• Title/Summary/Keyword: MDA 프레임워크

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A Case Study of Software Development Quality Improvement by Agile Methodology and MDA/MDD Technology (Agile 방법론과 MDA/MDD 기법을 활용하여 전자정부 표준 프레임워크 프로젝트의 품질 향상 사례)

  • Lee, Seung-Han;Park, Jae-Pyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2744-2748
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    • 2015
  • This paper analyzes the effect on productivity by measuring Function Point per MM(man-month) in a software development project and code inspection which performed in Agile methodology, and introduce the method of applying MDA/MDD technology in the e-government standard framework project. MDA/MDD which recently raising its head is technology that increase software development productivity through automatic transformation form abstract model into lower abstract model, or from model to code. but, many Lessons obtained through the case studies, the analysis suggests a limited effect measurements. In this study, efficient development methodology and utilizing a e-government framework to measure the effectiveness of the MDD to the new measures through a case study applied to real information system development process. In addition to, managing information modeling through integrated repository presents a traceability and visibility.

Structualized Process Research of Efficiency in Background Concept Art Production (게임 배경 원화 제작의 효율성을 위한 구조화 된 제작 프로세스 연구)

  • Kim, Ju-Min;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.3-12
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    • 2020
  • This paper proposes a structure based on a production method of concept art focused on the player's experience through a module by using the game aesthetics of the MDA framework. And also a partially automated process established in concept art production by using the 'Adobe Color image color extraction' as a tool in the work production process. This paper proposed a work process of not just a personal expression but a systematic molding expression to use, and this could see as the various possibilities of game concept art productions.

The design of a MDA based performance measurement tool for distributed components (MDA기반의 분산 컴포넌트 성능측정도구 설계)

  • Hwang, Kil-Seung;Lee, Keung-Hae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05c
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    • pp.1781-1784
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    • 2003
  • 본 논문은 OMG의 MDA(Model Driven Architecture)를 기반으로 한 분산 컴포넌트의 성능 측정도구의 개발모델에 대하여 설명한다. 이 모뜯을 이용하면 컴포넌트 모델과 미들웨어 프레임워크에 중립적인 성능측정기를 개발할 수 있으며 동일 내지는 유사기능을 수행하는 컴포넌트들의 비교와 검증에 필요한 객관적인 성능 측정 결과를 얻을 수 있다.

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A Study on the Gamification of SNS Challenge Contents (SNS 챌린지 콘텐츠의 게이미피케이션 연구)

  • Oh, Yoon-Ji;Lee, Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.1-9
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    • 2022
  • The purpose of this study is to comprehensively consider the challenge contents enjoyed based on SNS through the concept of Gamification and MDA framework. Regardless of the top-down and bottom-up divisions, in common, the participants show an active figure leading the creation and enjoyment of contents. As a result of analyzing the challenge contents using the MDA framework, the mechanics of 'relative level', 'challenge with expressive purpose', and 'Paidia rules' were found. This leads to the dynamics of participants who express an inner sense of achievement such as 'selection and competition for better expression' and 'selflessness and superiority', creating an environment where they can continuously participate in the challenge contents. Lastly, looking at the aesthetics of the challenge contents, it can be seen that participants are actively forming a play culture that leads the creation and enjoyment of contents. This phenomenon has resulted in breaking down the hegemony of content creation and distribution, which was the responsibility of society in the field of information transmission and commercial advertising.

A Study on Game Dynamics of Battle Royale Genre (배틀로얄 장르의 게임 다이나믹 고찰 -<배틀그라운드>를 중심으로-)

  • Ahn, Jin-kyoung
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.27-38
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    • 2017
  • The purpose of this study is to analyze the game dynamics of 'Battle Royale' genre and how these dynamics create dramatic tension, focused on . Battle Royale games maintain the dramatic tension through the intersection of uncertainty and inevitability. Uncertainty is reinforced by randomness of the game world and hidden information of player statement. Inevitability is emerged from the level design with choke point, and restriction of playable field over time. From this mechanism, Battle Royale genre establishes the gameness which derives player's meaningful choice and maintains player's tension until the end of the game.

An MDA-based Ontology Architecture to Support Integration of Ontologies (온톨로지 통합을 지원하기 위한 MDA 기반의 온톨로지 아키텍처에 관한 연구)

  • Lee Jeong-Su;Chae Hui-Gwon;Kim Gwang-Su;Kim Cheol-Han
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.05a
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    • pp.1690-1697
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    • 2006
  • 온톨로지는 사람들 간의 정확한 의사소통을 가능하게 하고 시스템 사이의 상호운용성을 달성하기 위한 도구로서 다양한 분야에서 많은 기대를 받고 있는 기술이다. 온톨로지의 구축은 기존 온톨로지들간의 통합을 통해 더욱 효율적으로 이루어질 수 있다. 그러나 기존 온톨로지들이 표현 언어, 대상 도메인, 온톨로지 구성요소 등의 측면에서 다양한 형태와 특성을 가지므로, 온톨로지 통합이 이루어지기 위해서는 온톨로지들 간의 상호운용성의 확보가 필수적이다. 본 논문에서는 온톨로지를 분류하는 체계적인 프레임워크의 제공을 통해 온톨로지들 간의 상호운용성 확보를 지원하는 온톨로지 아키텍처를 제안한다. 본 논문에서 제안하는 온톨로지 아키텍처는 온톨로지를 바라보는 3가지 관점에 따라 MDA에 기반한 온톨로지 표현 분류축, 시맨틱 도메인 분류축, 온톨로지 구성요소 분류축의 3개 분류축으로 이루어져 있으며, MDA의 4계층 메타모델링을 문법적인 기반으로 하고 있다. 온톨로지 아키텍처의 3개의 분류축은 온톨로지들 간의 문법적인 상호운용성과 의미적인 상호운용성을 향상시키기 위해 조화롭게 설계됨으로써 온톨로지 통합이 유연하게 이루어지도록 지원한다.

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A Study on Platform Independent Smart Phone Application Development Using MDA+SOA (MDA+SOA 응용 플랫폼 독립적인 스마트폰 어플리케이션 개발에 대한 연구)

  • Tak, Ji-Uoo;Kim, Haeng-Kon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1330-1333
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    • 2011
  • 스마트폰 작동 플랫폼의 다양화와 빠른 진화속도로 인하여 어플리케이션의 개발 및 유지보수에 많은 시간과 노력이 요구되고 있다. 스마트폰 어플리케이션 개발은 플랫폼(iOS, Android 및 Window) 별로 각각 진행하고 있다. 따라서 한 어플리케이션을 다른 플랫폼에서 사용하기 위해서는 그 플랫폼에 맞게 다시 개발을 해야 하는 번거로움을 갖고 있다. 본 논문에서는 플랫폼 독립적인 스마트폰 어플리케이션 개발을 할 수 있도록 MDA와 SOA를 응용한 프레임워크를 제시하여 플랫폼에 종속되지 않고 어플리케이션을 개발할 수 있는 방법을 제시한다.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.433-438
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    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

An Study on Implementation of Automatic Code Generation Independent on PSM Using Template (템플릿을 이용한 PSM에 독립적인 코드 자동 생성 기법에 관한 연구)

  • Choi, Yeon-Jun;Kim, Min-Jeong;Lee, Mun-Su;Yoon, Seok-Jin;Kwon, O-Cheon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11c
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    • pp.1657-1660
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    • 2003
  • 엔터프라이즈 컴퓨팅 환경에서 넘쳐나는 다양한 플랫폼과 언어, 프레임워크가 소프트웨어 개발에 대한 중복 투자를 야기하고 있다. 이종 플랫폼, 나아가 이종 개발 플랫폼을 자유로이 연동시킬 수 있는 개발 방법에 대한 필요성이 대두되면서 등장한 MDA 개념은 개발된 모델을 특정 플랫폼에 알맞은 형태로 변환함으로써 개발 모델 및 코드의 재사용성을 극대화한다. 본 논문에서는 MDA 개발 방법에 있어서 특정 플랫폼에 알맞은 로드를 동적으로 생성하면서 PSM 이나 프로그래밍 언어에 대한 중립성을 가지기 위한 방안으로 템플릿과 언어 처리기를 복합적으로 사용하는 방안을 제시한다.

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