• Title/Summary/Keyword: 매커니즘 디자인

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A New Effective Mobile Crowdsourcing Control Scheme Based on Incentive Mechanism (인센티브 매커니즘에 기반한 효율적인 이동 크라우드소싱 기법에 대한 연구)

  • Park, Kwang Hyun;Kim, SungWook
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.1
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    • pp.1-8
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    • 2019
  • In this paper, we design a new mobile crowdsourcing control scheme based on the incentive mechanism. By using a novel incentive mechanism, mobile nodes can get the maximum payoff when they report their true private information. As mobile nodes participate in the overlapping coalition formation game, they can effectively invest their resource while getting the higher reward. Simulation results clearly indicate that the proposed scheme has a better performance than the other existing schemes under various mobile crowdsourcing environments.

A Study on the Expressive Factors of Exhibition Space (전시공간의 표현요소 연구)

  • 김준호
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.46-47
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    • 2000
  • 전시공간에는 공간성과 시간성이 교차한다. 구조화된 공간은 시간적 인식 매커니즘으로 개별 시퀀스의 맥락적 합으로 인식된다. 그것은 마치 한편의 영화를 감상할 때나 전통 중국음식을 음미할 때에 잔상, 잔미의 연속적 롤 플레잉의 과정과 유사하다. (중략)

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Research for Design Specialization Education strategy (디자인특성화 교육전략 연구)

  • Park, Young-Jin
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.481-488
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    • 2019
  • A change request in design education is a phenomenon manifested by changes in the value of the industry and market demands. Changes in external requirements and internal values that affect the design industry today are shifting from consumer-centered design to stakeholder-centered design. At the center of these changes, design education should be transformed into an educational mechanism that conforms to the characteristics of each field and design specialization should coincide with the direction of the capitalist market. Design specialization must realize the policy of education in economic value first, and should be changed to a design process that enhances rationality and efficiency from the previous apprenticeship education.

A study on the Semiotic about 3D animation (3D애니메이션 <슈렉2>에 관한 기호학적 연구)

  • Jung, Joo-Youne
    • Archives of design research
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    • v.17 no.4
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    • pp.327-336
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    • 2004
  • The cultural production of meanings is becoming more and laden with the intricacies of signs and symbols in our times. The idea of 'character' is important as an intermediation for information and an essential characteristic of "the object" experienced through the sence of sight. Character is symbolicin its form but also in its iconic markings. Motion Picture Animation makes Character not just an expression of an image but visual communication that expands the action of meaning piled up, sign upon sign. The analysis of 'character' suggests that motion picture animated characters could play an important role as a cultural mode leading to new styles not merely as an aesthetic mechanism. The study there with analyzed animated character systematically to discem where the sign phenomena shows up in social conventions under the semiotic rigor of Peirce's concepts of icon, index, and symbol.

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A Study on Colorization of Industrial Products of Korean Make - Focused on the reflection of the Panorama exhibited during the perior of the sixties and seventies of the Previous Century - (한국 산업 제품의 색채 연구 - 1960-70년대 산업화 시기를 중심으로 -)

  • Lee, Ok-Bin
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.215-224
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    • 2005
  • With the recent increase of sensitivity to decors, there has been an ever-increasing significance of exhibiting the beauty of the outer looks of an article. This trend has necessarily led to the diversification and also specialization of the color scheme activities. And so, it is inevitable that we should form the substantial ideas of the color scheme and further on, enhance the efficacy of its orientation under the prevailing circumstances. Now, we come to a realization that we must first take a glance at the whole picture of the arrays of color embedded in a variety of articles in the sixties and seventies of the 20th century, a bold introduction of color designs, thereby tracing the birth of color designs and finding a meaning in its mechanism. This study begins with the obtaining of a large collection of articles in those days, along with the literature on the commercial effects color suggest, and looking into the background of their trend and finding a meaning that underlies what these colors suggest. The general idea of those color designs exemplifies that the color selection was none other than the simplicity and convenience in the making of things in doser relation to the easy selling. With the advance of material quality and enhancement of the industrial idealism, it has been proved that color plays an important role in depicting the image of quality and tastes of class. In that role color has been given the indicator of visual delights and differentials in quality articles. All this has been reflected in a diversity of articles: for instance, white for household appliances, prime color for living necessaries and natural color for the decore like furniture. Formerly, after all, people used to have little regard for color. What is color for, it was thought, in relation to the selling image of articles? That is wily our preceding generation pays attention only to the first-hand looks of articles, neglecting the intensive study on color. We are beginning to understand what image a certain color scheme evokes in our feeling.

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A Study on Interaction Mechanism and Narrative Style of Indie Games (인디게임의 인터랙션 매커니즘과 서술방식 연구)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.17-26
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    • 2014
  • This Paper discusses about the popularity of indie games that have recently caught spotlight from multiple platforms by finding the reason from the games' innovative way of interaction and new attempts in narrative style, and the objective is a preliminary study on indie games' game design, storytelling and it's prestige. This paper focuses on the aspects of indie games compared to established studio games by means of interaction mechanism, directing style and narrative style, and analyzed it with examples. In addition, it looks into examples of Korean indie games entering global platforms such as Steam.

The Implications of Amore-Pacific's New Office Landscaping Through the Ground Theory (근거이론을 통해 본 아모레퍼시픽 신사옥 조경의 함의)

  • Park, Seong-uk;Hong, Youn-Soon;Kim, Woo-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.6
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    • pp.84-95
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    • 2022
  • The landscaping of Amore-Pacific's new building has received various awards since its construction. This study attempted to identify the mechanisms of planning, design, and construction of this project through the ground theory. The results of the study are summarized as follows. The client's place attachment of the sites, which was the company's parent, was the driving force for an international design competiton in which architecture and landscaping were integrated. After that, in the detailed design stage for the actual implementation of the contest-winning plan, competent local designers and contractors were selected, and a consultative body was operated to engage in various opinions and promote rational decision-making. As for consultative body's operation method, simulation, physical model production, and detailed drawings were created after sharing opinions, and landscape design supervision played a major role. Establishing consistency in design and construction through integrated planning and landscape design supervision is required to cultivate craftsmanship and foster landscape coordinators in today's industrialized practice. The accumulation of related follow-up studies and supplementation of the system is anticipated.