• Title/Summary/Keyword: Content design

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Calculation of Information Contents in Axiomatic Design (공리적 설계에서 정보량 계산 방법)

  • Shin Gwang-Seob;Yi Jeong-Wook;Yi Sang-Il;Kwon Yong-Deok;Park Gyung-Jin
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.6 s.171
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    • pp.183-191
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    • 2005
  • Axiomatic design offers a scientific base for design in an efficient way. It is well known that it has two axioms: the Independence Axiom and the Information Axiom. Many applications of the Independence Axiom have been published, however, the Information Axiom has been mainly applied to IFR (functional requirement) - 1DP (design parameter) problems except fer a few case studies. This research presents various methods for calculation of information content. Generally, the information content is evaluated by the probability of success. The probability of success is calculated in two ranges: the FR range and the DP range. In the FR range, the graphical method is utilized with uniform distribution of the DP. In the FP range, the integration method is employed. It is noted that any distribution function of the DP can be accommodated in the integration method. The developed method can be applied to a decoupled design with multiple FRs and DPs. The developed method is extended to a coupled design and a design with a hierarchical structure of axiomatic design.

A Study on the Optimum Mix Design Model of 100MPa Class Ultra High Strength Concrete using Neural Network (신경망 이론을 이용한 100MPa급 초고강도 콘크리트의 최적 배합설계모델에 관한 연구)

  • Kim, Young-Soo;Shin, Sang-Yeop;Jeong, Euy-Chang
    • Journal of the Regional Association of Architectural Institute of Korea
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    • v.20 no.6
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    • pp.17-23
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    • 2018
  • The purpose of this study is to suggest 100MPa class ultra high strength concrete mix design model applying neural network theory, in order to minimize an effort wasted by trials and errors method until now. Mix design model was applied to each of the 70 data using binary binder, ternary binder and quaternary binder. Then being repeatedly applied to back-propagation algorithm in neural network model, optimized connection weight was gained. The completed mix design model was proved, by analyzing and comparing to value predicted from mix design model and value measured from actual compressive strength test. According to the results of this study, more accurate value could be gained through the mix design model, if error rate decreases with the test condition and environment. Also if content of water and binder, slump flow, and air content of concrete apply to mix design model, more accurate and resonable mix design could be gained.

A Design and Development of a Wireless-Wireless-linked Mobile Game Content (무무선 연동 모바일 게임 콘텐트의 설계 및 개발)

  • Ko Il Seok;Lee Jang Beom;Cho Dong Uk
    • The KIPS Transactions:PartD
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    • v.12D no.3 s.99
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    • pp.455-460
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    • 2005
  • An improvement of a mobile game content production and a service technology are bringing an explosive increase of a mobile game market. Currently serviced mobile games are using a WAP method and a download method. Because of technical problems, we couldn't develop the mobile game content which sequentially linked WAP->download and download->WAP. In this study, we design and develop the mobile game content which sequentially linked WAP->download and download->WAP. In the proposed method, we can linked the stage and the ranking information as sharing a data on real time that it is impossible in the previous mobile game content.

A Study on Flow-emotion-state for Analyzing Flow-situation of Video Content Viewers (영상콘텐츠 시청자의 몰입상황 분석을 위한 몰입감정상태 연구)

  • Kim, Seunghwan;Kim, Cheolki
    • Journal of Korea Multimedia Society
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    • v.21 no.3
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    • pp.400-414
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    • 2018
  • It is required for today's video contents to interact with a viewer in order to provide more personalized experience to viewer(s) than before. In order to do so by providing friendly experience to a viewer from video contents' systemic perspective, understanding and analyzing the situation of the viewer have to be preferentially considered. For this purpose, it is effective to analyze the situation of a viewer by understanding the state of the viewer based on the viewer' s behavior(s) in the process of watching the video contents, and classifying the behavior(s) into the viewer's emotion and state during the flow. The term 'Flow-emotion-state' presented in this study is the state of the viewer to be assumed based on the emotions that occur subsequently in relation to the target video content in a situation which the viewer of the video content is already engaged in the viewing behavior. This Flow-emotion-state of a viewer can be expected to be utilized to identify characteristics of the viewer's Flow-situation by observing and analyzing the gesture and the facial expression that serve as the input modality of the viewer to the video content.

Protection of Windows Media Video Providing Selective Encryption (선택적 암호화가 가능한 윈도우 미디어 보호 방법)

  • Park, Ji-Hyun;Ryou, Jae-Cheol
    • The KIPS Transactions:PartB
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    • v.16B no.2
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    • pp.101-108
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    • 2009
  • As content serviced for IP set-top boxes is streamed over IP network, the existing hacking tools for IP network can be used to capture the streamed content. Until recently, most of the content serviced on IP set-top boxes has been MPEG-2 TS. However, this content will be gradually moved to WMV, MPEG-4 or H.264 because of the relatively low compression efficiency and overhead of the TS packet. In this paper, we propose a DRM scheme other than WMRM for streamed WMV content. Our approach is to design a DRM scheme independent to the existing WMV streaming system. We also design this scheme in order to provide the feature for controlling the DRM processing time considering device performance. We verified it through the experiment.

A Study on the Gamification Elements which Applicable to Digital Contents for Dogs (반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구)

  • Ma, Mi Yeong;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.75-86
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    • 2019
  • The fast-growing pet industry is expanding its reach to digital content for dogs. In this regard, the study aims to present game elements applicable to pet content, taking into account the sensory characteristics of dogs: visual, auditory, and olfactory. To this end, attendance and rules were drawn as factors to induce continuous use of content by pet owners, and intimacy and compensation were derived as game elements so that dogs could get positive responses by feeling fun and interesting through content. Through this study, we expect to revitalize the newly evolving dog content industry.

Furniture & Lighting Exhibition Design (가구/조명 전시 디자인)

  • Yim, Oh-Yon
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.157-158
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    • 2007
  • This is an interior design for a furniture & lighting design exhibition. The concept of design is to secure the smooth flow planning of an audience and effective direction of an exhibit Design content include 1) installation(passage of light) to guide an audience from entrance to right side of the exhibition space to prohibit the flow dispersion and keep smooth continual circulation flow plan 2)image-wall to introduce exhibition 3)installation to help the global understanding of exhibit 4)exhibition stand design considering proper height of audience's eye.

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Analyzing trends in cultural contents tourism using big data

  • Youn-hee Choi;Sang-Hak Lee;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.326-331
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    • 2023
  • Korea's cultural content industry can develop into another unique tourism industry. However, since other prior studies focus on the Japanese content industry, this study identifies modern industrial trends by combining the unique characteristics of Korean content, that is, cultural content tourism, and the analysis ability of big data. The current status and direction of the cultural content tourism industry were studied by utilizing the extensive information collection and in-depth analysis capabilities of big data, and as a result, it was confirmed that the trend of the cultural content industry is related to the business aspect of cultural content, not the pure content interest of cultural content. This shows that Korean cultural contents have a strong business aspect. As a limitation, when research design was conducted using social media big data, the age, gender, etc. of the subject analyzed with unique anonymity could not be known. The Korean cultural content industry is expected to be successful in terms of business.

Design and Implementation of a Multimedia Greeting System for the Next Generation Mobile Content Service (차세대 모바일 콘텐츠 서비스를 위한 멀티미디어 인사말 시스템의 설계 및 구현)

  • Seo Dong-Min;Yoo Jae-Soo;Cho Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.243-250
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    • 2005
  • As wireless internet market grows rapidly, demands of various contents in wireless internet are significantly being increased. The mobile contents have been changed from single media contents such as text and voice to multimedia contents. As the technologies of cellular phone and broadband grow, the development of multimedia contents that can well represent the characteristics of users will be more increased. One example of such content developments is a ring-tone content service. Ring-tone content services have been changed from existing simple ring-tone to various sound services that depend on characteristic of user. In this paper, we design and implement a multimedia greeting system for the next generation mobile content service. Our system produces multimedia greeting contents using various multimedia contents and represents the characteristics of users through the elevation of ring-tone content services.

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A Study on UI/UX and Understanding of Computer Major Students

  • JOO, Heon Sik
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.26-32
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    • 2017
  • In this study, we showed understanding and production ability of the interface about internet, operating system, contents, and devices. This study aimed to make a list of 18 items in 4 areas for basic knowledge of UI/UX, establishment of design research, design concept, and design production for 22 sophomore, junior and senior students in IT departments, and the results of understanding were divided into three groups of excellent, normal, and insufficient, and evaluated. It was found that excellent was 18.39%, average was 38.52% and insufficient was 43.07%. Therefore, 18.39% of the students understood UI/UX, and 81.61% of students did not understand UI/UX well. In particular, in the comparison analysis of four areas, the design research area was 44 points, the design content area was 29 points, and the design production area was 11 points which was found to be the lowest. Next, the 10 evaluation items in the mobile UI/UX build guide evaluation were evaluated in the same way as the UI/UX understanding, and the excellent score was 3 points, the average score was 73.3 points, and the poor score was 155 points. The UI/UX build guides showed worse evaluation than UI/UX understanding. Therefore, to cultivate UI/UX understanding and content production ability, UI/UX experts should be fostered with professional course organization and systematic curriculum.