Hierarchy which is often named as the tree-structure is used to reduce complexity and show primitive structures of complicated information. This paper aims at explaining information-visualization methods using hierarchies in multimedia domains and prospecting the possible applications by examining how they affect the user's tasks involved in information-seeking activities. As a result, four types of information visualization methods named Treemap, Hyperbolic, Cone Tree and DOI Tree employed in multimedia domain, are presented and pros and cons of each method are explained in this paper. Another important part is defining the core tasks and other related-tasks in information-seeking activities, such as, overview, zoom, filter, details-on-demand, relate, history, and extract. Followings are major findings. Treemap uses 'overview' as the core task, which makes user to gain a overall meaning of the whole information cluster. Hyperbolic and DOI Tree apply 'Boom' task through the function of focus+context or by the function of meaningful scaling to magnify or downsize each node. Cone Tree, also, makes the information organizer to classify the patterns of information acquired in the process of users' information-seeking activities by using 'extract' task. Through this study, it is finally found out that the information-visualization methods using hierarchies in multimedia domains should incorporate the wide variety of functional needs related to users' information-seeking behaviors beyond the visual representation of information.

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