• Title/Summary/Keyword: 디자인 복잡도

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Context-based Web Application Design (컨텍스트 기반의 웹 애플리케이션 설계 방법론)

  • Park, Jin-Soo
    • The Journal of Society for e-Business Studies
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    • v.12 no.2
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    • pp.111-132
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    • 2007
  • Developing and managing Web applications are more complex than ever because of their growing functionalities, advancing Web technologies, increasing demands for integration with legacy applications, and changing content and structure. All these factors call for a more inclusive and comprehensive Web application design method. In response, we propose a context-based Web application design methodology that is based on several classification schemes including a Webpage classification, which is useful for identifying the information delivery mechanism and its relevant Web technology; a link classification, which reflects the semantics of various associations between pages; and a software component classification, which is helpful for pinpointing the roles of various components in the course of design. The proposed methodology also incorporates a unique Web application model comprised of a set of information clusters called compendia, each of which consists of a theme, its contextual pages, links, and components. This view is useful for modular design as well as for management of ever-changing content and structure of a Web application. The proposed methodology brings together all the three classification schemes and the Web application model to arrive at a set of both semantically cohesive and syntactically loose-coupled design artifacts.

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Implementation of an Expert System for COTS Fault Diagnosis (COTS 고장진단을 위한 전문가 시스템 구현)

  • Kim, A-Ram;Roh, Jin-Song;Rhee, Sang-Yong
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.275-281
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    • 2013
  • This space is for the of your study in English. If simple menu item changes or the addition of check items are necessary on GUI menu of existing test equipments for military facilities that are programmed by using RAD tools such as Visual C++, they should go through complex steps, such as numerous conducting steps, coding, flash design modification, recompiling and distribution. It is cumbersome process and waste much time. Also, on implementing them, it was worried about leaking secrets because a number of military security considerations were included. To solve such as the above problem, we proposed commercial RIA technologies and a COTS fault diagnostic knowledge-based system that implemented by the XML data design technique in this research. The proposed approach solves the problem of existing methods, reduced inspection time, and improved performance, usability, and maintainability.

A Study on Developing the 3D Interaction Program for the Customized e-commerce (주문형 전자상거래를 위한 3차원 주문 프로그램 개발에 관한 연구)

  • 이수경;임창영
    • Archives of design research
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    • v.17 no.1
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    • pp.109-118
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    • 2004
  • With the remarkable progression of network and the sophistication of contents, we now see various ways of communication methods in World Wide Web. In such trend, 3D web deserves our attention, which is applied for various areas such as education, game, chatting, e-commerce. Among those, by using 3D contents, e-commerce, especially the customized e-commerce, can give users more rich information about products. However, most of current 3D e-commerce sites are adopting a mere tool-based methods without considering contents and interaction required for the customized e-commerce. So, this paper proposes the direction of developing 3D interaction program for the customized e-commerce, based on a study on the required information elements about products and the interaction of controlling those factors. The evaluation to compare with the existing program is follows by the development of practical program, to give more persuasive reasons on the advantages of 3D e-commerce program.

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A Generic Interface for Internet of Things (IoT) Platforms (IoT 플랫폼을 위한 범용 인터페이스)

  • Kim, Mi;Lee, Nam-Yong;Par, Jin-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.1
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    • pp.19-24
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    • 2018
  • This paper presents an IoT platform of common interfaces that are flexible IoT applications and Connect the smart devices. The IoT platform includes automatic collaboration discovery the smart Device. It is different things case with connection each device through IoT Platforms are each device and application service. Due to these heterogeneities, it is quite advantages to develop applications working with derived IoT services. This circumstance needs the generic interface and results in a range of IoT architectures by not only the environments settings and discovery resource but also varied uniqe to implementation services working with IoT applications. Therefore, this suggestion of solve the problems and make it possible independent platforms always alive to connection with each devices based on the generic interface. The generic interface is heterogeneity-driven solve the problems and effectively contributions a platform that could be operated in diverse IoT Platforms.

Data-driven Interactive Planning Methodology for EPC Plant Projects (EPC 플랜트 프로젝트의 초기 공정계획을 위한 통합 데이터 활용 방안)

  • Wang, Hankyeom;Choi, Jaehyun
    • Korean Journal of Construction Engineering and Management
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    • v.20 no.2
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    • pp.95-104
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    • 2019
  • EPC plant projects are large and complex, requiring systematic working methodologies, accumulated data, and thorough planning through communications between the entities. In this study, the method of extracting the process planning information using asset data of the plant project and using it to present the initial process plan is presented through the concept of IAP(Interactive Planning). In order to carry out the effective IAP at the early stage of the project, this study extracted the schedule element information from the asset data, created the process plan for each work package, and applied it to the sample project case. Through the proposed IAP methodology, it is possible to promote the utilization of asset data, to identify schedule risks, and to develop countermeasures, which can form the basis for establishing the process management strategy to successfully complete the project.

A design of FACE-compliant IOS and TS segments architecture based on ARINC653 in avionics system (항공전자 시스템에서 ARINC653 기반의 FACE를 준수하는 IOS 및 TS 세그먼트 구조 설계 )

  • Doo-Hwan Lee;Young-Uk Nam;Kyeong-Yeon Cho;Ji-Yong Yoon
    • Journal of Advanced Navigation Technology
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    • v.27 no.4
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    • pp.429-435
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    • 2023
  • The increasing complexity of avionics systems has emphasized the portability and reusability of software components. In this paper, a structural design method for IOSS (Input Output Service Segment) and TSS (Transport Service Segment) complying with the FACE (The Future Airborne Capability Environment) standard in the VxWorks 653 operating environment that satisfies ARINC 653 requirements is described. IOSS and TSS operate independently in different partitions to minimize time/space separation and the influence of other software, and to increase portability and reusability, strategy patterns among design patterns are applied. In addition, IOSS provides external interface service by applying distributed IO service structure, and among external interfaces, the ARINC 664 P7 interface of FACE-compliant equipment is placed in TSS to optimize the data movement path.

Towards a Machine Learning Approach for Monitoring Urban Morphology - Focused on a Boston Case Study - (도시 형태 변화 모니터링을 위한 머신러닝 기법의 가능성 - 보스톤 사례연구를 중심으로 -)

  • Hwang, Jie-Eun
    • Design Convergence Study
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    • v.16 no.5
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    • pp.125-140
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    • 2017
  • This study explores potential capability of a machine learning approach for monitoring urban morphology based on an evident case study. The case study conveys year 2006 investigations on interpreting urban morphology of Boston Main Streets by applying a machine learning approach. From the lesson of the precedent study, in 2016, another field research and interview was conducted to compare changes in urban situation, data commons culture, and technology innovation during the decade. This paper describes open possibilities to advance urban monitoring for morphological changes. Most of all, a multi-participatory data platform enables managing urban data system in real time. Second, collaboration with machines with artificial intelligence can intervene the framework of the urban management system as well as transform it through new demands of innovative industries. Recently, urban regeneration became a dominant urban planning strategy in Korean, therefore, urban monitoring is on demand. It is timely important to correspond to in-situ problems based on empirical research.

The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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Different Look, Different Feel: Social Robot Design Evaluation Model Based on ABOT Attributes and Consumer Emotions (각인각색, 각봇각색: ABOT 속성과 소비자 감성 기반 소셜로봇 디자인평가 모형 개발)

  • Ha, Sangjip;Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.27 no.2
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    • pp.55-78
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    • 2021
  • Tosolve complex and diverse social problems and ensure the quality of life of individuals, social robots that can interact with humans are attracting attention. In the past, robots were recognized as beings that provide labor force as they put into industrial sites on behalf of humans. However, the concept of today's robot has been extended to social robots that coexist with humans and enable social interaction with the advent of Smart technology, which is considered an important driver in most industries. Specifically, there are service robots that respond to customers, the robots that have the purpose of edutainment, and the emotionalrobots that can interact with humans intimately. However, popularization of robots is not felt despite the current information environment in the modern ICT service environment and the 4th industrial revolution. Considering social interaction with users which is an important function of social robots, not only the technology of the robots but also other factors should be considered. The design elements of the robot are more important than other factors tomake consumers purchase essentially a social robot. In fact, existing studies on social robots are at the level of proposing "robot development methodology" or testing the effects provided by social robots to users in pieces. On the other hand, consumer emotions felt from the robot's appearance has an important influence in the process of forming user's perception, reasoning, evaluation and expectation. Furthermore, it can affect attitude toward robots and good feeling and performance reasoning, etc. Therefore, this study aims to verify the effect of appearance of social robot and consumer emotions on consumer's attitude toward social robot. At this time, a social robot design evaluation model is constructed by combining heterogeneous data from different sources. Specifically, the three quantitative indicator data for the appearance of social robots from the ABOT Database is included in the model. The consumer emotions of social robot design has been collected through (1) the existing design evaluation literature and (2) online buzzsuch as product reviews and blogs, (3) qualitative interviews for social robot design. Later, we collected the score of consumer emotions and attitudes toward various social robots through a large-scale consumer survey. First, we have derived the six major dimensions of consumer emotions for 23 pieces of detailed emotions through dimension reduction methodology. Then, statistical analysis was performed to verify the effect of derived consumer emotionson attitude toward social robots. Finally, the moderated regression analysis was performed to verify the effect of quantitatively collected indicators of social robot appearance on the relationship between consumer emotions and attitudes toward social robots. Interestingly, several significant moderation effects were identified, these effects are visualized with two-way interaction effect to interpret them from multidisciplinary perspectives. This study has theoretical contributions from the perspective of empirically verifying all stages from technical properties to consumer's emotion and attitudes toward social robots by linking the data from heterogeneous sources. It has practical significance that the result helps to develop the design guidelines based on consumer emotions in the design stage of social robot development.

A Study on the Handles of Clay Cups by Studio Potters (도자기 컵 손잡이에 관한 연구 - 도예공방 생산 수제 컵 손잡이 중심으로 -)

  • Lee, Chi-Youn
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.293-302
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    • 2006
  • clay cups with handles made in studios in Korea and the United States were selected and analyzed. The shape of cup were fixed to ensure proper comparison between handle size of the cup and position. The variable factors were the thickness of the handle, the number of fingers required to hold the cup, the relationship between the handle's shape and the position of its attachment to the cup, the effect of the handle's setter, the change in shape of the handle's thickness, and the relationship between the cup's weight center and handle. Preference test were designed and tested to the users, and the results were analyzed. The results showed that to make a comfortable handle, it is important to incorporate the shape of the resting hand in the design of the handle. Specifically, the design should be such that the cup can be held comfortably. This is possible if the weight of the cup is spread evenly when several fingers are inside the handle's curve and if such factors as the hand size, the curve of the fingers, and the position that best controls the cup's weight center are carefully considered. At this time, if there is a setter for the thumb, a cup of the same weight can be lifted more lightly. In the design of such a cup, the oval line is drawn by extending the cup's handle toward the direction of the cup's body. If the cup's weight center is located on the oval line, the cup's handle may be said to be effective. In such a case, the nearer the handle is to the cup's body weight center, the less power is needed to lift the cup efficiently. Our test results can be applied as a powerful tools in design and manufacturing cups with handle in terms of artistry and functionality.

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