• Title/Summary/Keyword: 설계순위

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A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.

Design of a Forwarding Engine Supporting Application-based Differential Services in MPLS ATM System (MPLS ATM 시스템에서 응용 기반 차별화 서비스를 지원하는 포워딩 엔진의 설계)

  • Kim, Eung-Ha;Jo, Yeong-Jong
    • The KIPS Transactions:PartC
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    • v.9C no.1
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    • pp.55-64
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    • 2002
  • A number of MPLS ATM systems have been proposed to increase the access speed of current rooters, which only support the beat-effort service. However, the MPLS ATM systems have to support the so-called differential service, which discriminates the applications according to the servile clads because they do not be satisfied the Internet users who use diverse applications. In this paper, to support this differential service a detailed forwarding procedure based on a LSP control method and an application-based marking algorithm is suggested. The LSP control method establishes several different LSPs for each FEC according to the service class and the application-based marking algorithm chooses a proper differential service depending on the application category. Also, a design scheme of forwarding engine, which can be easily implemented with a minimum modification of existing MPLS ATM systems is proposed. And, the best simulation result of high priority application category is gained when the proposed forwarding algorithm is compared with existing algorithms.

Design and Implementation of Real-Time Operating System for a GPS Navigation Computer (GPS 항법 컴퓨터를 위한 실시간 운영체제의 설계 및 구현)

  • Bae, Jang-Sik;Song, Dae-Gi;Lee, Cheol-Hun;Song, Ho-Jun
    • The KIPS Transactions:PartA
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    • v.8A no.4
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    • pp.429-438
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    • 2001
  • GPS (Global Positioning System) is the most ideal navigation system which can be used on the earth irrespective of time and weather conditions. GPS has been used for various applications such as construction, survey, environment, communication, intelligent vehicles and airplanes and the needs of GPS are increasing in these days. This paper deals with the design and implementation of the RTOS (Real-Time Operating System) for a GPS navigation computer in the GPS/INS integrated navigation system. The RTOS provides the optimal environment for execution and the base platform to develop GPS application programs. The key facilities supplied by the RTOS developed in this paper are priority-based preemptive scheduling policy, dynamic memory management, intelligent interrupt handling, timers and IPC, etc. We also verify the correct operations of all application tasks of the GPS navigation computer on the RTOS and evaluate the performance by measuring the overhead of using the RTOS services.

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Design and Implementation of CORBA based on Multi-Threaded in Open Network Environments (개방형 네트워크 환경을 위한 멀티쓰레드 기반 코바 설계 및 구현)

  • Jang, Jong-Hyeon;Lee, Dong-Gil;Han, Chi-Mun
    • The KIPS Transactions:PartC
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    • v.9C no.2
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    • pp.213-220
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    • 2002
  • Distributed competing system gives a new system architecture to be taken into consideration for solving the problems of interoperability of heterogeneous systems. In the present paper, CORBA based on multi-threaded interoperates with software blocks at physically isolated hardware. We show how archives optimal CORBA system from analysis of required functions, implementations of protocols and benchmarking of system performance in the Open Multi-service Network System Environment. The core features of our CORBA system are restricted Quality of Service based on priority, timeout service and exception status information notify to the related software blocks. And the objectives are design and implementation of high performance multi-threaded middleware and satisfied with extendibility, flexibility and stability of CORBA platform.

The Design of Gamification to Improve Youth's Creativity : The Cases of 'Idea League' and 'Idea Company' (청소년의 창의성 향상을 위한 게이미피케이션 설계 방안 : '아이디어 리그' 및 '아이디어 컴퍼니' 사례)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong;Lee, Hwanjoo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.47-60
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    • 2019
  • This study presents the cases of 'Idea League' and 'Idea Company' designed to improve the creativity of youth, the protagonist of the future startup in 'Idea Maru' platform. The 'Idea League' is a service where youths suggest ideas about questions that require creativity, and it can be fun to compete rankings of ideas or directly evaluate other ideas. Besides, 'Idea Company' is a service for youths to establish a virtual company, and they can receive mentoring and simulated investment for the established virtual company. The result of this study suggests that gamification can be applied in non-game areas, and it will contribute to spreading positive perception of the game.

A Convergence study on Interpersonal Relationship Skills and Job Stress among Social Welfare Residential Facility Worker: Focusing on Intervention through TSL program (사회복지생활시설 종사자의 대인관계 기술과 직무스트레스에 관한 융합 연구: TSL 프로그램 개입을 통한 의생명과학적 효과 검증)

  • Choi, Jang Won
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.227-236
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    • 2019
  • The purpose of this study is to examine the effect of TSJ-JSM (Job Stress Management) program, which was developed for improving interpersonal relationship and mitigating job stress among social workers through convergence methods with biomedical and social scientific measurements. In order to achieve the purpose, utilizing quasi-experimental design with non-equivalent control group design was applied. Participants were recruited among social welfare residential facility workers with volunteer intention, and 21 participants divided into three groups randomly: experimental, comparison, and control groups consisted of 7 workers respectively. TSL-JSM program consisted of 12 sessions were implemented to experimental group, on the other hands, other employee assistant program with 12 stages was applied to comparison group. Data analysis for verification of TSL-JSM program was conducted with SPSS 25.0. Both social scientific and biomedical scientific measures show that TSL-JSM program has most strong effects on enhancing interpersonal relationship skills and allaying level of job stress by levels of increased HRV SDNN and decreased Corisol.

System Specification-based Design and Verification of Mobile Patient Monitoring System (이동 환자 상시 모니터링 시스템의 시스템 명세 기법 기반 설계와 검증)

  • Choi, Eun-Jung;Kim, Myuhng-Joo
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.161-167
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    • 2010
  • To realize the U-healthcare system, the mobile patient monitoring system is of the essence. In this monitoring system, a patient's real-time data on biometrics and location must be transferred to predeterminate destination server ceaselessly. As the number of mobile patients increases steadily or mobile patients are moving into some specific area, the load balancing solution to real-time data congestion problem is needed. In this paper, we propose a new mobile patient monitoring system with Torus topology where three layers are connected hierarchically and the intermediate layer takes charge of priority-based load balancing. For the formalized design and verification of proposed system, we describe the overall structure with connectivity among its components and implement major components in pseudo-code by adopting a system specification-based approach. This approach makes the design and verification of our mobile patient monitoring system more flexible and accurate.

Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

Design of a multimedia interface for the description of human error caused nuclear power plant trips (인적오류로 인한 원자력발전소 고장정지 사건묘사를 위한 멀티미디어 인터페이스 설계)

  • 박근옥
    • Proceedings of the ESK Conference
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    • 1993.10a
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    • pp.65-75
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    • 1993
  • 원자력발전소에서 발생하는 고장정지 사건에 내포된 인적오류의 발생내용을 흥미있고 현장감 있게 묘사시킴과 동시에 종사원들의 인적오류를 저감시키기 위한 새로운 교육훈련방 법으로써 멀티미디어 기술의 사용을 고려하였다. 즉, 컴퓨터 환경하에서 숫자와 텍스트, 음 향 및 음성, 그래픽, 애니메이션, 화상 등의 미디어를 사용하여 인적오류로 인한 고장정지 사건발생의 내용을 전달하는 새로운 교육훈련 방법을 사용하는 것이다. 이를 위하여 고장정 지 사건과 관련한 원자력발전소 구성정보와 종사원의 활동정보를 입출력하기 위한 멀티미디어 인터페이스를 설계하였다. 설계는 멀티미디어 제공환경 구축과 인터페이스 운영논리 설정의 두단계로 구성한 절차에 따라 수행하였다. 멀티미디어 인터페이스는 원자력발전소 구성정보를 설계하여 저장시켜둔 퍼스널 컴퓨터 환경하에서 운영되며, 입력 및 출력의 두가지 인터페이스 를 갖는다. 입력 인터페이스는 인적 오류를 포함한 고장정지 사건의 발생내용을 숫자, 텍스트, 음성 미디어로 받아들여 출력 인터페이스에서 사용될 수 있도록 미디어 결합을 수행하고, 컴퓨터 저장장치에 저장하는 기능을 수행한다. 출력 인터페이스는 저장장치에 기록된 내용을 판독하여 고장정지의 진행경위와 인적오류의 발생내용을 숫자, 문자, 텍스트, 음성, 음향, 그래픽 애니메 이션, 정지화상으로 원자력발전소 종사원들에게 출력시켜 주는 기능을 수행한다. 멀티미디어 출력정보는 사용자가 CRT 화면에 제공되는 버튼 또는 Click Touch 메뉴를 사용함에 따라 이전, 이후의 출력정보로 전이할 수 있도록 하였다.상대적으로 중요한 검사 항목으로 나타났다. 또한 상대적 중요도 결과를 적용한 적성검사 성적이 적용하지 않은 적성검사 성적에 비해 비행성적에 대한 예측 능력이 좋은 것으로 평가되었다.al age)가 있다는 것을 의미하는 것이다. 한편, 생산현장에서는 자동화, 기계화가 진보되어 육체적인 노동이 경감된 결과, 중고령자라도 할 수 있는 작업이 많아지고 있다. 또, VDT (Visual Dislay Terminal) 작업과 같은 정보처리 작업의 수요가 증가하여 그 인재의 부족이 지적되고 있다. 따라서 중고령자의 기능을 조사하여 어떠한 작업에 적합한가를 판단하는 것이 중요한 과제로 되었다. 그러나 노동에는 많은 기능이 관여 하고, 그 내용에 따라서 요구되는 기능이 서로 다르기 때문에 노동적응능력의 기본적인 기능으로 보여지는 것에 좁혀서 작업능력의 연령증가 변화에 대하여다원적 평가를 하는 것이 실제적이라고 할 수 있다. 따라서 본 연구에서는 인간이 가지고 있는 다수의 기능중에서 수지교 치성과 연령증가와의 관계를 조사한다. 만약 연령증가 만으로 수지교치성을 평가 할 수 없는 경우에는 어떠한 요인이 수지기민성의 변화에 영향을 미치는가를 검토한다.t list)에서 자동적으로 사건들의 순서가 결정되도록 확장하였으며, 설비 제어방식에 있어서도 FIFO, LIFO, 우선 순위 방식등을 선택할 수 있도록 확장하였다. SIMPLE는 자료구조 및 프로그램이 공개되어 있으므로 프로그래머가 원하는 기능을 쉽게 추가할 수 있는 장점도 있다. 아울러 SMPLE에서 새로이 추가된 자료구조와 함수 및 설비제어 방식등

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원전 제어실의 인간공학 실험평가연구현황

  • 이현철;오인석;차경호;심봉식
    • Proceedings of the ESK Conference
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    • 1994.04a
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    • pp.157-157
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    • 1994
  • 원자력발전소 운영의 중추적 역할을 담당하고 있는 운전원과 발전소시스템 사이에서 발생하는 인간공학적 요인(인적요인)은 다중방호벽의 존재와 자동화 기술의 확대에도 불구하고 원전의 가동 성 및 안전성을 위협하는 최대의 요인이다. 최근 원자력발전소 시스템에 고도화된 전자공학 및 인공 지능기술 등이 반영되고 있는 추세이나 이러한 기술의 도입이 운전원과의 복합적 상호작용관점에서 원전의 안전성과 효율성에 적합한가를 실험적으로 평가할 수 있는 실험평가기술의 확보가 필요한 실정이다. 한국원자력연구소에서는 차세대 주제어실의 설계 및 평가를 위한 실험적 자료의 생성 및 설계 대안의 평가를 위한 기술확보라는 목적을 가지고 1992년도부터 수행하고 있다. 1992년도(1차년 도)에는 새로운 주제어실에서 실험적으로 평가해야 할 평가항목을 구체화하였고, 4년간의 연구추진 내용을 설정하였다. 기존의 원자력산업계에서 요구하고 있는 인가/허가 요건, 사업자요건서, 인간 공학분야에서 제기하고 있는 문제점 등을 분석하여 10개의 실험평가항목을 도출하였으며, 실험평가 항목을 실제로 실험을 통하여 연구하기 위한 장비 및 설비 그리고 소요기술 등을 고려하여 연구방향을 설정하였다. 1993년도(2차년도)에는 차세대 주제어실의 특징을 규명하고 실험연구의 대상시스템을 설정하였다. 설정된 대상시스템을 기능별로 분석하여 설계변수를 도출하였으며, 인간공학 실험실의 구축에 필수적인 원자력발전소 시뮬레이터의 기능요건 및 실험실의 구성요건 등을 개발하고 있다. 3차년도부터는 인간공학실험을 수행하면서 자료분석체계의 개발, 원전직무 시나리오의 개발, 측정방법의 개발, 인간공학 실험실의 설계, 구축 및 검증, 평가기법 연구, 실시간 자료수집체계의 개발 등을 수행할 예정이며, 연구종료시점인 1996년도(5차년도)에는 원자력발전소 주제어실의 인간공학적 평가를 위한 실험 환경의 구축 및 실험평가기술의 확립이라는 목표가 달성된다.하는 것으로 간주된다. 2. KR 53234 10mg/kg 정맥투여후의 최고혈중농도는 1.14ug/ml, 반감기는 0.50hr, 분포용적은 2.2L이었다. 20mg/kg 경구 투여시의 최소 혈중 농도는 0.33 ug/ml, 소실반감기는 1.5시간, AUC는 0.942ug.hr/ml, 분포용적 11L, Ka는 3.05 $hr^{-1}$ 그리고 Cl는 5.3L/hr/kg이었다. 이는 KR 53170에서와 같이 매우 적은량이 흡수되고 배설되었다. 3. KR 53170의 혈청단백 결합율은 5-500 ug/ml 범위에서 78.7-86.2%이었고 KR 53234의 혈청단백결합율은 5-100 ug/ml 범위에서 79.6-71.2%이었다.이었다.tic techniques, and we have recently cloned two of the major subunits; some of the data will be presented.LIFO, 우선 순위 방식등을 선택할 수 있도록 확장하였다. SIMPLE는 자료구조 및 프로그램이 공개되어 있으므로 프로그래머가 원하는 기능을 쉽게 추가할 수 있는 장점도 있다. 아울러 SMPLE에서 새로이 추가된 자료구조와 함수 및 설비제어 방식등을 활용하여 실제 중형급 시스템에 대한 시뮬레이션 구현과 시스템 분석의 예를 보인다._3$", chain segment, with the activation energy of carriers from the shallow trap with 0.4[eV], in he amorphous regions.의 증발산율은 우기의 기상자료를 이용하여 구한 결과 0.05 - 0.10 mm/hr 의 범위로서 이로 인한 강우손실량은 큰 의미가 없음을 알았다.재발이 나타난 3례의 환자를 제외한 9례 (75%)에서는 현재까지 재발소견을 보이지 않고 있다. 이러한 결과는 다른 보고자들과 유사한 결과를 보이고 있

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