• 제목/요약/키워드: Interactive approach

검색결과 402건 처리시간 0.024초

기초디자인 교육에 있어서 매핑기법의 활용 방법에 관한 기초연구 (A Basic Research on the Method for Applying Mapping Technique to Basic Design Education)

  • 박응범;홍정표
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2007년도 춘계학술대회 및 국제감성 심포지엄
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    • pp.67-69
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    • 2007
  • Customary way of thinking may be the most major stumbling block to creative thinking in basic design education in the information and network era. The basic design education was used to be based on personal experience or subjective ideas, but these days, the role of divergent thinking and convergent thinking which provide the basis of creative techniques has been closely examined. Going beyond a divergent thinking and directly starting a convergent thinking means bypassing the design process of the existing basic design education. Though preceding studies considered various creative techniques apart from divergent thinking and convergent thinking, this study presumed that complementing the most typical methods of divergent thinking and convergent thinking may result in the same basic design education effect. So, what approach must be used to the design? The way of thinking needs to change. For that, we try to apply the mapping to basic design education. It must encompass interactive thinking which includes immaterial elements and communication. Divergent thinking can begin with the accurate understanding of current state, and the created current state resolves the design process that needs to be a certain thing. The purpose of this study was to present the method for applying the mapping techniques to basic design education based on divergent and convergent thinking which provides the basis of creative ideas.

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다니엘 리베스킨트 전시공간을 통해 본 조형적 내러티브 연구 (A Study on the Formative Narrative Seen from the Exhibition Space of Architect Daniel Libeskind)

  • 김영을
    • 한국실내디자인학회논문집
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    • 제21권2호
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    • pp.207-214
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    • 2012
  • Today, museum exhibition can be divided into two sub-categories: a. informative exhibition with various useful auxiliary media to convey knowledge and b. appreciative exhibition considering aesthetic conveyance and visual/perceptual environment. In addition to this, the concept of memorial exhibition as a field that tangible and intangible memories are transmitted and reproduced is creating another genre of exhibition. As an example of such a memorial exhibition above, the work of de-constructive architect Daniel Libeskind was selected. Jewish Museum and Imperial War Museum North both of which maximized the exhibition space by grafting architectural language to exhibition narrative were analyzed and compared to see if the same architectural language can be displayed differently in another form of exhibition after being drawn into the exhibition space depending on the changes in time and perspective. Therefore, in the narrative display combining the selection of exhibition contents and storytelling, the formative language of space can confirm that exhibition narrative as an ending structure changed into a retelling story with more extended meanings through interactive factors. Eventually, in this formative narrative, when the display of historical facts and exhibition themes is combined with the architectural language in an exhibition hall according to the approach direction, the memorial exhibition can create a formative language stimulating sensibility in the memories of space and a differentiated formative exhibition space where one is truly moved by oneness of contents.

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Pareto Optimized EDCA Parameter Control for Wireless Local Area Networks

  • Kim, Minseok;Oh, Wui Hwan;Chung, Jong-Moon;Lee, Bong Gyou;Seo, Myunghwan;Kim, Jung-Sik;Cho, Hyung-Weon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제8권10호
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    • pp.3458-3474
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    • 2014
  • The performance of IEEE 802.11e enhanced distributed channel access (EDCA) is influenced by several interactive parameters that make quality of service (QoS) control complex and difficult. In EDCA, the most critical performance influencing parameters are the arbitration interframe space (AIFS) and contention window size (CW) of each access category (AC). The objective of this paper is to provide a scheme for parameter control such that the throughput per station as well as the overall system throughput of the network is maximized and controllable. For this purpose, a simple and accurate analytical model describing the throughput behavior of EDCA networks is presented in this paper. Based on this model, the paper further provides a scheme in which a Pareto optimal system configuration is obtained via an appropriate CW control for a given AIFS value, which is a different approach compared to relevant papers in the literature that deal with CW control only. The simulation results confirm the effectiveness of the proposed method which shows significant performance improvements compared to other existing algorithms.

유전자 알고리즘을 사용한 지능적인 실시간 게임 캐릭터 (Intelligent Real-time Game Characters using Genetic Algorithms)

  • Tae-Hong Ahn;Sung-Kwan Kang;Sang-Kyu Lee;U-Jung Kim;Hong-Ki Kim
    • 한국컴퓨터산업학회논문지
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    • 제2권10호
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    • pp.1309-1316
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    • 2001
  • 애니매이션과 컴퓨터 게임에서 오늘날 주요 관심사는 캐릭터의 행동을 미리 정의된 게임 로직이나 미리 설정된 동작에 의해 제어된다. 게임 개발자들은 더 풍부하고 더 상호 보완적인인 게임을 제작하고자 하기 때문에 자주 이러한 접근은 한계에 부딪힌다. 본 논문에서는 더욱 지능적이고 강제적인 컴퓨터 게임을 만들기 위해서 유전자 알고리즘을 사용한 게임 모델을 제안한다. 학습능력에 기반 한 유전자 알고리즘의 사용은 변화와 능동적인 게임 환경을 지원하도록 연속적인 진화를 하는 캐릭터를 활용할 것이다. 임의의 실시간 게임이 제안된 시스템의 수행과 제한성을 평가하기 위해 수행되었다.

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Improvement of dynamic responses of a pedestrian bridge by utilizing decorative wind chimes

  • Liu, Wei-ya;Tang, Hai-jun;Yang, Xiaoyue;Xie, Jiming
    • Wind and Structures
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    • 제30권3호
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    • pp.317-323
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    • 2020
  • A novel approach is presented to improve dynamic responses of a pedestrian bridge by utilizing decorative wind chimes. Through wind tunnel tests, it was verified that wind chimes can provide stabilization effects against flutter instability, especially at positive or negative wind angles of attack. At zero degrees of angle of attack, the wind chimes can change the flutter pattern from rapid divergence to gradual divergence. The decorative wind chimes can also provide damping effects to suppress the lateral sway motion of the bridge caused by pedestrian footfalls and wind forces. For this purpose, the swing frequency of the wind chimes should be about the same as the structural frequency, which can be achieved by adjusting the swing length of the wind chimes. The mass and the swing damping level are other two important and mutually interactive parameters in addition to the swing length. In general, 3% to 5% swing damping is necessary to achieve favorite results. In the study case, the equivalent damping level of the entire system can be increased from originally assumed 1% up to 5% by using optimized wind chimes.

협동성 증진을 위한 코모드럼(Korean Jam-O-Drum)의 설계 (The Kom-O-Drum(Korean Jam-O-Drum) Design to Promote Collaboration)

  • 이광재;이창조
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
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    • pp.215-219
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    • 2006
  • 일반적으로 정적인 공간에서 게이머 단독으로 진행하는 게임의 만족도는 높게 나타난다. 그러나 이들 게임에는 공격적, 폭력적 양상의 비교육적인 측면도 없지 않다. 또한 장시간 게임 활동에 따른 정신적, 신체적 폐해가 게임 중독으로까지 이어져 사회문제로 대두되고 있는 것이 현실이다. 최근, 이러한 문제점의 대안으로 가족이 참여하거나 하나의 미션을 협력하여 해결하는 협동게임이 연구되고 있다. 본 논문에서는 협동적 음악기기로 개발된 재모드럼을 분석하고 4명이 참여하여 게임 콘텐츠에 따라 각자, 2인1조 또는 4인1조의 형태로 협동성 증진 게임을 진행할 수 있는 한국형 코모드럼을 제안하였다. 또한 한국의 장구를 응용한 사용자 인터페이스 설계와 활용방안을 소개한다.

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A Knowledge-based Interactive Idea Categorizer for Electronic Meeting Systems

  • Kim, Jae-Kyeong;Lee, Jae-Kwang
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2000년도 춘계정기학술대회 e-Business를 위한 지능형 정보기술 / 한국지능정보시스템학회
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    • pp.333-340
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    • 2000
  • Research on group decisions and electronic meeting systems have been increasing rapidly according to the widespread of Internet technology. Although various issues have been raised in empirical research, we will try to solve an issue on idea categorizing in the group decision making process of electronic meeting systems. Idea categorizing used at existing group decision support systems was performed in a top-down procedure and mostly b participants; manual work. This resulted in tacking as long in idea categorizing as it does for idea generating clustering an idea in multiple categories, and identifying almost similar redundant categories. However such methods have critical limitation in the electronic meeting systems, we suggest an intelligent idea categorizing methodology which is a bottom-up approach. This method consists of steps to present idea using keywords, identifying keywords' affinity, computing similarity among ideas, and clustering ideas. This methodology allows participants to interact iteratively for clear manifestation of ambiguous ideas. We also developed a prototype system, IIC (intelligent idea categorizer) and evaluated its performance using the comparision experimetn with other systems. IIC is not a general purposed system, but it produces a good result in a given specific domain.

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CRM의 도입과 추진전략에 관한 연구 (A study on the introduction and practical strategy of the CRM)

  • 김경우
    • 한국컴퓨터정보학회논문지
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    • 제7권4호
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    • pp.211-219
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    • 2002
  • CRM의 도입이란 마케팅전략을 제품중심에서 고객중심으로 바꾸고. 모든 프로세스를 고객중심으로 고객의 시각에서 출발하여 업무를 재설계하는 것이며, 이러한 고객관계관리를 강력하게 지원할 수 있는 정보시스템을 도입하는 것을 의미한다. 본 논문에서는 CRM마케팅의 발전변이를 고찰해 보고 CRM의 접근방법과 추진전략을 제시하여 이에 따른 우리의 문제점과 체제구축에 따른 기대효과를 도출해 보고자 하였다. 이에 CRM의 마케팅은 어떻게 발전되어 왔는가. 소품종 대량생산의 Mass 마케팅에서 Segmented Target 마케팅으로 발전되고, 다시 다품종 소량생산의 개별화된 One-to-One 마케팅에서 다시 Interactive Realtime 마케팅으로 발전하고 있다. CRM을 성공적으로 추진하기 위해서는 크게5가지 분야에서 접근하고 있으며, CRM은 기존의 고객만족 경영의 연장선상에서, IT 기술을 이용하여 데이터에 근거한 고객만족 경영으로 접근해야 한다. 그리고 Customer와 Relationship, Management. System의 각 측면에서 더 자세히 구현될 수 있다. 국내에서 성공적으로 CRM을 구축하기 위해서는 고객을 출발점으로 시작하여 상품을 개발하는 단계까지 순서적으로 접근하는 것이 바람직하며, 마케터의 관점에서 제품을 팔기보다는 고객의 관점에서 서비스하는 개념으로 접근해야 한다.

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EIC(Evolutional Intelligent Character) 모델을 이용한 지능적인 실시간 게임 캐릭터의 구현

  • 강성관;안태홍;김국송;김종혁;김홍기
    • 한국게임학회 논문지
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    • 제2권2호
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    • pp.60-65
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    • 2002
  • 오늘날 컴퓨터 게임의 대부분은 캐릭터의 행동 유형을 게임 로직에서 미리 정의된 게임 로직이나 초기에 설정된 움직임에 대한 정보를 이용하여 제어한다. 게임 개발자들은 더 풍부하고 다양한 내용을 담고 있고 뛰어난 환경 판단 및 대처 능력 등을 갖는 게임을 개발하기를 원하기 때문에 이러한 방식은 한계에 직면하게 된다. 본 논문에서는 지능적이고 게임 플레이어로 하여금 다양한 흥미를 유발할 수 있는 컴퓨터 게임의 개발을 위해서 유전자 알고리즘을 사용한 게임 모델을 구성하였다 학습 능력에 기초한 유전자 알고리즘을 사용함으로써 변화 가능성과 동적인 게임 환경을 고려하면서 계속적으로 진화하는 캐릭터를 만들 수 있을 것이다. 실시간 게임은 제안한 시스템의 실행과 한계를 연구하기 위해 실행되었다.

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Interactive Conflict Detection and Resolution for Personalized Features

  • Amyot Daniel;Gray Tom;Liscano Ramir;Logrippo Luigi;Sincennes Jacques
    • Journal of Communications and Networks
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    • 제7권3호
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    • pp.353-366
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    • 2005
  • In future telecommunications systems, behaviour will be defined by inexperienced users for many different purposes, often by specifying requirements in the form of policies. The call processing language (CPL) was developed by the IETF in order to make it possible to define telephony policies in an Internet telephony environment. However, user-defined policies can hide inconsistencies or feature interactions. In this paper, a method and a tool are proposed to flag inconsistencies in a set of policies and to assist the user in correcting them. These policies can be defined by the user in a user-friendly language or derived automatically from a CPL script. The approach builds on a pre-existing logic programming tool that is able to identify inconsistencies in feature definitions. Our new tool is capable of explaining in user-oriented terminology the inconsistencies flagged, to suggest possible solutions, and to implement the chosen solution. It is sensitive to the types of features and interactions that will be created by naive users. This tool is also capable of assembling a set of individual policies specified in a user-friendly manner into a single CPL script in an appropriate priority order for execution by telecommunication systems.