• Title/Summary/Keyword: 디지털 세계

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3D Product digital camera Model on the Web and study about developing 3D shopping mall (Web 상에서 3차원 디지털카메라제품모델과 3차원 쇼핑몰 개발에 관한 연구)

  • 조진희;이규옥
    • Archives of design research
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    • v.14 no.1
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    • pp.63-70
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    • 2001
  • Thanks to the inter-connection of information servers throughout the world based on the internet technology, the new sphere which actual transaction can be made like in the visible market has become conspicuous as the virtual space. The movement to realize the new business through the cyber space has been actively ongoing. In the domestic market, a lot of corporations knowing the needs of internet shopping malls have entered into this e-business but they have not made a big success comparing with internet's potentials. And, it can be attributed to the simple planes and the limitations of information provided by the cyber malls, which means that the needs of better information transfer we apparent Accordingly, in this thesis, the research on the 3-D based products and shopping malls has been made through the inter-complementary composition between the 2-D shopping malls and 3-B ones. This research consists of 3 parts. Firstly, through the research on references and existing data, it presents the analysis on consumer's characteristics and sales limits of the internet shopping mall's products. Secondly, the background of 3-D shopping mall's advent and the virtual reality technology data are put together. Finally, it presents how the development of 3-D based product modeling and shopping malls can increase the consumer's purchase power and furthermore the directions of shopping malls to go.

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Imagining through webtoon: Webtoon-focused convergence education project in middle school (웹툰으로 상상하기: 중학교 웹툰 중심의 융합교육 프로젝트)

  • Park, Yoo-shin;Yim, Se-hee;Jeong, Hyeon-Seon
    • Cartoon and Animation Studies
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    • s.45
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    • pp.451-477
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    • 2016
  • The changes in media environments have impacted on the ways in which knowledges are formed and transmitted and therefore the relevance of the traditional school subjects have been increasingly questioned. In this context, the discourses of the reformation of the 21st century schooling have focused on convergence education and media literacy education. Therefore, it is worth paying attention to the fact that the practices of transdisciplinary integrated curriculum focusing on digital media content are grown voluntarily in schools. This research is a case study of a convergence educational project that was initiated by a middle school teacher who designed and implemented a unique program of the transdisciplinary class of Korean focusing on reading webtoons with the linked program of a 'Book Club Activity' that was a part of 'Creative Experiential Activitites'. Based on the analysis of the documents, participatory observation of a main event and the interview with the teacher, this article discusses how the webtoon-focused convergence education project might have achieved meaningful connections between a subject-focused learning and a creative experiences-focused learning; between in and out of school learning spaces; between the real and imaginative worlds; and between the boundaries of the popular culture and the arts. The main finding of the research can be summarized as follows: Firstly, webtoon as the subject of the study can be an effective medium of transdisciplinary integrated curriculum. Secondly, the convergence project based on webtoons can create meaningful learning spaces in and out of school environments in terms of creating more learner-participatory learning culture as well as connecting students' everyday lives, popular arts and their learning about culture. Another important finding of this research is the rediscovery of the teacher's role in terms of mediating the voices of students as readers in the process of constructing and implementing the integrated curriculum.

Cooperative Multi-Agent Reinforcement Learning-Based Behavior Control of Grid Sortation Systems in Smart Factory (스마트 팩토리에서 그리드 분류 시스템의 협력적 다중 에이전트 강화 학습 기반 행동 제어)

  • Choi, HoBin;Kim, JuBong;Hwang, GyuYoung;Kim, KwiHoon;Hong, YongGeun;Han, YounHee
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.8
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    • pp.171-180
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    • 2020
  • Smart Factory consists of digital automation solutions throughout the production process, including design, development, manufacturing and distribution, and it is an intelligent factory that installs IoT in its internal facilities and machines to collect process data in real time and analyze them so that it can control itself. The smart factory's equipment works in a physical combination of numerous hardware, rather than a virtual character being driven by a single object, such as a game. In other words, for a specific common goal, multiple devices must perform individual actions simultaneously. By taking advantage of the smart factory, which can collect process data in real time, if reinforcement learning is used instead of general machine learning, behavior control can be performed without the required training data. However, in the real world, it is impossible to learn more than tens of millions of iterations due to physical wear and time. Thus, this paper uses simulators to develop grid sortation systems focusing on transport facilities, one of the complex environments in smart factory field, and design cooperative multi-agent-based reinforcement learning to demonstrate efficient behavior control.

Preparatory Research prior to the Development of Consumer-Tailored 3D Printing Service Platform (소비자 맞춤형 삼차원 프린팅 서비스 플랫폼 개발을 위한 탐색)

  • Lee, Guk-Hee;Choi, Hye-Kyong
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.3-16
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    • 2017
  • With the development and proliferation of three-dimensional(3D) printers, consumers in modern society can now print products of what they want three-dimensionally at home. However, consumers themselves would have to produce digital design maps that are compatible with 3D printers and to set up the optimum printing quality and temperature, as well as to pay for maintenance and repair of 3D printers and to respond to any possible lawsuits related to intellectual property right about designs in order to make possible consumer-tailored manufacturing through 3D printing. However, in reality, since it is very difficult for consumers to respond to these issues, it is necessary to develop services that perform 3D printing on behalf of consumers in the desired direction. Motivated by this objective, this study investigated user experiences on Shapeways(www.shapeways.com), which is a global online 3D printing product and sales companies, from many viewpoints in order to obtain insight into 3D printing services and modes which were preferred by consumers. The study result showed that quantitative evaluations on usability, search process, price adequacy, re-visit intention, diversity of design, and satisfaction of design was scored low overall. Furthermore, this study acquired insight about consumer-tailored 3D printing services through constructive suggestions on multi-language support, openness of manufacturing process, simultaneous operation of online and offline sites, design-oriented consumer-tailored manufacturing service, services that ensure delivery safety and product durability, and surface finishing services. This study is expected to provide a wide range of opinions not only on 3D printing service platform development but also on related industry and research.

The Christianity Education for the Fourth Industrial Revolution Era (제4차 산업혁명 시대를 위한 기독교 교육)

  • Bong, Won Young
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.645-660
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    • 2020
  • This study attempts to look at the role that modern Christianity should play on an educational level in order to effectively prepare for the future society in the era of the fourth industrial revolution. In the coming era, various areas of human life, including human labor, are expected to be replaced by AI robots. As new alternatives, the ability to empathize effectively and educate creatively to help develop personality qualities are proposed in a rapidly changing world of uncertainty. Modern Christianity, however, has the responsibility to help solve the problems facing this era in the public as a member of the community beyond the boundaries of the church. The purpose of this study is to examine what education the modern Christianity can present to the world as a public discourse and how that should be done. This study suggests the following points on the proper education for which Christianity will participate in the era of the fourth industrial revolution. First, it is necessary to emphasize a sense of belonging through a sense of community. Second, serious considerations and preparations for education that develops creativity are needed. Third, it is necessary to establish an educational direction that encompasses the entire generation. Fourth, practical education through digital utilization should be implemented in the local community. Finally, Christianity in the era of the fourth Industrial Revolution needs to be more integrated. As the Christian community recognizes that the agenda of the community is its task, it will be able to create a co-existing and symbiotic society.

Usability Test and Investigation of Improvements of the ECDIS (ECDIS의 사용성 평가 및 개선사항 분석)

  • Lee, Bo-Kyeong
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.24 no.2
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    • pp.146-156
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    • 2018
  • The ship's chart system was changed from the use of paper chart to the ENC (Electronic Navigational Chart) using ECDIS (Electronic Chart Display and Information System). The introduction of ENC in ships is necessary for ship automation and for the digitalizing of data and integration of information, but unexpected various problems have occurred and are posing a great threat to safe navigation in the transitional period when the new system has been applied to the sea. In this paper, to assess whether ECDIS contributes to the safety of navigation for its intended purposes as new navigation equipment, a usability test of ECDIS was conducted on masters and crew who have used ECDIS on ocean-going vessels. The result was verified with a paired sample T-test, and it was significantly analyzed with the effectiveness of a simplified task; cost efficiency was decreased since ECDIS was used. By analyzing 'MSC.1/Circ.1503 ECDIS - Guidance for good practice', we found that the effects of the maintenance of ECDIS software, operating anomalies identified within ECDIS, differences between raster chart display system (RCDS) and ECDIS, and matters of identification were compounded by the overlapping information on the safety of ships. The anomalies were also grouped according to their characteristics, and we proposed suitable improvements accordingly. The reason for the reduction in efficiency in the usability test was that the problems with ECDIS were intended to be solved only with the careful use of navigational officers who did not have systematic solutions. To solve these problems, the maintenance of software, the improvement of ECDIS anomalies, the reliable ENC issuance including the global oceans, and S-mode development are a priority.

Forming Shop Analysis with Adaptive Systems Approach (적응시스템 접근법을 이용한 조선소 가공공장 분석)

  • Dong-Hun Shin;Jong-Hun Woo;Jang-Hyun Lee;Jong-Gye Shin
    • Journal of the Society of Naval Architects of Korea
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    • v.39 no.3
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    • pp.75-80
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    • 2002
  • In these days of severe struggle for existence, the world has changed a great deal to global and digital oriented period. The enterprises try to introduce new management and production system to adapt such a change. But, if the only new technologies are applied to an enterprise without definite analysis about manufacturing, failure fellows as a logical consequence. Hence, enterprise must analyze manufacturing system definitely and needs new methodologies to mitigate risk. This study suggests that the new approach, which is systems approach for process improvement, is organized to systems analysis, systems diagnosis, and systems verification. Systems analysis analyzes manufacturing systems with object-oriented methodology-UML(Unified Modeling language) from a point of product, process, and resource view. Systems diagnosis identifies the constraints to optimize the system through scientific management or TOC(Theory of constraints). Systems verification shows the solution with virtual manufacturing technique applied to the core problem which emerged from systems diagnosis. This research shows the artifacts to improve the productivity with the above methodology applied to forming shop. UML provides the definite tool for analysis and re-usability to adapt itself to environment easily. The logical tree of TOC represents logical tool to optimize the forming shop. Discrete event simulator-QUEST suggests the tool for making a decision to verify the optimized forming shop.

The Design and Application of an Inquiry-based Fieldwork Program using Wireless Mobile Devices to Investigate the Impacts of Tourism on Yangdong Village (모바일 테크놀로지 활용 탐구기반 야외조사활동의 설계와 적용: 경주 양동마을을 사례로)

  • Lee, Jongwon;Oh, Sunmin
    • Journal of the Korean Geographical Society
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    • v.51 no.6
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    • pp.893-914
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    • 2016
  • This paper describes the development of an inquiry-based fieldwork program based on Yangdong village where students explore the ways that it can develop in a sustainable way. Important considerations in an inquiry-based fieldwork design include what the key inquiry questions should be, the geographical issues of fieldwork location, the potential roles of mobile technologies, design of learning activities and a final product, and the roles of a teacher. Student fieldwork activities, including mapping land-use changes at the building level, detecting what should be changed or remain the same, and conducting interview with residents to examine their perceptions of overall tourism impacts, are supported by mobile technologies (i.e., the Collector for ArcGIS and the Google Forms). Twenty one high school students participated in a field test of the program in February 2016, which allowed authors to evaluate the program. Students' pre-, in-, and post-fieldwork activities were observed and the data and final products which they gathered and producted were analyzed. The post-program survey indicated that the students deepened and expanded their understanding of Yangdong village and expressed their satisfaction with the program in general. Incorporating mobile technologies into inquiry-based geographical fieldwork can help students involved in collaborative problem solving and creative activities in real world settings and create a shareable multimodal product combining maps, photo, and text.

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A Case Study of Producing Infographics Using Tableau Public (Tableau Public을 이용한 인포그래픽 제작 사례연구)

  • Kim, Dong Hwan
    • Spatial Information Research
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    • v.23 no.2
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    • pp.21-29
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    • 2015
  • Recently, according to the increasingly populated data, many media and organizations focus on big data, data visualization, information visualization and infographics. Domestically, Chosun.com and Hankyoreh online have improved on the data visualization field and internationally, the Guardian, Wall Street Journal, and New York Times are the leading companies on that area. Until now, many people have recognized infographics as a design-oriented product in Korea. However, one of significant data visualization programs, Tableau Public, can visualize data more efficiently. In this paper, Data Visualization Methods Quadrant for Policy Making is defined, and data analysis and producing infographics are executed. As used data, World Bank open source was adopted and using the number of passenger cars per 1,000 people, two analysis results are extracted. First, in high income group, the more GNI per capita, the lesser Slope is represented and in mid income group, the more GNI per capita positively affects to Slope. Second, in the global finance crisis, the car ownership rate was about 1.7 times than the usual state in the global economy. Through the case study, this paper suggests that the direction of producing infographics should be changed from design-oriented to data-oriented. Moreover, the data-oriented infographics should be propagated as means of scientific research and policy making.

The Aspectual Theory of the Cybercharacter (사이버캐릭터의 위상론)

  • 이선교
    • Archives of design research
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    • v.12 no.4
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    • pp.182-190
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    • 1999
  • There has been the rapid change of paradigm with the overflow of terms related to computers such as information, digital, cyber, virtual world and the change of time concept on the ground that it is common to change the world into virtual time. This study is about cybercharacters working in air-broadcasting with rapidly-developing internet, The cybercharacters including 3D animation developed from 2D animation are know to be manufactured with use of electronic mediun and computers and to exist in electronics. Though the emergence of the cybercharacters has a lot of gflnetic roots according to their objectives, they have in common that they are made by 3D graphics and they work in the virtual space, The great traits of the cybercharaters lie in the extension of interfacial function and ecological growth. In the cyberspace the interface, the meeting point between a computer and its users is the most important, The cybercharacters as medium providing new ruman interface become effective with growing interest in virtual reality, The cybercharacters also keep the ecological traits, They can also bring about added value with infusion of image and development of the network, These cybercharacters can also play the important parts in the continually developing cyberspace, The successful birth of the cybercharacter are based on, the technological power. assistance of fund and the ctrltural background, The information-entertainment of the cybercharacters functions well with the accompinimene of these three things, The cybercharacters can make a subject which keeps single issue as a central point of the virtual realty, The cybercharacters can also be connected with equity of "Korean knowledge information society" in the cultural rule of the internet and sociocul tural identity, identity.

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