• Title/Summary/Keyword: 디자인 툴

Search Result 109, Processing Time 0.024 seconds

Implementation of Web-based Visual Cognition Experiment System (웹기반 시각인지실험환경 구현)

  • Seo, Su-Ung;Park, Gyu-Won
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2009.05a
    • /
    • pp.91-94
    • /
    • 2009
  • 기업의 경쟁력 제고를 위한 브랜드 커뮤니케이션의 중요성이 높아지고 있는 가운데, 판매-소비 인터페이스의 최전선에 있는 패키지 디자인의 역할과 비중이 커지면서 패키지가 곧 브랜드라는 인식이 생기고 있다. 소비자가 패키지를 통해 느끼는 감성은 시각적 경험이 발생하는 시점과 환경에 따라 달라질 수 있다. 특히, FMCG의 경우, 광고를 통해 축적된 제품에 대한 긍정적 이미지는 실제 매장에서 여러 제품과 동시에 노출되었을 때 제품에 대한 느낌이 상쇄될 수 있다. 본 연구에서는 감성경험조건의 차이 즉, 패키지의 노출조건에 따라 감성의 차이가 발생한다는 가설을 세우고, 이를 검증하기 위한 온라인 실험환경을 구축하였다. 실험시나리오를 바탕으로 플래시 툴을 활용하여 인터랙티브한 실험컨텐츠를 제작하고, 평가값은 PHP 를 통해 DB 에 저장하였다. 저장된 데이터는 SPSS로 통계분석을 시도하였다. 본 실험을 통해 독립 노출과 군집노출에 따라 감성의 차이가 발생하며, 감성차이에 영향을 주는 요인으로서 컬러와 타이포그래피가 주된 요인이 된다는 점을 알 수 있었다.

  • PDF

Design of Laboratory Information Management System as a Knowledge Creation Tool for the KMS of BT Laboratory (BT 실험실의 KMS를 위한 지식 생성 툴로써의 실험실정보관리시스템 설계)

  • Bae, Jin;Hwang, Yoon-Min;Rho, Jae-Jeung
    • 한국IT서비스학회:학술대회논문집
    • /
    • 2003.05a
    • /
    • pp.428-435
    • /
    • 2003
  • Post-Genome 시대의 Biotechnology(BT) 산업에 세계적으로 관심과 투자가 증가하고 있다. BT 산업은 기술 및 지식 집약적 특성상 R&D 활동이 중요하기에 BT 연구실의 실험 생산성 증가에 대한 연구가 필요하다. 이와 관련하여 연구실 지식경영과 지식경영시스템활용에 관한 연구가 활발히 진행되고 있다. 하지만 그 초점이 연구 지식들의 조직화, 체계화 및 검색기능 등의 원활한 지식 공급 시스템 구축에 있기에 효율적이고 효과적인 지식 생성 방안을 제시해 주지 못하고 있다. 이에 본 연구는 실험실 내 데이터 처리 및 통합 관리 역할을 해온 LIMS(Laboratory Information Management System)를 활용하여 실험 데이터들로부터 실험 디자인을 위한 효율적이고 효과적인 형식지(Explicit Knowledge)의 생성을 목적으로 하는 지식 생성 툴(Knowledge Creation Tool)을 설계하였다. 또한 상기 모델을 적용하여 실제 어떠한 형태로 지식이 생성되는지 A대학교 B유전자 연구실의 실험 데이터로 실증 분석해 보았다.

  • PDF

BPMN2XPDL: Transformation from BPMN to XPDL for a business process (BPMN2XPDL : 비즈니스 프로세스에 대한 BPMN 표기법을 XPDL 언어로의 변환)

  • Park Jung-Up;Jung Moon-Young;Jo Myung-Hyun;Kim Hak-Soo;Son Jin-Hyun
    • The KIPS Transactions:PartD
    • /
    • v.13D no.4 s.107
    • /
    • pp.535-548
    • /
    • 2006
  • To formally describe business process, many business process languages have been so far specified with different origins and goals such as XPDL, BPML and BPELAWS. Especially, XPDL proposed by WfMC has been widely used in various business process environments for a long time. On the other hand, the necessity of a standard graphical notation for a business process may create BPMN driven by BPMI. Because BPMN is composed of graphical constructs which can be used to graphically depict business process, BPMN-formed business processes should ultimately be converted to their corresponding semantically equivalent business process language(XPDL). Then, the business process languages can be consequently executed by business process engines. In this paper, we proposed a transformation mechanism from BPMN to XPDL for a business process. By this paper, We minimized the difference between process designers and process execution modules as reducing the gap of semantics between BPMN and XPDL.

Design of Narrative Text Visualization Through Character-net (캐릭터 넷을 통한 내러티브 텍스트 시각화 디자인 연구)

  • Jeon, Hea-Jeong;Park, Seung-Bo;Lee, O-Joun;You, Eun-Soon
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.2
    • /
    • pp.86-100
    • /
    • 2015
  • Through advances driven by the Internet and the Smart Revolution, the amount and types of data generated by users have increased and diversified respectively. There is now a new concept at the center of attention, which is Big Data for assessing enormous amount of data and enjoying new values therefrom. In particular, efforts are required to analyze narratives within video clips and to study how to visualize such narratives in order to search contents stored in the Big Data. As part of the research efforts, this paper analyzes dialogues exchanged among characters and offers an interface named "Character-net" developed for modelling narratives. The interface Character-net can extract characters by analyzing narrative videos and also model the relationships between characters, both in the automatic manner. This signifies a possibility of a tool that can visualize a narrative based on an approach different from those used in existing studies. However, its drawbacks have been observed in terms of limited applications and difficulty in grasping a narrative's features at a glace. It was assumed that Character-net could be improved with the introduction of information design. Against the backdrop, the paper first provides a brief explanation of visualization design found in the data information design area and investigates research cases focused on the visualization of narratives present in videos. Next, key ideas of Character-net and its technical differences from existing studies have been introduced, followed by methods suggested for its potential improvements with the help of design-side solutions.

A Study on the Product Design Process in I-Business Environment Focusing on Development of the Internet-based Design Process - (e-비지니스환경에서의 제품디자인 프로세스에 관한 기초연구-인터넷기반의 디자인 프로세스 개발을 중심으로-)

  • 이수봉;이돈희
    • Archives of design research
    • /
    • v.16 no.1
    • /
    • pp.181-198
    • /
    • 2003
  • The purpose of this study is to develop a on-line design tool for effectively coping with e-Business environment, or product design process into a Cyber model for traditional manufacturers which attempts new product development under such environment. It was finally developed as a model named $\ulcorner$Design Vortal Site; e-BVDS) that was based on the structure and style of internet web site. Results of the study can be described as follows ; \circled1 e-Business is based on the Internet. All processes in the context of e-Business require models whose structure and method of use are on-line styles. \circled2 In case that a traditional manufacturing business is converted into e-Business, it is better to first consider Hybrid Model that combines resources and advantages of both such traditional and digital businesses. \circled3 The product design process appropriate for e-Business environment has to have a structure and style that ensure utilization of the process as an Internet web site, active participation by product developers and interactive communication between participants in designing and designers. \circled4 $\ulcorner$e-BDVS) makes possible the use of designers around the wend like in-house designers, overcoming lack in creativity, ideas and human resources traditional business organizations face. However, the operation of $\ulcorner$e-BDVS$\lrcorner$ requires time and budget investments in securing related elements and conditions. \circled5 Cyber designers under $\ulcorner$e-BDVS$\lrcorner$ can easily perform all design projects in cyber space. But they have some limits in playing a role as designers and they have difficulty in getting rewards if such projects completed by them are not finally accepted. \circled6 $\ulcorner$e-BDVS) ensures the rapid use of a wide range of design information and data, reception of a variety of solutions and ideas and effective design development, all of which are not possible through traditional processes. However, this process may not be suitable to be used routine process or tool. \circled7 $\ulcorner$e-BDVS$\lrcorner$ makes it possible for out-sourcing or partners businesses to overcome restrictions in time and space and improve productivity and effectiveness. But such they may have to continue off-line works that can not be treated on-line.

  • PDF

A Methodology for Consistent Design of User Interaction (일관성 있는 사용자 인터랙션 설계를 위한 방법론 개발)

  • Kim, Dong-San;Yoon, Wan-Chul
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.961-970
    • /
    • 2009
  • Over the last decade, interactive devices such as mobile phones have become complicated drastically mainly because of feature creep, the tendency for the number of features in a product to rise with each release of the product. One of the ways to reduce the complexity of a multi-functional device is to design it consistently. Although the definition of consistency is elusive and it is sometimes beneficial to be inconsistent, in general, consistently designed systems are easier to learn, easier to remember, and causing less errors. In practice, however, it is often not easy to design the user interaction or interface of a multi-functional device consistently. Since the interaction design of a multi-functional device should deal with a large number of design variables and relations among them, solving this problem might be very time-consuming and error-prone. Therefore, there is a strong need for a well-developed methodology that supports the complex design process. This study has developed an effective and efficient methodology, called CUID (Consistent Design of User Interaction), which focuses on logical consistency rather than physical or visual consistency. CUID deals with three main problems in interaction design: procedure design for each task, decisions of available operations(or functions) for each system state, and the mapping of available operations(functions) and interface controls. It includes a process for interaction design and a software tool for supporting the process. This paper also demonstrates how CUID supports the consistent design of user interaction by presenting a case study. It shows that the logical inconsistencies of a multi-functional device can be resolved by using the CUID methodology.

  • PDF

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
    • /
    • v.22 no.1
    • /
    • pp.98-103
    • /
    • 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.

Efficient way to input text through eye gazing method. (시선입력 인터페이스 시스템의 효율적 문자입력 방법)

  • Kwon, O-Jae
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.289-298
    • /
    • 2007
  • The EGI system is a new communication method in limelight for helping disabled users to input and handle information on the computer more easily. However, due to the EGI system's "JEM(Jittery Eye Movements)" generation, it actually increases heavy psychological and physiological stresses for the user to input or perceive the target information on a machine. This study illustrates how to resolve this "JEM" issue and suggests a method that is easy and simple to be controled by anyone. A demo tool was built and tested to find and prove the reasons for "JEM" This test shows that that the case with snap up is less stressful than without to input text as a final result of the test evaluation in both psychological snap up and physiological brain wave test. Postnatal or naturally acquired, it is found that the disabled can have opportunities for smoother communication, and a possible efficient system development for better communication.

  • PDF

A Research on Expansion of Library Service by Using QR Code (QR코드를 활용한 도서관 서비스 확장 방안에 관한 연구)

  • Park, Jin-Hee
    • Journal of Korean Library and Information Science Society
    • /
    • v.43 no.1
    • /
    • pp.321-347
    • /
    • 2012
  • Recently, the expansion of smart phones, wi-fi. and unlimited service changed our life style from personal computer based to mobile device based. With this trend, a lot of companies and government facilities use QR code as an advertising material, and now the QR code is very popular service in our ordinary life. In the meantime, libraries in abroad and university libraries started using QR code in library service about 2 or 3 years ago, and domestic libraries started using it in service due to the increase of establishment of mobile Library websites. In this research, starting with looking into the literature, I analyzed the examples of the use of QR code in libraries. On the base of it, I drew a QR code library service model, and what needs to be considered for the use of it.

Timing Optimization of Real-Time System Design for Embedded Systems (Embedded System Design을 위한 Real-Time System의 최적화된 Timing효과의 구현)

  • Park, Eun-Jung;Jeong, Tai-Kyeong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.10 no.3
    • /
    • pp.564-570
    • /
    • 2006
  • This paper presents a new real-time system design methodology for embedded system as well as event-driven real time application. It is required to implement a deadline handling mechanism in order to satisfy a large-scale distributed real time application. When we design real time system, it has handled a deadline and is important to measure / control a timing issue. These timing constraints usually associated with an interface between model and system. There are many case tools that supporting a real time application, for example, UML, graphic language for designing real time system, but they cannot provide efficient way to handle deadline miss. Therefore, users have to design deadline handler manually when they need to use it. This paper contributes solving the problems of user-level deadline handling for an embedded system. Also, it also discusses an efficient deadline handler design mechanism using on RoseRT, which is a graphical CASE tool supporting from UML.