• Title/Summary/Keyword: Customization System

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맞춤구성을 위한 템플릿과 Option 기반의 추론

  • 이현정;이재규
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.05a
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    • pp.181-190
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    • 2002
  • 전자 카탈로그 상에서의 상품 검색은 카탈로그에 명시되어 있는 상품을 찾는 표준상품검색과 소비자가 원하는 상품을 맞춤 하는 맞춤상품검색으로 분류할 수 있다. 현재의 대부분의 상품 검색은 표준상품검색에 의존하고 있다. 특히 기업간 구성요소기반(Component-based) 상품의 경우 표준상품검색만으로는 구매자의 다양한 요구에 응하기가 어렵다. 따라서 웹 상의 전자 카탈로그에서의 동적인 맞춤검색에 대한 요구가 증가하고 있다. 본 연구에서는 구성기반 상품에 대해서 표준상품검색만으로는 구매자가 원하는 상품의 검색가능성(Feasibility)과 검색된 대안들이 조정(Adjust) 프로세스 과정을 거쳐 최적해 도달 가능성(Admissibility)이 보장되지 않음을 보이고, 이에 대한 효과적인 방법론으로 검색가능성과 최적해 도달 가능성을 지원하는Template-based Reasoning 방법론을 제안 한다. Template-based Reasoning은 구매자의 요구사항에 따른 대안탐색 부분과 선택된 대안에 대한 조정과정의 두 단계로 이루어진다. 구매자의 주요 선호도(MUST Preference)에 근거하여 대안들을 탐색하고, 탐색 된 대안들 간의 우선순위를 결정한다. 조정 단계에서는 옵션(Options)의 확장을 통해 구매자의 맞춤사양에 따른 상품을 제안하고, 제약 및 규칙기반 추론(Constraint and Rule Satisfaction Approach)을 이용하여 옵션(Options)들 간의 제약조건에 따른 호환성(Compatibility)을 조사하고, 적정가격의 상품을 제안한다. 본 방법론은 Template을 사용하여 기본적으로 구매자가 원하는 상품을 검색하기 위한 검색노력을 줄이고, 검색된 대안들로부터 구매자와 시스템이 웹상에서 서로 상호작용(interactivity) 하여 해를 찾고, 제약조건과 규칙들에 의해 적합한 해를 찾아가는 방법을 제시한다. 본 논문은 구성기반 예로서 컴퓨터 부품조립을 사용해서 Template-based reasoning 예를 보인다 본 방법론은 검색노력을 줄이고, 검색에 있어 Feasibility와 Admissibility를 보장한다.

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A Case Study on the Analysis of Success and Fail Factors for ERP System Build-up (ERP 구축의 성공/실패요인 분석에 관한 사례연구)

  • 박종만;한상찬
    • Journal of the Korea Safety Management & Science
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    • v.2 no.4
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    • pp.71-90
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    • 2000
  • This study proposes strategical, practical guide to build up ERP system through several case studies to large company and comparative analysis of success and fail factors. Key words in paper .is in summary of previous BPR and ERP studies, try to clarify relationship between BPR and ERP, derivative seeking of practical key success factors through several real cases studies to build up ERP system which is in-house development or customization of commercial package.

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A Study on the Source Module Implementation using Smalltalk (Smalltalk를 이용한 원시 모듈 구현에 관한 연구)

  • O, Sang-Yeop;Kim, Hong-Jin;Jang, Deok-Cheol
    • Asia pacific journal of information systems
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    • v.2 no.1
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    • pp.77-92
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    • 1992
  • We presents a source module implementation system using building blocks as one of the software reusing approach. Based on module text retrieval system, system is composed of library management program and new module making program for module management. We build a software module by virtue of the reuser's customization and by applying a practical module to this model and then proved that program development through reusing approach is better than that of writing out a source code directly.

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Dynamic Arrangement of Control in a Personalized Learning Environment (개인화 학습 공간을 위한 동적 컨트롤 배치 기법)

  • Han, Sung-Jae;Lee, Young-Seok;Cho, Jung-Won;Choi, Byung-Uk
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.1
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    • pp.106-110
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    • 2008
  • The requirement for customized learning environments is increasing with the development of Web 2.0 technology To personalize services in E-learning, there are various functions available to the user. However, some components have fixed or inflexible functionality that limits what can be changed, and customization information has not been used for other purposes. In this paper, we propose an e-Space manager for the dynamic customization of learning environment control units. The proposed method can confirm which areas users have customized and how they have customized them. The advantage is that users can control their own learning environments, including not only the format, but also the content within the limits of the underlying system. The customization information is captured to confirm the competency model.

Development of Air Force Winter Service Uniform Slacks Pattern and Automatic Pattern Drafting Program for Mass Customization (대량 맞춤 생산을 위한 공군 동약정복 바지 패턴 제도법 및 자동 제도 프로그램 개발)

  • Kim, In Hwa;Nam, Yun Ja;Kim, Sung Min
    • Fashion & Textile Research Journal
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    • v.15 no.2
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    • pp.256-267
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    • 2013
  • This study is conducted to improve the fitness of Air Force winter service uniforms pants through the development of a pants pattern drafting method and automatic pattern drafting program for mass customization. The initial study pattern drafting method is formed through an analyses of 4 kinds of conventional pants pattern drafting methods for education and 3 kinds of conventional pants patterns of Air Force apparels. The initial study pattern drafting method is converted into the final study pattern drafting method after twice conducting a wearing test. To verify the final study pants pattern, a motion adaptability evaluation, an ease amount evaluation and an appearance evaluation are conducted. The results of the final study patterns were better than conventional winter service uniforms in the motion adaptability evaluation and the appearance evaluation. However, the results show similar values between the final study patterns and conventional winter service uniform patterns in the ease amount evaluation. An automatic pattern drafting program was developed based on the final study pattern drafting method. The program allowed the achievement of customized pants patterns through the placement of customer body sizes into the size input window. It also provided two kinds of ease amount and two kinds of waist belt level options.

A Study on Fabric Color Mapping for 2D Virtual Wearing System (2D 가상 착의 시스템의 직물 컬러 매핑에 관한 연구)

  • Kwak, No-Yoon
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.287-294
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    • 2006
  • Mass-customization is fast growing a segment of the apparel market. 2D Virtual wearing system is one of visual support tools that make possible to sell apparel before producing and reduce the time and costs related to product development and manufacturing in the world of apparel mass-customization. This paper is related to fabric color mapping method for 2D image-based virtual wearing system. In proposed method, clothing shape section of interest is segmented from a clothes model image using a region growing method, and then mapping a new fabric color selected by user into it based on its intensity difference map is processed. With the proposed method in 2D virtual wearing system, regardless of color or intensity of model clothes, it is possible to virtually change the fabric color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple fabric color combinations for individual styles or entire outfits.

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The impact of contents and system characteristics on online game usage : Focused on MMORPG (온라인 게임(MMORPG)의 콘텐츠 특성 및 시스템 특성이 게임이용에 미치는 영향)

  • Cha, Meong-Whan;Kang, So-Ra;Kim, Yoo-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3249-3258
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    • 2010
  • The purpose of this study is to investigate the contents and system characteristics of online game and analyzed how these characteristics are related to the flow and online game usage. For this purpose, we identified character customization, storytelling traits, item properties as the contents characteristics of online game(MMORPG) and user interface and ease of community usage as the system characteristics of online game(MMORPG) based on previous researches and in-depth interviews from MMORPG users. The results of this paper revealed that character customization, storytelling traits and item properties positively influence the flow, however, game reality has not impact on the flow. In the system characteristics, only ease of community usage positively influence the flow at a significant level. Furthermore, it is proven that flow has an impact online game usage. Implications and directions for future research are discussed.

A Study on the Development of Basic Bodice Block Pattern by Women's Body Type from 3D Virtual Clothing System - Focusing on Early 20's Women - (체형별 신체밀착형 Basic Bodice Block 설계 및 3차원 가상착의평가 - 20대 전반 여성을 중심으로 -)

  • Shin, Jang-Hee;Sohn, Hee-Soon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.2
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    • pp.1-13
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    • 2013
  • The study is to provide basic data on improving costume's fitting by developing physical integrated Basic Bodice Block's development for body types of adult women, which is based on setting up body-type information per truncus as fundamental of adult women's top product manufacture in being ready for Mass Customization era. Also, after review on the objectivity and accuracy of fitting information by real wear and virtual wear experiment on body types, not only 3D virtual clothing system was used as way of information provider of Clothing product, but also provided as basic data in order to use effectively on portion of clothing passion in responding to trend of Mass customization in advance. The consequence of the study is as followings. After analyzing significance differences per items on real and virtual wear evaluation, bowed type of type 1 had significance differences on waist measurement and hip circumference in back and side, which would be knowing as not integrated with costume, affecting form of human body according to virtual wear system bended on back region. Also, in side evaluation, every types except straight body type of type 3 appeared significant differences. In virtual wear evaluation, costume's expression with side body types were not similar to real wear until now except straight body types. It would be improvement things from 3D virtual wear system in advance.

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Design of an Avatar Assembly System based on a Commercial Game Engine (상용 게임엔진 기반의 아바타 조립 시스템의 설계)

  • Kim, Byung-Cheol;Roh, Chang Hyun
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.489-494
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    • 2016
  • Developing 3D games of quality is getting easier as commercial game engines have significantly evolved. It is still difficult, however, for entry-level developers to create various avatars which could affect the entire game because it requires expertise in 3D design and programming. We propose a design of an avatar assembly system based on a commercial game engine, Unity. It includes the assembly, customization, and management of avatars. It also provides an avatar update mechanism via the World Wide Web(WWW) provided by Unity's asset system so that various avatars can be supplied after the initial game distribution.

A Design and Implementation of Smartphone-Based AAC System (스마트폰 기반 보완 의사 대체 시스템의 설계와 구현)

  • Ghatkamble, Rajlakshmi;Son, JinHan;Park, DongGyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.8
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    • pp.1895-1903
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    • 2014
  • Smartphone have become the very important devices in our daily life and provide various roles on impairment and communications of developmental disabilities, acquired neurogenic disorders and autisms. Due to the growth of the technology, an Augmentative and Alternative Communication (AAC) also meets needs and wants, including user customization, configurable layouts and registration of new core vocabulary for individual users. This paper describes the research conducted to design the smartphone-based AAC system. This AAC comprises of a form of communication types such as picture communication boards and sophisticated computer and mobile based devices that can speak in the phrases and sentences for their users. We deployed our AAC system on various sports situations using smartphone systems and also provided user customization method for AAC user's disability levels.