• Title/Summary/Keyword: Cyber Space Design

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The development of web-based logic circuit learning contents applying scaffolding (스캐폴딩을 적용한 웹기반 논리회로 학습 콘텐츠 개발)

  • Yoon, Seon-Mi;Choi, Dong-Min;Chung, Il-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.817-820
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    • 2008
  • Development of computer and internet has permitted cyber education transcending time and space, which escapes traditional classroom. As a result, the study of learner's own leading in Web-based instruction environment can be possible. In order to perform it effectively, suitable helps and advices, called scaffolding, must be offered. In this pater, we select a principle of computer in information technology basic subject of technical high school, and design and implement the web contents that provide the proper scaffolding for learners.

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Development of CAE Service Platform Based on Cloud Computing Concept (클라우드 컴퓨팅기반 CAE서비스 플랫폼 개발)

  • Cho, Sang-Hyun
    • Journal of Korea Foundry Society
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    • v.31 no.4
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    • pp.218-223
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    • 2011
  • Computer Aided Engineering (CAE) is very helpful field for every manufacturing industry including foundry. It covers CAD, CAM, and simulation technology also, and becomes as common sense in developing new products and processes. In South Korea, more than 600 foundries exist, and their average employee number is less than 40. Moreover, average age of them becomes higher. To break out these situations of foundry, software tools can be effective, and many commercial software tools had already been introduced. But their high costs and risks of investment act as difficulties in introducing the software tools to SMEs (Small and Medium size Enterprise). So we had developed cloud computing platform to propagate the CAE technologies to foundries. It includes HPC (High Performance Computing), platforms and software. So that users can try, enjoy, and utilize CAE software at cyber space without any investment. In addition, we also developed platform APIs (Application Programming Interface) to import not only our own CAE codes but also 3rd-party's packages to our cloud-computing platforms. As a result, CAE developers can upload their products on cloud platforms and distribute them through internet.

A Study on Surrealistic Expression in Modern Fashion - Focusing on Surrealistic Fashion in 1990s -

  • Yang, Chieu-Kyung
    • Journal of Fashion Business
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    • v.8 no.6
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    • pp.39-56
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    • 2004
  • At the outset, surrealism starts from pure art, but surrealism has greatly influenced commercial art and fashion circles, more so than any other genre of art. The critical thinking methods of surrealism and its mode of expression continues to influence fashion theory extensively. Even now, surrealism may be found in the designs presented in fashion circles and is still expected for future lines. Surrealism in modern fashion has been reborn, newly integrated and transformed, based on the features of Surrealism paintings. The characteristics of its forms can be found in a combination of modern material, modern design and new skills and the classical items : bodyform molding context of architecture, experimental and sex-appealing of body. Expression was made by borrowing natural motives and recreating natural fabrics while the existing typical idea about clothes was destructed, with the boundary of patterns changed. Expression was also made by mixing items, uniting future images, and using up-to-date functional techniques. This study is significant that up-to-date technological culture expands cyber-space and increases surrealistic expressions by combined heterogeneous materials, thus arousing much interest. The purpose of this study is to determine interrelationship between how surrealism developed and what formative properties those clothes affected by surrealism obtained in the 1990s.

Fun Motifs Represented in Walter Van Beirendonck's Fashion (Walter Van Beirendonck 패션에 재현된 펀 모티프)

  • Lee, Sangrye
    • Journal of Fashion Business
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    • v.18 no.5
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    • pp.171-183
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    • 2014
  • In general, the idea of fun is understood to be associated with interesting things, playfulnesses, joy, pleasure, etc. The "fun culture," which seeks enjoyment and pleasure through life, is a characteristic of elements observed in today's society and culture. This exerts a powerful impacts on the business operation, marketing, and product manufacturing. Moreover, it is accepted as one of remarkable phenomena representing the changing trends of fashion in the 21st century. The objectives of this study were to analyze and categorize the fun motifs observed in fashion designer Walter Van Beirendonck 's collections, to examine their formative characteristics, and to establish academic approaches and analytic framework in studying the fun phenomenon emerging in fashion. As to research methods, this study laid a theoretical ground by reviewing the related literature and previous studies, and conducted a positive case study using the data on Walter Van Beirendonck's collections and exhibitions. According to the results of this study, the fun motifs represented in Walter Van Beirendonck's collections are largely categorized into "deviation from rules," "humorous and obscene graphic images," "introduction and transformation of heterogeneous elements," "women with male gender' etc. On the other side of Walter Van Beirendonck's fashion are sex, sexual humors, sexuality, fetishism, love, form, body, language, social phenomena, harmony between nature and life, consumerism, race, shamanism, tribal rituals, nation, cultural collision, transcendent things, science fictions, cyber Space, dream, alien, future, fairytale, fantasy etc. which are expressed by using fun motifs. Moreover, these themes are led to masculinity and fantasy.

A Study on the Analysis of Cognition and Preference for the Visual Changes of Urban Exterior Space (도시 외부공간의 시각적 변화에 대한 인지 및 선호도 분석에 관한 연구)

  • 이선화;김유길
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.3
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    • pp.58-68
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    • 1999
  • Purpose of this thesis is to find out the relationship among the amount of change and the visual cognition, and the visual preference which people like and can feel. Through the investigation of relationships between the amount of change, which indicates the degree of visual variation and the visual preference, the amount of change and the visual cognition, and the visual preference and the visual cognition, basic design data will be supplied, which can satisfy users' desire as much as possible in the most economic way. In order to investigate the relationship between the visually produced the amount of change and preferences, graphic simulation, in which variables other than the visual change are controlled, has been proceeded. Graphic factors of the visual change in the cyber exterior space are determined on the point of location (base plane, vertical plane, overhead plane), shape, size and color. As for the relationship between the amount of change and the preference, only the size is effective. since preferences on the location, shape and color are individual preferences, no common trend can be found. Therefore, we cannot say that which shape or color is better, Since the location, shape and color are qualitative change and the size is the quantitative change, the size can be the measurable change quantity. The relationship between the amount of change of size and the degree of preference is found to be inverse U-shape, i.e., as the amount of change of size increases the degree of preference first increases and, after a certain level, decreases. The same result has been obtained in photo simulation.

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The Design and Implementation of Web based Group Counseling System for Elementary School Students (초등학생을 위한 웹기반 집단상담시스템 설계 및 구현)

  • Kim, Jeong-Rang
    • Journal of The Korean Association of Information Education
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    • v.7 no.2
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    • pp.249-260
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    • 2003
  • The group counseling with their friends who have the same problem is more useful to solve the problem of the elementary school students, and is desirable to use the abilities of group as class in the respect of problem solution and mental graduation. But, in the school nowadays, because there is not enough space and time to have group counseling and is no much information about it, the group counseling hasn't made well even though there is will. Therefore, we need a system for group counseling adding cyber counseling in order the passive students can take part in the counseling well and we can overcome restriction of time and space. So, in this paper, the reasons and problems why the group counseling is hardly made was found and in order to solve the problems and to get the effects of the group conseling easily, implemented web based group coulseling system, adapted it in the school, analyzed the results. Consequently, I could supply some disadvantages of the face to face coulseling to advantages through the web based group counseling system.

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A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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The Design & Effect Analysis of Project Objective Management Information System for National R&D cooperated by Industries, Universities and Government-supported research institutes (국가 산.학.연 협력 연구개발을 위한 과제목표관리 정보시스템의 설계 및 효과 분석)

  • Sohn, Kwon-Joong;Yoo, Wang-Jin;Lee, Cheol-Gyu
    • Journal of Technology Innovation
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    • v.16 no.1
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    • pp.107-139
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    • 2008
  • We studied how to achieve successful implementation of massive research and development projects requiring collaboration among industries, universities and government-supported research institute. We have set up an engineering process innovation model to be deemed most adequately for all practical purposes, relying on the theoretical studies on the merits and analysis of the effect of the information system based on Milestone Management, Work Breakdown Structures and Web, which is known to be effective for research project (schedule) management and the objective management, and implemented a real-world web-based project objective management system. After a review of various R & D Project Schedule Management methods, we found that this information system was very compatible with project objective management. This project objective management information system carries out research and development projects effectively and efficiently, getting together in cyber-space and sharing information, and has been equipped with an Early Warning Subsystem to allow for pre-analysis and timely response to potential problems arising from the course of the project. The system also contains an Executive Information System that in real time, automatically provides the management information required by managers with the rate of project progress (achievement, fulfillment and delay). Lastly, actual progress can be cross-checked through both on-line objective management on the web-based information system and design review meeting held on site, to improve the efficiency and validity of the information system. Moreover, overall effect was analyzed through questionnaires on how well the system and generated information meet requirements and on the ultimate impact of the system upon objective management and communication. The questionnaire on the system effect revealed that the information system was useful to objective management and communication, and that the quality of the system was more than acceptable as well.

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Design of Open Collaboration Solution's Server for Smart Work (스마트워크를 위한 개방형 협업 솔루션 서버 설계)

  • Kang, Sang-Ug;Choi, YongSoo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.7
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    • pp.133-141
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    • 2014
  • Social needs of smart work have been increasing throughout the worldwide and several developed countries have been developing enabled framework for smart work's coming proceed for a long time. The government is leading the smart work in Korea to devise a more efficient and competitiveness. Design of public collaboration solution has been proposed to provide the integration among a variety of smart environments and the interoperability between end-to-end. This paper takes a objective to develop a universal solution applicable to between traditional PC and mobile devices, such as a home station, and to built smart workplace linking workplace, outside space and the home. In particular, this paper offer entry-level advantages of public collaboration solution in conjunction with collaboration platform and phone platform owned by mobile communication platform company are mutually interfaced and aimed at small and medium-sized businesses and public.

Korean Costume's Figure and Means in the Coming-of-age Ceremony (한국성년례 복식의 형태와 의미)

  • Hwang, Mi-Sun;Lee, Un-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.1
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    • pp.155-173
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    • 2013
  • Recently, social problem of teens becomes one of the important social issues. Adolescence is the intermediate stages of childhood and adulthood. Teens have not find their identity at this time. That reason is why teens and the old generation are disconnect. That arise from the development of industry and the nuclear family, entrance examination-oriented education system. So they are wandering in the popular culture and the cyber-space. Therefore, families, schools and state should have interesting and understanding for teens, and should strive that teens establish a self established identity. Specially, ethics education using traditional culture will help to establish their identity, and that provide self-esteem and pride about korean traditional culture. This is the reason why culture contents that is based on Korean traditional culture have to make for teens. The purpose of this study is to provide the basic data that will help in the development Korean traditional cultural contents for teens. In this study, this researchers will search the following matters; first, what is ritual for Coming-of-age, second, various forms of ritual for Coming-of-age and Korean modern ritual in order to grasp the meaning of the ritual for Coming-of-age, third, costume and meaning of costume which has in both Kwan-Ryea as Korean traditional ritual for Coming-of-age and Korean modern ritual. This study will compare Kwan-Ryea with traditional ritual of modern.

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