• Title/Summary/Keyword: 디자인 복잡도

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어머니ㆍ딸 dayads를 중심으로 한 의복 선호ㆍ소유 연구

  • 김재숙;이소라
    • Proceedings of the Costume Culture Conference
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    • 2003.04a
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    • pp.53-54
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    • 2003
  • 본 연구의 목적은 Thibaut과 Kelley(1959)의 상호의존이론(a theory of interdependence)을 중심으로 가족 구성원 중 가장 밀접한 어머니와 딸을 dyads로 하여 의복의 선호와 소유 사이의 관계를 아동과 청소년 연령집단을 대상으로 알아보는 것이다. 피험자는 대전지역에 거주하는 초등학생(75명)과 고등학생(64명), 그리고 그들의 어머니(139명)로 편의 표집 방법에 의해 선정되었으며, 자료수집은 설문지법에 의하여 이루어졌다. 의복의 측정 도구는 의복범주(2)×디자인의 복잡성(2)×여향성ㆍ남향성(2)의 요인설계로 하여 24종류의 의복 자극물로 구성되었으며, 자극물에 대한 타당성은 전문가 집단과의 토론 및 예비조사를 통해 검증하였다. (중략)

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축간 거리편차에 의한 벨트 운동경로의 쏠림현상에 관한 해석

  • An, Sung-Ki;Hong, Seung-Kwan;Heo, Yu;Jang, Seung-Ho
    • Proceedings of the Korean Fiber Society Conference
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    • 1998.04a
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    • pp.233-237
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    • 1998
  • 섬유산업은 fiber로부터 시작하여 yarn, fabric을 거쳐서 최종 섬유제품인 clothing을 생산 하는 복잡하고 긴 stream을 가지고 있으며, 최종상품으로 갈수록 부가가치가 높아지는 특징을 가지고 있다. 특히 최근에는 다양한 구조, 디자인과 함께 감성과 개성을 중요시하는 의생활 패턴의 변화에 기인하여, 의복의 형태가 다양화되고 기능에 따르는 구조의 변화와 소재의 다변화를 통해, 어패럴 산업의 개념과 기술적 변화가 크게 요구되고 있다.(중략)

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All-on-4 implant restoration with full-digital system preserving existing occlusion: A case report (완전 디지털 시스템으로 기존 교합을 보전한 All-on-4 임플란트 수복증례)

  • Kim, Kyoung Hee;Jeong, Seung-Mi;Lee, Ye Chan;An, Xue Yin;Choi, Byung-Ho
    • The Journal of Korean Academy of Prosthodontics
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    • v.56 no.4
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    • pp.330-337
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    • 2018
  • In edentulous patients, implant - supported fixed prosthesis treatment has been proved to be useful, but involves complex treatment process. On the other hand, in the modern dentistry, digital technology has been developed day by day and it has expanded its range to the implant restoration of edentulous patients. In this case, a digital system was used for all stages of diagnosis, surgery, design and fabrication of provisional implants fixed prosthesis restoration in 66-year-old mandibular edentulous patients. In the preoperative diagnosis stage, a provisional restoration was designed based on the mucosal scan using the intraoral scanner and the stable occlusion of prefabricated complete denture of the patient. After flapless implant surgery using the surgical guide, the prefabricated interim restoration was connected to the implant and used as immediate provisional restoration. The final restoration was designed and fabricated by transferring the vertical dimension and the centric relation of the provisional restoration with stable occlusion using digital technology. We report a simple protocol of implant treatment in edentulous patients by using digital techniques to preserve the patient's vertical dimension and occlusion.

A study on the communication system of web genre (웹 장르의 커뮤니케이션 체계 연구)

  • 오병근
    • Archives of design research
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    • v.16 no.3
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    • pp.351-360
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    • 2003
  • The concept of genre used to be applied to classify the fine arts also can investigate various way of communication system and classification. The structuring element of genre was identified by form and contents in that field. But the classification of the web, which is new communication tool, was made by defining the purpose of the web. In this paper the genre system, which consists of form, contents, and function, is applied to classify the web so that we offer tile opportunity to identify dearer characteristics of it. In order to investigate the genre elements in the communication process the structure of the semiotic triad after Charles S. Peirce was adapted, which was labeled as representamen, object, and interpretant. The representamen substitutes for the web function, the object does for the form of the web, and the representamen does for the web contents. According to the Peirce's the representamen identify the object but on the other hand it is identified by the interpretant. Logical structure of the fact that form of the web is identified by its function, and the function is identified by the contents is proved by following the theory. Therefore, the concept of web genre is supported by the element of genre having a logical structure activating in the communication process. We suggest that in recent complicated communication circumstance the genre concept should be adapted to implement the effective web communication design.

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A Representation Method of Game Mechanics Using UML Notations in Game Design (UML 표기법을 활용한 게임메카닉스 설계내용 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.47-53
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    • 2006
  • In the game development differently with general software development, game planers, programers, and graphic designers, the specialists of the various fields, accomplished one team and they are advanced all to their goal. So it is very difficult for the development participants to communicate each other accurately and efficiently. For successful game development, all development participants should understand accurately the contents of the game design document. Specially the game mechanics as a major part of game design, requires the no-error contents, the no-error expression, and the no-error readings to all development participants because it contains almost game-play logic. It becomes more difficult for the development participants to understand accurately the game mechanics which becomes larger and complicated as the size of game development becomes larger. And configuration management of the game mechanics becomes more complicated and inefficient. In this paper, we propose a new representation method of game mechanics using UML notations for solving this problem. The proposed method satisfies the visual expression and the logical expression simultaneous for the requirements of the game mechanics because of UML notations. And the proposed method could be an efficient management of configuration because the management is based on the UML model management. The proposed representation of game mechanics of "Capture The Dude" game, shows good visual expression and good logical expression.

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Case report - Rehabilitation of a patient's smile by applying a simple digital smile design method on a complex clinical situation. (Case report - 복잡해 보이는 전악 구강 재건 케이스에 간단한 digital smile design을 적용하여 환자의 미소를 회복시켜 주기)

  • Im, Hyung gu
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.29 no.2
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    • pp.103-117
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    • 2020
  • A beautiful smile has a great impact on the quality of life. It gives you confidence, and makes you function with a positive attitude, which will eventually bring the joy and happiness to daily lives. As dental practitioners, our mission is to bring back the bright smile of the people who come to see us. Restoring masticatory function is one thing but one should always remember that the esthetics should always come first in any kind of restorative procedures. When treating complex rehabilitation cases, treatment planning is probably the most important step before you start any dental procedures. Obviously, esthetics should be the ultimate goal of the treatment and one should approach a case step by step to achieve an optimal result. For the past few years, "digital smile design" has been introduced in the field of dentistry. It can be applied by using various methods and tools. In this article, a very basic form of 2-dimensional digital smile designing was utilized to treat a complete mouth rehabilitation case. We will discuss how the DSD concept can be applied to your daily practice with a simple photograph and photoshop.

A Study on Environmental Design Treatments of Subway Stations in Terms of Visual Cues for Place Indication - Focused on the Cases of Seoul, Tokyo and Taipei - (장소지시단서로서의 지하철역 환경디자인 기법에 관한 연구 -서울, 동경, 타이페이 사례를 중심으로-)

  • Park, Hey-Kyung
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.351-362
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    • 2006
  • Currently, finding one's way in the underground spaces associated with subway stations in large cities is becoming a serious problem, and an environment that facilitates wayfinding is becoming more important. This study investigated interior treatments that function as visual cues in the subway stations of Seoul, Tokyo, and Taipei in order to develop design guidelines that would improve the place-cognition environment. A theoretical study has shown that there are three categories of visual cue for place cognition: marked trails, regional differentiation, and landmarks. The case study showed that marked trails involve treatments like vertical markers, confrontational positioning, and subway color codes. Regional differentiation involves patterns on the floors and walls, and accent colors on the walls and columns. Landmarks include treatments such as super graphics, symbolic features, artistic decoration and special lights. In the cases of Seoul, marked trails and regional differentiation were predominant. In addition, the Olympic symbol 'Hodori' and the ancient Korean character "Hunminjungeum" were used as landmarks. In the cases of Tokyo, regional differentiation predominated over marked trails because of the complexity of the spatial structure and subway line connection system. In the cases of Taipei, simple, unified images predominated, and there was minimal dependence on marked trails and landmarks. The need for regional differentiation was weak, because the stations studied have open structures that guarantee an open field of view. The results of this research could be used as design guidelines, after further experimental verification, that would help to improve the public environment in terms of wayfinding.

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A Study on the Process Variation Analysis for CNTFET-based Circuit Design (CNTFET 기반 회로 설계를 위한 공정 편차 분석에 관한 연구)

  • Cho, Geunho
    • Journal of IKEEE
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    • v.22 no.1
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    • pp.98-103
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    • 2018
  • The CNTFET, which is widely recognized as a next-generation semiconductor, has a structure that can improve performance by positioning CNTs between the source and drain of a conventional MOSFET. However, positioning CNTs increases the complexity of a CNTFET's structure, and the process variation changes the complex structure into various shapes; so, when CNTFET device performance is analyzed, it requires more computation than that of a conventional MOSFET. These problems greatly increase the simulation time necessary for the analysis, and sometimes that analysis cannot be performed using an existing tool; they are therefore important obstacles to designing a circuit using a CNTFET. In this study, we will show that the existing Linear Programming methodology can be utilized to solve the long simulation time problem and discuss the effect of the suggested method in detail. Simulation results show that the Linear Programming method can reduce the number of simulation about 2.5 times when the maximum number of CNT is changed from 6 to 12.

The Semantic Zooming Method for Efficient Web Browsing on Internet-connected Digital Television (IPTV 환경에서 효율적인 웹 탐색을 위한 시맨틱 주밍 기법)

  • Chung, Ji-Hye;Lee, Hye-Jeong;Lea, Jong-Ho;Kim, Yeun-Bae
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.579-583
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    • 2008
  • Web pages with complex layout and small font size do not display well on large screen display such as TV because it has limited capabilities: long distance view, passive user attitude, limited input device like a legacy remote controller. We have designed and implemented new semantic zoom browsing facilities to support effective navigation on Internet-connected digital television with limited capabilities. Our browser performs partitioning of an HTML document content into semantic blocks. Semantic blocks present summarized information with more readable style and modified layout for optimal reading and browsing. Individual blocks can be selected by the user and zoomed in more detail information by the user. The scrolling on large display device needs more user interaction. Our browser modifies the layout of an HTML document with removing horizontal scrolling and minimizing vertical scrolling. This method allows users to easily view the web page by converting into optimal reading style and layout and to easily seek the information just with zooming.

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Analytical Evaluation Model of the Gameplay in MMO Game - Focused on GOMS Model - (MMO 게임의 게임플레이 분석적 평가 모형 - GOMS 모형을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1652-1660
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    • 2009
  • The main objective of this research is to build a behavior prediction model of gameplay for MMO (Massively Multiplayer Online) game using the GOMS analysis method. GOMS analysis is an observational approach to HCI(Human Computer Interaction) to model and predict behaviors of a human operator in a highly interactive task. In this research, a pilot experiment was previously conducted with three skilled gamers. The gamers were provided with the goals and operators through the user's guide book, and they found methods and selection rules while being observed. Based on the results obtained from the pilot study, this research was expanded and the model was further tested with 30 subjects (game experts). The new outcomes revealed that the relevance of GOMS analysis for predicting selection rules is 96.25% according to the degree of abstraction and 77.35% based on the degree of complexity. This research will provide game designers with a new testing mechanism in the early development stages, in order to improve the quality of the game product.

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