• Title/Summary/Keyword: 디자인 프로토타입

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Development of the Urinal of Emotional Type with Screen converging with Public Culture. (공공문화와 융합된 감성형 영상 소변기 개발)

  • Choi, Tae-Ok;Lee, Ga-Yeon
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.191-198
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    • 2017
  • This study offers the possibility of a new integrated product of video technology and public culture content. The Development of 'the Urinal of Emotional Type with Screen' will introduce a new sanitary pottery product and it will be a new attempt to combine hygiene pottery product with high-tech electronic product. It is a product development idea that presents the new marketability of the sanitary pottery product with the improvement of awareness of the restroom and the idea of wit through public information notification and advertisement effect. For the commercialization of the product, the prototype will be made through a separate production process with the design of this project, through 3D rendering, 3D mockup and so on. Various product expansions can be consulted with manufacturers after that. It is a new approach of image making with high quality and differentiated pricing strategy, that targeting small-scale business, such as franchise coffee shops and liquor stores with high quality and differentiated pricing strategy, and it will lead the market trend with various marketing availability through differentiated video contents.

Developing a Prototype of Learning Epistemic Frame using Computer based Learning System: Learning Analytics (인식론적 프레임 학습을 위한 컴퓨터 기반 교육프로그램 프로토타입 개발: 학습분석 중심으로)

  • Choi, Younyoung;Seo, Donggi
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.23-29
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    • 2018
  • There is a growing interest in computer based learning system that can learn a new concept of epistemic frames in response to the demands of $21^{st}$ century Skills. However, there is little research on the theoretical models for the epistemic frames applicable in the changing educational environment and the measurement theories (Psychometric theory, Learning Analytics) that can be evaluated. Therefore, in this study, we propose the core elements of the learning system prototype that can educate the epistemic frames in the practical community. Furthermore, this study explores and suggests an appropriate psychometric measurement theory (learning analytics) that allows us to measure, infer, and evaluate a learner.

A Developing a Teaching-Learning Model of Software Education for Non-major Undergraduate Students (비전공 학부생 대상의 SW 교육을 위한 교수-학습 모델 개발)

  • Sohn, Won-sung
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.107-117
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    • 2017
  • here are many cases that take a software education as a required course for non-major students in university curriculums. However, non-major students are experiencing various difficulties in the process of learning programming languages, and there is also the opposite opinion in terms of their effectiveness. In this study, we developed a design based software education model (DBSEM) and curriculum to solve these problems and applied it to undergraduate non-undergraduate students for the last 8 years. In the proposed method, we provide a specialized educational tool such as 'block-based programming tool', but developed 'core module' and 'concept learning module' for computational thinking and applied 'prototype design module' and coding strategy based on it. As a result, non-major undergraduates could easily learn block-based scripting tools and acquire core concepts of computational thinking.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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Augmented Presentation Framework Design and System Implementation for Immersive Information Visualization and Delivery (몰입적 정보 표현과 전달을 위한 증강 프레젠테이션 디자인 및 시스템 구현)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.5-13
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    • 2017
  • Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.

A Design of Open GIS Compliant Object Web (개방형 GIS 표준에 따른 오브젝트 웹 시스템 설계)

  • Park, Ki-Ho;Jeong, Jae-Gon
    • Journal of Korea Spatial Information System Society
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    • v.1 no.2 s.2
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    • pp.47-62
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    • 1999
  • To meet the interoperability requirements associated with geospatial data access and geoprocessing, much efforts to design prototypical systems conforming to $OpenGIS^{TM}$ specification has been made. With respect to Object Web GIS, however, current internet mapping technology mainly focuses on either developing mapping libraries or client applications regardless of the future needs for interoperability such as an integration of $OpenGIS^{TM}$ standard for CORBA. In this paper, we propose an $OpenGIS^{TM}$ compliant mapping kernel. OpenViews, which is designed to meet those requirements. The kernel of OpenViews encapsulates the process of acquiring geospatial data in the format of $OpenGIS^{TM}$ Geometry through ORB(Object Request Broker). OpenViews, being designed based on well-known design patterns, is a highly extensible in that programmers can easily customize it on the object oriented architecture. The components implemented in OpenViews are CORBA/Java objects, and as such are portable and scalable in a networked environment. A companion package, OpenBroker, is also developed as a portable geoprocessing application server to facilitate the implementation and configuration of server side CORBA objects. It can be used for implementing objects for spatial analysis service which would be independent of legacy spatial database systems in many cases. OpenViews, together with OpenBroker, has been successfully prototyped using the technologies including EJB and servlet as the core components of an Open GIS compliant internet mapping.

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A Study on Designing a System for Effective Anaesthetic Procedure in the Near Future (근 미래 수술실에서 효율적인 마취과정을 위한 시스템 디자인 연구)

  • Yang, Sung-Ho
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.19-26
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    • 2008
  • In the medical environment today, new technology has compelled new work paradigm, as it has been other areas of our lives. However it is very difficult to see the changes that have been taken place, even though new computer technology has changed the medical industry so rapidly. In this study, new concept of human computer interaction focusing on tangible interaction for anaesthetic procedure in an operating theatre has been explored with a 5 years technological and social perspective. This project is not intended to redesign the equipment itself but to focus on enhanced human computer interaction concepts. The exper iment shows that how new technology affects anaesthetic nurses' work in an operating theatre in the near future to improve quality of the medical service by helping to increase work efficiency and enhance patient satisfaction. As a result of the study, the KEY brings new visions to the anaesthetic nurses via various types of interaction. Thanks to the KEY, the nurse is really free from the machines so that he can keep attention to patient most of the time during the whole operation. The discussion in this study is still preliminary, and further elaboration is strongly needed. It might be certain that additional further studies, such as high-fidelity prototyping and logistical user testing, should be followed not only to refine and communicate the ideas to audiences, but as a means of stimulating and generating further ideas.

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System-level Hardware Function Verification System (시스템수준의 하드웨어 기능 검증 시스템)

  • You, Myoung-Keun;Oh, Young-Jin;Song, Gi-Yong
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.2
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    • pp.177-182
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    • 2010
  • The flow of a universal system-level design methodology consists of system specification, system-level hardware/software partitioning, co-design, co-verification using virtual or physical prototype, and system integration. In the developing process of a hardware component in system, the design phase has been regarded as a phase consuming lots of time and cost. However, the verification phase in which functionality of the designed component is verified has recently been considered as a much important phase. In this paper, the implementation of a verification environment which is based on SystemC infrastructure and verifies the functionality of a hardware component is described. The proposed verification system uses SystemC user-defined channel as communication interface between variables of SystemC module and registers of Verilog module. The functional verification of an UART is performed on the proposed verification system. SystemC provides class library for hardware modeling and has an advantage of being able to design a system consisting hardware and software in higher abstraction level than register transfer level. Source codes of SystemC modules are reusable with a minor adaptation on verifying functionality of another hardware component.

A Study on the Efficient Human-Robot Interaction Style for a Map Building Process of a Home-service Robot (홈서비스로봇의 맵빌딩을 위한 효율적인 휴먼-로봇 상호작용방식에 대한 연구)

  • Lee, Woo-Hun;Kim, Yeon-Ji;Kim, Hyun-Jin;Yang, Gyun-Hye;Park, Yong-Kuk;Bang, Seok-Won
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.155-164
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    • 2005
  • Home-service robots need to have sufficient spatial information about the surroundings for interacting with human intelligently and performing services efficiently. It is very important to investigate the efficient interaction style that supports map building task through human-robot collaboration. We first analyzed map building task with a cleaning robot and drew 4 design factors and tentative solutions, including map building procedure (task-preferred procedure/space- preferred procedure), LCD display installation (robot/robot+remote control), navigation method (push type/pull type), feedback modality(GUI/GUI+TTS). The design factors and tentative solutions were defined as independent variables and levels. This research investigated how those variables affect to the human task performance and behavior in map building tast. 8 kinds of experiment prototypes were built and usability test among 16 house wives was conducted for acquiring empirical data. As the experiment result, in terms of map building procedure, space-preferred procedure indicated better task performance than task-proffered procedure as we expected. For the LCD display installation factor, remote control with LCD display indicated higher task performance and subjective satisfaction. In robot navigation method, it was very difficult to find a significant difference between push type and pull type which contrary to our expectation. In fact, push type indicated higher subjective satisfaction. Also in feedback modality, we have acquired negative feedback an additional TTS operation guidance. It seems that robot's autonomy before achieving spatial information is rudiment condition which means users are just interacting with a mobile appliance. Thus they prefer remote-control-based interaction style in robot map building process as they used in traditional appliance control.

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Evaluation of Correlations in Copier's Button and Usability (복사기 조작버튼에 따른 사용성 상관관계 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.595-603
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    • 2013
  • Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.