• Title/Summary/Keyword: 인간 중심 설계

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The Component Design of a Diverse Sensing Data Recognition Trigger (다양한 센싱 데이터 인식 트리거 컴포넌트 설계)

  • Kim, KyeongOg;Ban, KyeongJin;Ryu, NamHoon;Jang, MoonSuk;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.770-775
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    • 2009
  • Along with the advance of USN technology in a human-oriented informatization society these days, society is quickly changing into a ubiquitous computing society in which information even between objects can be organically combined and utilized. In order to successfully build such a ubiquitous computing society, it is indispensable to have core USN technologies such as USN sensor nodes, sensor networks, USN middleware, and USN applied services that efficiently manage sensing information collected from sensor nodes, and support the abstraction function for the composition of sensor networks. In order to process the transmission event of sensing values that are generated from various USN terminal devices, this study designs a process that performs the abstraction of data for the efficient process of diverse sensing values transferred from USN and RFID terminal devices.

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A Study on Implementation of Family Tree Authoring System for Family Contents (가족콘텐츠 스토리족보(가계도) 저작시스템 설계 및 구현에 관한 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.495-501
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    • 2014
  • This research paper is applying Family Tree with Story Authoring System on the previous research study about writing tool data model on interactive storytelling about family history. In this study, primary personal information holding identity of the person such as name, birthday and family tree, given at birth, was categorized into secondary function defined as "family contents" consisting of family achievements, episodes and experiences. Family contents was restructured to be used as creative ingredients to increase the value and usage of family contents...Family Tree with Story writing system enables users to create text, images, videos and digital contents based on experimental knowledge collected from the first and second generations.

Design and Implementation of eRTOS Real-time Operating Systems for Wearable Computers (웨어러블 컴퓨터를 위한 저전력 실시간 운영체제 eRTOS 설계 및 구현)

  • Cho, Moon-Haeng;Choi, Chan-Woo;Lee, Cheol-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.42-54
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    • 2008
  • In recent years, embedded systems have been expanding their application domains from traditional embedded systems such as military weapons, robots, satellites and digital convergence systems such as celluar phones, PMP(Portable Multimedia Player), PDAs(Personal Digital Assistants) to Next Generation Personal Computers(NGPCs) such as eating PCs, wearable computers. The NGPCs are network-based, human-centric digital information devices diverged from the traditional PCs used mainly for document writing, internet searching and database management. Wearable computers with battery capacity and memory size limitations have to use real-time operating systems with small footprints and low power management techniques to provide user's QoS in spite of hardware constraints. In this paper, we have designed and implemented a low-power RTOS (called eRTOS) for wearable computers. The implemented eRTOS has 18KB footprints and the dynamic power management and the device power management schemes are adapted in it. Experimental results with wearable computer applications show that the low power techniques could save energy up to 47 %.

Realistic Expression Factor to Visual Presence of Virtual Avatar in Eye Reflection (가상 아바타의 각막면에 비친 반사영상의 시각적 실재감에 대한 실감표현 요소)

  • Won, Myoung Ju;Lee, Eui Chul;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.9-15
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    • 2013
  • In the VnR (Virtual and Real Worlds) of recent virtual reality convergence, the modelling of realistic human face is focused on the facial appearance such as the shape of facial parts and muscle movement. However, the facial changing parameters caused by environmental factors beyond the facial appearance factors can be regarded as important ones in terms of effectively representing virtual avatar. Therefore, this study evaluates user's visual feeling response according to the opacity variation of eye reflection of virtual avatar which is considered as a new parameter for reprenting realistic avatar. Experimental result showed that more clear eye reflection induced more realistic visual feeling of subjects. This result can be regarded as a basis for designing realistic virtual avatar by supporting a new visual realistic representing factor (eye reflection) and its degree of representation (reflectance ratio).

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

Design of Backrest and Seat Pan of Chairs on the Basis of Haptics-Aided Design Method (햅틱 보조 설계 기법에 기반한 의자의 등판 및 좌판의 설계)

  • Jin, Yong-Jie;Lee, Sang-Duck;Song, Jae-Bok
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.5
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    • pp.527-533
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    • 2010
  • The feeling that is evoked when products are handled has become increasingly important in the design of products primarily used by humans. In the traditional product design process, prototypes are built several times in order to evaluate the feeling evoked during use. However, these design processes can be optimized by adopting a haptic simulator that can serve as a prototype. The design method based on the use of the haptic simulator is called haptics-aided design (HAD), which is the main subject of this paper. Here, a new HAD method that can be effectively used to design a custom-made chair is proposed. A haptic simulator, which is composed of a haptic chair and an intuitive graphical user interface, was developed. The simulator can adjust the impedance of the backrest and seat pan of a chair in real time. The haptic chair was used instead of real prototypes in order to evaluate the comfort of the initially designed seat pan and backrest on the basis of their stiffness and damping values. It was shown that the HAD method can be effectively used to design a custom-made chair and can be extended to other product design processes.

Analysis of Urban Park Nightscape based on the Design-Construction Process and Current Status - Focused on Yeouido Park - (도시공원 야간경관의 조성 과정과 실태 분석 - 여의도공원을 중심으로 -)

  • Kim, Hyun-Geun;Kim, Ah-Yeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.14-26
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    • 2018
  • Light has been an essential part of human life. The advancement of technology has changed cities' nightscape and night activities in a drastic way. Lighting has influenced the identity of a city while promoting a variety of civic nighttime cultural pursuits, yet lighting design has not been considered adequately in the field of landscape architecture. This study aims to analyze the current status of lighting in urban parks through interviews with professionals, literature and regulation reviews, analysis of design documents and a field survey focused on Yeouido Park in Seoul. The findings and improvement directions are as follows. First, it is necessary to develop a specific lighting design method in order to avoid a marginalized, passive approach such as light fixture installation. Second, the existing standards of illuminance by KS A 3011 regulating only horizontal illuminance has turned out not to evaluate the current nightscape of urban parks properly. Therefore the criteria and guideline for analysis and design for nightscape should be articulated. Third, there are no design or management strategies to consider the changing landscape of urban parks, which is necessary due to the changing characteristics of park ecosystems. Lastly, detailed guidelines for distinguished spaces in urban parks should be studied and suggested.

A Study on a Digital Mirror System Offering Different Information by Distance (사용자와의 거리에 따라 다른 형태의 정보를 제공하는 디지털 거울 연구 - 사용자 니즈 분석을 중심으로 -)

  • Park, Ji-Eun;Lee, Moo-Heon;Hahm, Won-Sik;Soh, Yeon-Jung;Choi, Hea-Ju;Jung, Ji-Hong;Hahn, Min-Soo
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.43-50
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    • 2006
  • A mirror is a familiar tool for human beings who have been seeing themselves through it for a long time since it was created. As evolving Digital Technology, many approaches about digital mirrors which reflect not only the light, but also the information have been studied. Traditional mirrors on the wall do not need any special control to perform their automatic visual feedbacks, reflecting lights. On the contrary, digital mirrors can actively provide more information to the user than the traditional ones. In this paper, we propose an active digital mirror system of which functions are changed according to the user-mirror distance. First of all, we investigated users' behaviors on mirrors and categorized the interactions by user-mirror distance. Based on the previous result, we designed the user interface of the mirror, and developed a prototype which has three recognition modules: a distance measuring module using infrared sensor arrays, a user recognition module by computer vision technique, and a control perception module using infrared sensor grid. In addition, the next steps for improving the user-centered digital mirror system, and the possibility for developing a mirror-shaped computer system were suggested.

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A Study on Scientific Concepts and Teaching and Learning Methods in the Activities of the Nuri Curriculum Teacher Guidebooks for Ages 3-5 in Accordance with Themes (생활주제를 중심으로 본 3-5세 연령별 누리과정 교사용지도서 활동의 과학개념 및 교수학습방법 분석)

  • Choi, Hye Yoon
    • Korean Journal of Child Education & Care
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    • v.18 no.4
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    • pp.65-89
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    • 2018
  • Objective: The purpose of this study is to analyze the science concepts and teaching and learning methods presented in the science education-related activities of the Nuri Curriculum teacher guidebooks for ages 3-5. Methods: The research data included 772 activities related to science education in the teachers' guidebook. The analysis of science concepts was based on physical science (force and motion, physical structure, electricity and magnetism, light and shadow, sound properties), chemistry (material properties, material reaction), life science (organizational structure, growth and change, heredity and evolution, animal plant and human relationships), earth science (earth system interaction, earth system structure, and universe), engineering (designed world, engineering design, engineering, technology and society) and ecology (environment preservation). Teaching and learning methods were analyzed according to the types of small and large group activities and of free play activities. Results: Science concepts were mainly presented in the fields of engineering, chemistry, and life science commonly among children aged 3-5, whereas the concepts of physical science were lowly presented in all ages. Science concepts appeared mainly in the daily subjects of 'animal plant and nature', 'life tools', 'environment and life', and 'spring, summer, autumn and winter'. As the teaching and learning method, free paly activities (science area, free outdoor selection activity, math and manipulative activity) were mostly used for the ages of 3 and 4, and small and large group activities (cooking, story sharing, music activity) were for the age of 5. Conclusion/Implications: It is necessary to select the level of science area and concept that can be taught according to the age of children and the timing of the teaching.

Design of Riparian Buffer Zone by Citizen's Participation for Ecosystem Service - Case Study of Purchased Land along Gyeongan-cheon in Han River Basin - (생태계 서비스를 위한 주민 참여형 수변완충녹지 설계 고찰 - 한강수계 경안천변 매수토지 사례 연구 -)

  • Bahn, Gwon-Soo
    • Journal of Wetlands Research
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    • v.24 no.3
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    • pp.170-184
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    • 2022
  • The Riparian Buffer Zone(RBZ) is a sustainable social-ecological system created in the middle zone between water and land. For the RBZ, close communication with the local community is important, and it is necessary to promote it as a communicative environmental planning process. In this study, for the RBZ project, three strategies are presented as a communicative act to understand and implement planning. First, government-led projects were avoided and improved to a process in which citizens and stakeholders participated together, centered on local partnership. Second, it was intended to introduce design criterias in terms of enhancing the function of ecosystem services that citizens can sympathize with, and to increase acceptance and awareness through the planning of preferred spaces and facilities. Third, after a balanced plan for habitats, water cycle-based ecological environment, ecological experience and open space, citizens felt the restoration effect and value as an ecological resources, and a system was prepared to participate in the operation and management. This study will work as a process model based on citizens's participation. In addition, it will be possible to provide lessons for the change of the policy paradigm for the RBZ and the implementation of similar projects in the future.