• Title/Summary/Keyword: Design Idea Generation

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Design of Parallel Input Pattern and Synchronization Method for Multimodal Interaction (멀티모달 인터랙션을 위한 사용자 병렬 모달리티 입력방식 및 입력 동기화 방법 설계)

  • Im, Mi-Jeong;Park, Beom
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.135-146
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    • 2006
  • Multimodal interfaces are recognition-based technologies that interpret and encode hand gestures, eye-gaze, movement pattern, speech, physical location and other natural human behaviors. Modality is the type of communication channel used for interaction. It also covers the way an idea is expressed or perceived, or the manner in which an action is performed. Multimodal Interfaces are the technologies that constitute multimodal interaction processes which occur consciously or unconsciously while communicating between human and computer. So input/output forms of multimodal interfaces assume different aspects from existing ones. Moreover, different people show different cognitive styles and individual preferences play a role in the selection of one input mode over another. Therefore to develop an effective design of multimodal user interfaces, input/output structure need to be formulated through the research of human cognition. This paper analyzes the characteristics of each human modality and suggests combination types of modalities, dual-coding for formulating multimodal interaction. Then it designs multimodal language and input synchronization method according to the granularity of input synchronization. To effectively guide the development of next-generation multimodal interfaces, substantially cognitive modeling will be needed to understand the temporal and semantic relations between different modalities, their joint functionality, and their overall potential for supporting computation in different forms. This paper is expected that it can show multimodal interface designers how to organize and integrate human input modalities while interacting with multimodal interfaces.

Automated Generation of Software Systems in Systems Construction (시스템 구축 과정에서 소프트웨어 자동생성 도구의 적용)

  • 정일주
    • Journal of Information Technology Application
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    • v.3 no.4
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    • pp.63-92
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    • 2001
  • This paper makes an attempt to look at the process of automatically generating an application software system based on the Entity-Relationship (E-R) model. Basically, the process consists of five steps as follows: First, the designer develops an E-R model of an real-world system. Second, the software generator automatically generates a stereo-type application system. Third, the generator produces database schema and link information between application programs. Fourth, the designer designs the user interface including menu, screen design and so on. Finally, the generator completes the process integrating all the elements of an application system. Five basic program generation rules, three extended rules and a database generation rule have been suggested. By following each rule with the generator, the designer can build an application with an extremely efficient manner compared with traditional approaches. A case study has been included in order to show the applicability of the automated software generation process suggested in this paper. It has been demonstrated from the case study that the idea of applying an automated generator in systems development based upon the E-R model worked well.

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A Study on Asset Preference Characteristics of Millennials and Gen Z

  • Eun-sung PARK;Jae-tae KIM
    • The Journal of Economics, Marketing and Management
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    • v.11 no.4
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    • pp.19-30
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    • 2023
  • Purpose: This study examines the factors that the Millennials and Gen Z prefers to invest in assets. We look at the asset structure they want now and in the future and the idea of designing the future. This can be expected that the center of Korea's asset market will change to the structure they want in the future. Research design, data and methodology: The spatial extent of the study is all over Korea including Seoul, the metropolitan area, and local cities. The survey was conducted for about 16 days from May 7 to May 22, 2023. The survey was conducted by the surveyor visiting the subject in person, distributing the questionnaire, explaining it, and filling it out in person. For the analysis, descriptive statistics and logistic regression analysis were conducted using the SPSS 25.0 statistical package. Results: It was confirmed that the preferred assets of the Millennials and Gen Z were different by period. There was also a difference in the influencing factors between Millennial Generation and Generation Z in asset preference. Conclusions: The Millennials and Gen Z's preferred assets were different by period. The reason is interpreted as the current process of collecting assets during the asset formation period. In the future, they intend to purchase real estate assets by using financial assets as a lump sum of money. We learned the characteristics of the entire Millennials and Gen Z, in addition, the difference between income and assets is believed to have affected the difference in preference factors of Millennial Generation and Generation Z, respectively.

A Study on the Diagnosis of Appendicitis using Fuzzy Neural Network (퍼지 신경망을 이용한 맹장염진단에 관한 연구)

  • 박인규;신승중;정광호
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.253-257
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    • 2000
  • the objective of this study is to design and evaluate a methodology for diagnosing the appendicitis in a fuzzy neural network that integrates the partition of input space by fuzzy entropy and the generation of fuzzy control rules and learning algorithm. In particular the diagnosis of appendicitis depends on the rule of thumb of the experts such that it associates with the region, the characteristics, the degree of the ache and the potential symptoms. In this scheme the basic idea is to realize the fuzzy rle base and the process of reasoning by neural network and to make the corresponding parameters of the fuzzy control rules be adapted by back propagation learning rule. To eliminate the number of the parameters of the rules, the output of the consequences of the control rules is expressed by the network's connection weights. As a result we obtain a method for reducing the system's complexities. Through computer simulations the effectiveness of the proposed strategy is verified for the diagnosis of appendicitis.

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Study of Game Development scenario using Web Based Thinking System -Focused on applying The conceptual system and its effects during the first step of game development process- (웹 기반 컴퓨터 지원 발상시스템을 이용한 게임 시나리오 개발에 관한 연구 -게임 제작 프로세스 초기 시나리오 개발에 대한 발상 시스템 적용과 효과를 중심으로-)

  • Chung Seung-Ho;Hwang Young-Sup;Han Kyung-Don
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.65-73
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    • 2005
  • The success or failure of a game depends on its creativity. Especially during the first period of the process. For this reason, requesting CGTS(Creative Group Thinking System) -previously developed system based on web- in the scenario process of the game designing development. In accordance, this study is to program the thinking performance in result of increasing creativity obect to shortening working hours.

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A Study of an Airfoil for Optimal Aerodynamic Performance of Flapping Motion (Flapping운동의 최적공력성능을 위한 익형 연구)

  • Lee J. S.;Kim C.;Rho O. H.
    • Journal of computational fluids engineering
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    • v.8 no.2
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    • pp.24-32
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    • 2003
  • In this work, we propose a new idea of flapping airfoil design for optimal aerodynamic performance from detailed computational investigations of flow physics. Generally, flapping motion which is combined with pitching and plunging motion of airfoil, leads to complex flow features such as leading edge separation and vortex street. As it is well known, the mechanism of thrust generation of flapping airfoil is based on inverse Karman-vortex street. This vortex street induces jet-like flow field at the rear region of trailing edge and then generates thrust. The leading edge separation vortex can also play an important role with its aerodynamic performances. The flapping airfoil introduces an alternative propulsive way instead of the current inefficient propulsive system such as a propeller in the low Reynolds number flow. Thrust coefficient and propulsive efficiency are the two major parameters in the design of flapping airfoil as propulsive system. Through numerous computations, we found the specific physical flow phenomenon which governed the aerodynamic characteristics in flapping airfoil. Based on this physical insight, we could come up with a new kind of airfoil of tadpole-shaped and more enhanced aerodynamic performance.

Design of a Bimorph Piezoelectric Energy Harvester for Railway Monitoring

  • Li, Jingcheng;Jang, Shinae;Tang, Jiong
    • Journal of the Korean Society for Nondestructive Testing
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    • v.32 no.6
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    • pp.661-668
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    • 2012
  • Wireless sensor network is one of prospective methods for railway monitoring due to the long-term operation and low-maintenance performances. How to supply power to the wireless sensor nodes has drawn much attention recently. In railway monitoring, the idea of converting ambient vibration energy from vibration of railway track induced by passing trains to electric energy has made it a potential way for powering the wireless sensor nodes. In this paper, a bimorph cantilever piezoelectric energy harvester was designed based on a single degree-of-freedom model. Experimental test was also performed to validate the design. The first natural frequency of the bimorph piezoelectric energy harvester was decreased from 117.1 Hz to 65.2 Hz by adding 4 gram tip mass to the free end of the 8.6 gram energy harvester. In addition, the power generation of the piezoelectric energy harvester with 4 gram tip mass at resonant frequency was increased from 0.14 mW to 0.74 mW from $2.06m/s^2$ base excitation compared to stand-alone piezoelectric energy harvester without tip mass.

A Study on The Possibility of The Convergence Education In Engineering (공학 분야의 학문융합교육 가능성 분석)

  • Park, Sung Mi
    • Journal of Engineering Education Research
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    • v.17 no.6
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    • pp.53-61
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    • 2014
  • This study aims to identify on the possibility of the convergence education in engineering. Delphi survey on a panel of experts was chosen to be the main methodology for this study, drawing the main factors of convergence education in engineering. From Oct. 10 to Nov. 25, 2013, a three-round Delphi survey was implemented to collect data. A panel of eighteen experts were involved in this survey. For statistical processing, descriptive statistics including frequency, percentage, mean and standard deviation were carried out along with internal reliability test on the survey instrument. First, the possible convergence of disciplines in engineering were found to Design, Industrial design, ICT, Health care services, Video media, Business and Administration, Organizational psychology, Sociology, Humanities and Aesthetics. Second, the convergence education factors to be most important demanded creativity, idea generation techniques such as the expression of thought communication skills, technical expertise in the field per line, understanding of basic knowledge, verification of common elements among different disciplines, understanding of other disciplines fusion in engineering, artistry and imagination, etc. Third, requirements for the talented person of convergence were the open mind and enthusiasm, creative imagination, accept the opinions of others, skills capacity as a creative expression, and challenges. Above-mentioned requirements are found to be the necessary elements for convergence education.

Design of Distributed Processing Framework Based on H-RTGL One-class Classifier for Big Data (빅데이터를 위한 H-RTGL 기반 단일 분류기 분산 처리 프레임워크 설계)

  • Kim, Do Gyun;Choi, Jin Young
    • Journal of Korean Society for Quality Management
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    • v.48 no.4
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    • pp.553-566
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    • 2020
  • Purpose: The purpose of this study was to design a framework for generating one-class classification algorithm based on Hyper-Rectangle(H-RTGL) in a distributed environment connected by network. Methods: At first, we devised one-class classifier based on H-RTGL which can be performed by distributed computing nodes considering model and data parallelism. Then, we also designed facilitating components for execution of distributed processing. In the end, we validate both effectiveness and efficiency of the classifier obtained from the proposed framework by a numerical experiment using data set obtained from UCI machine learning repository. Results: We designed distributed processing framework capable of one-class classification based on H-RTGL in distributed environment consisting of physically separated computing nodes. It includes components for implementation of model and data parallelism, which enables distributed generation of classifier. From a numerical experiment, we could observe that there was no significant change of classification performance assessed by statistical test and elapsed time was reduced due to application of distributed processing in dataset with considerable size. Conclusion: Based on such result, we can conclude that application of distributed processing for generating classifier can preserve classification performance and it can improve the efficiency of classification algorithms. In addition, we suggested an idea for future research directions of this paper as well as limitation of our work.

An Improvement of User Interface for Design Idea Generation System based on WEB2.0 (WEB2.0 기반 디자인 아이디어 발상 시스템의 사용자 인터페이스 개선)

  • Choi, Eun-Suk;Chung, Seung-Ho;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.37-45
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    • 2010
  • WEB or Internet has given mankind an unprecedented experience in indefinite sharing of online content by original means of digitalized information, but it comes to face an empirical issue of unreasonable informational superfluity as well as a practical issue of collapsed dot.com bubble economy in 2001. Instead, a latest networking concept called 'WEB 2.0' or 'Semantic WEB' becomes embodied as a new approach to entities such as end users and content. The concept of WEB 2.0 for creating a platform on the basis of openness and collaboration has made such a technological setting that we can effectively resolve and manage unreasonable data maintenance and interface inherent in Creative Group Thinking System (CGTS), a WEB-based computer-aided idea generation system developed in 2003. Concerning decreased usability and difficulties with data maintenance due to certain issues of CGTS as a part of WEB R&D platform, such as complex display composition and inefficient data processing system, this study seeks to simplify and streamline data structure by means of AJAX and DOM as WEB2.0-based technologies, and integrate interface structure of WEB platform to focus on end users, so that it can improve interface of conventional CGTS for the purpose of realizing end user's participation through improving usability.