• Title/Summary/Keyword: 블록디자인

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Fabrication of complete denture using conventional method and monolithic digital denture system: a case report (전통적 제작법과 모놀리식(monolithic) 디지털 의치 시스템을 이용한 상·하악 총의치 동시 수복 증례)

  • Young-Baek Park;Ga-Hyun Lee;Young-Gyun Song
    • The Journal of Korean Academy of Prosthodontics
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    • v.62 no.1
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    • pp.6-19
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    • 2024
  • With the advancement of Computer-Aided Design/Computer-Aided Manufacturing (CAD-CAM) technology, fabrication of dentures using this technology has gained popularity. As one of CAD-CAM technologies, digital complete denture system has been introduced, which fabricates complete dentures using subtractive manufacturing of monolithic block containing both the color of a denture base and an artificial tooth. In this case, two pairs of upper and lower dentures were fabricated for two patients. Two pairs of complete dentures were fabricated for a 74-year-old male and a 73-year-old female respectively by conventional denture fabrication method and digital method of milling. To obtain a digital complete denture, monolithic block (Ivotion, Ivoclar Vivadent, Schaan, Liechtenstein) was chosen for the materials to fabricate the digital complete dentures. An individual tray was designed using CAD software and manufactured by 3D printing technique. The final impression and interocclusal relationship were recorded using the fabricated individual tray. The final impression was scanned, and the complete denture design and try-in denture were 3D printed using CAD-CAM software. Subsequently, the monolithic block was milled, and the final dentures were fabricated and tried on patients. Previously mentioned two patient cases compared and analyzed stability, fit, speaking, mastication, aesthetics, and patient satisfaction of two pairs of dentures: one fabricated using CAD-CAM system and the other using traditional methods. This was performed to evaluate and report the findings from both denture-making approaches.

The Farmer Model Transformation Algorithm for the Definition of COM IDL Interfaces (COM IDL 인터페이스 정의를 위한 Farmer 모델 변형 알고리즘)

  • 박수현;민성기;김태석
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.04a
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    • pp.363-369
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    • 2000
  • Farming 이란 Farmer 모델에서 제안하는 컴포넌트 아웃소싱을 의미한다. Farming 개념을 구현하기 위하여 본 논문에서는 컴포넌트 기반 개발( Component-Based Development) 개념을 도입하였다. 컴포넌트는 컴포지션에 의한 소프트웨어 블록 재사용성을 제공하며 컴포넌트는 이들의 수행하는 기능에 대한 명세를 나타내는 인터페이스 명세모델이반드시 필요하게 된다. 본 논문에서는 Farmer 모델링 방법론에 의하여 디자인되어진 시스템을 컴포넌트 기반 개발의 인터페이스 명세모델로의 변형(Transformation ) 메카니즘인 FTI 알고리즘 및 COM IDL 과의 상호관련성에 대하여 소개한다.

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A Study on efficient transmission method using Space-Time Block Code (Space-Time Block Code를 이용한 효율적인 전송 방식에 관한 연구)

  • 이은희;박태준
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.32-35
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    • 2003
  • 공간-시간 블록 부호(STBC)는 다중안테나 시스템에서 기존 기술에 비해서 부가적인 대역폭 필요 없이 부호화 이득을 얻을 수 있다. STBC의 우수한 디자인 조건은 다이버시티 이득 관점에서는 신호 행렬들의 차가 완전 계수(Full-Rank)를 가져야 하고 코딩 이득의 관점에서는 신호 행렬들의 차의 determinant 값이 최소값을 가져야 한다. 본 논문에서는 STBC가 Full Rank 와 non-Full Rank 때 성능에 관하여 실험하였다. 시스템모델에 관하여 간략한 설명과 이 실험결과에 관하여 논의하였다. 본 논문의 실험 결과는 전송안테나와 수신안테나가 각각 4개씩, BPSK, QPSK, 8PSK 변조(modulation)을 사용하여 실험결과를 얻었다.

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UX Device Analysis Of Match 3 Puzzle Games For Color Blindness People (색각이상자를 위한 매치3 퍼즐 게임 UX장치 분석)

  • Kim, won-jae;Yoo, jae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.449-450
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    • 2019
  • 전 세계 인구 중 약 4.5%의 사람들은 유사한 색의 구분을 하지 못하는 색각이상자이다. 이들은 보통 95.5%를 고려한 디자인 속에서 살고 있으며, 많은 불편을 겪고 있다. 이는 게임에서도 쉽게 찾아볼 수 있는 현상이며, 특히 같은 색의 블록들을 찾아야하는 매치3 게임에서는 원활한 게임 진행 자체가 힘들게 된다. 본 논문에서는 색각이상자들이 매치 3 게임을 하며 겪는 경험에 대한 이해와 그 이해를 바탕으로 기존 게임들이 적용한 UX장치들에 대해 분석한다.

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A Study on Instructional Design and Effectiveness for Solving Real Life Problems based on Design Thinking (디자인 사고 기반 실생활 문제 해결을 위한 수업 설계 및 효과성 연구)

  • Bo Kyung Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.471-478
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    • 2023
  • Teaching and learning research is essential to prepare for the era of the 4th industrial revolution. We must strengthen the creative educational capabilities of prospective teachers by improving the curriculum and teaching-learning model of teacher training colleges. Future education should foster creative thinking based on communication and collaboration. In this study, we improved the future teaching and learning model and applied it to actual classes. In addition, we verified the effectiveness by conducting pre- and post-surveys on the capabilities of future creative teachers. The survey consists of common satisfaction questions and questions about future creative teacher capabilities. As a result of the analysis, we confirmed that the capacity of future creative teachers increased.

Defining of Architectural Patterns through Formalization of Architectural Styles (소프트웨어 구조스타일의 정형화를 통한 조립형 구조패턴의 정의)

  • Kung, Sang-Hwan
    • The KIPS Transactions:PartD
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    • v.9D no.5
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    • pp.877-886
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    • 2002
  • The problem of software reuse is dealt in two approaches. One is to build a new software by composing of the built-in components, and the other is to reuse architectural patterns that most of software system is generally composed of. Although the two approaches are important in design of software architecture, we could find outstanding difference in what kind of building blocks they use. The component based software design makes uses of building blocks whose contents are filled in by someone, on the other hand, the architectural pattern based software design is not interested in the contents of building blocks, but in the framework for building blocks including relationship of the building blocks. The paper purposes to find architectural patterns which are commonly found in diverse applications and help software architects reuse them in the software design process. We refine the architectural styles which is the well-known concept for software architecture design, and refine them as architectural components or templates which can be parts of software architecture.

DESIGN OF A HIGH-THROUGHPUT VITERBI DECODER (고속 전송을 위한 비터비 디코더 설계)

  • Kim, Tae-Jin;Lee, Chan-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.2A
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    • pp.20-25
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    • 2005
  • A high performance Viterbi decoder is designed using modified register exchange scheme and block decoding method. The elimination of the trace-back operation reduces the operation cycles to determine the merging state and the amount of memory. The Viterbi decoder has low latency, efficient memory organization, and low hardware complexity compared with other Viterbi decoding methods in block decoding architectures. The elimination of trace-back also reduces the power consumption for finding the merging state and the access to the memory. The proposed decoder can be designed with emphasis on either efficient memory or low latency. Also, it has a scalable structure so that the complexity of the hardware and the throughput are adjusted by changing a few design parameters before synthesis.

A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.229-238
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    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

The Semantic Zooming Method for Efficient Web Browsing on Internet-connected Digital Television (IPTV 환경에서 효율적인 웹 탐색을 위한 시맨틱 주밍 기법)

  • Chung, Ji-Hye;Lee, Hye-Jeong;Lea, Jong-Ho;Kim, Yeun-Bae
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.579-583
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    • 2008
  • Web pages with complex layout and small font size do not display well on large screen display such as TV because it has limited capabilities: long distance view, passive user attitude, limited input device like a legacy remote controller. We have designed and implemented new semantic zoom browsing facilities to support effective navigation on Internet-connected digital television with limited capabilities. Our browser performs partitioning of an HTML document content into semantic blocks. Semantic blocks present summarized information with more readable style and modified layout for optimal reading and browsing. Individual blocks can be selected by the user and zoomed in more detail information by the user. The scrolling on large display device needs more user interaction. Our browser modifies the layout of an HTML document with removing horizontal scrolling and minimizing vertical scrolling. This method allows users to easily view the web page by converting into optimal reading style and layout and to easily seek the information just with zooming.

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A Study of Visual Evaluation according to Changes in the Silhouette and Pattern of Block Dresses (블록체크 원피스의 실루엣 유형과 패턴의 크기 변화에 따른 시각적 평가)

  • Kim, Jeong-Mee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.1
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    • pp.121-133
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    • 2016
  • The purpose of this study is to recognize the differences of visual evaluation by variations in pattern and silhouette of the block dresses. The stimuli are 9 samples: 3 variations of the silhouette and 3 variations of the size of pattern. The data has been obtained from 55 fashion students and has been analyzed by using Factor Analysis, Anova, Scheffe's Test and the MCA method. The results of this study are as follows; 1) The visual evaluation by pattern and silhouette of block dresses are composed of 4 factors: lovable personality, physical characteristics, boldness, and simplicity. 2) Block dresses were evaluated to display the figure more efficiently, such as looking slimmer or taller, in the order of 2nd stage, 1st stage, and 3rd stage in every silhouette. As the patterns became bigger, straight silhouette dresses were judged to have bolder, more dignified images. 3) Block dresses were evaluated to have cute and lively images in order of hourglass silhouette, straight silhouette, and fitted silhouette in every pattern. They were evaluated to appear slimmer and taller in order of hourglass silhouette, fitted silhouette, and straight silhouette in every pattern. 1st stage and 2nd stage dresses were evaluated to have a bolder, more dignified image in order of fitted silhouette, hourglass silhouette, and straight silhouette. 4) The pattern and the silhouette of the block dresses interacted with boldness. These were the boldest, most dignified image in the fitted silhouette and 1st stage, while they were not judged so in the case of the straight silhouette and 1st stage. 5) According to the MCA regarding lovable personality and physical characteristics, the silhouette affected the visual image of the block dresses more than the pattern did. According to the MCA on simplicity, the pattern affected the visual image of the block dresses more than the silhouette.

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