• Title/Summary/Keyword: Service Design Process

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A Design of Open GIS Compliant Object Web (개방형 GIS 표준에 따른 오브젝트 웹 시스템 설계)

  • Park, Ki-Ho;Jeong, Jae-Gon
    • Journal of Korea Spatial Information System Society
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    • v.1 no.2 s.2
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    • pp.47-62
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    • 1999
  • To meet the interoperability requirements associated with geospatial data access and geoprocessing, much efforts to design prototypical systems conforming to $OpenGIS^{TM}$ specification has been made. With respect to Object Web GIS, however, current internet mapping technology mainly focuses on either developing mapping libraries or client applications regardless of the future needs for interoperability such as an integration of $OpenGIS^{TM}$ standard for CORBA. In this paper, we propose an $OpenGIS^{TM}$ compliant mapping kernel. OpenViews, which is designed to meet those requirements. The kernel of OpenViews encapsulates the process of acquiring geospatial data in the format of $OpenGIS^{TM}$ Geometry through ORB(Object Request Broker). OpenViews, being designed based on well-known design patterns, is a highly extensible in that programmers can easily customize it on the object oriented architecture. The components implemented in OpenViews are CORBA/Java objects, and as such are portable and scalable in a networked environment. A companion package, OpenBroker, is also developed as a portable geoprocessing application server to facilitate the implementation and configuration of server side CORBA objects. It can be used for implementing objects for spatial analysis service which would be independent of legacy spatial database systems in many cases. OpenViews, together with OpenBroker, has been successfully prototyped using the technologies including EJB and servlet as the core components of an Open GIS compliant internet mapping.

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Aeroelastic Compatibility Substantiation of Aircraft External Stores Using the Dynamic Characteristic Data from Ground Vibration Test (지상진동시험 동특성 데이터를 활용한 항공기 외부장착물의 공력탄성학적 적합성 입증)

  • Lim, Hyun Tae;Kwon, Jae Ryong;Byun, Kwan Hwa;Kim, Hee Joong;Kim, Jae hoon
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.45 no.4
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    • pp.269-275
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    • 2017
  • The aeroelastic stability of a fighter type aircraft can be severly affected by the store mass, aerodynamic characteristics, and store combinations. Hence, the stability for the all store configurations must be substantiated before the aircraft in service. For the aeroelastic analysis, the design data and information for the aircraft structure, mass distribution, control surface characteristics, and external shape etc. are required. This is the reason that the store compatibility substantiations by a third party are restricted. However, according to the change of operational environment or the improvement of avionic technology, a new external store is developed and it should be installed on an aircraft without the support from the original supplier. This paper describe the process to substantiate the aeroelastic compatibility between a new external store and an imported aircraft whose design data is not available to a third party operating the aircraft.

A Design of Human Cloud Platform Framework for Human Resources Distribution of e-Learning Instructional Designer (이러닝 교수 설계자 인적 자원 유통을 위한 휴먼 클라우드 플랫폼 프레임워크 설계)

  • Kim, Yong
    • Journal of Distribution Science
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    • v.16 no.7
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    • pp.67-75
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    • 2018
  • Purpose - In the 21st century, as information technology advances alongside the emergence of the 4th generation, industrial age, industrial environment has become individualized and customized. It is important to hire good quality employees for good service in the industry. The e-learning market is growing every year. Although e-learning companies are finding better quality employees in e-learning, it is not easy to find it. Companies also spend a lot of time and cost to find employee. On the employees side, they want to get a job freely when they want, but they cannot find their job easily. Furthermore, the labor market environment is changing fast. In the 4th generation, industrial age, employers require to find manpower whenever they need and want at little cost. So of their own accord, we have considered the necessity of management of human resources for employees and employers in e-learning. The purpose of this study is to propose a human cloud platform framework for enabling an efficient management of human resources in e-learning industry. Research design, data, and methodology - To pinpoint the items of a human cloud platform framework, the study was initiated according to the following process. First, items of competency relating to e-learning instructional designer was analyzed. Second, based on the items of information from this analysis, selection and validity verification took place with 5 e-learning specialists group. Third, the opinion of experts who were in charge of hiring in e-learning companies were collated with the questionnaire. Lastly, the human cloud platform framework was proposed based on opinion results. Results - The framework was comprised of 7 domains and 27 items in order to develop the human cloud platform for e-learning instructional designer. The analysis results showed that the most highly considered item were 'skill (4.60)' that employee already have the capability. Following this (in order) were 'project type (4.56)', 'work competency (4.56)', and 'strength area of instructional design (4.52)'. Conclusions - The 27 items in the human cloud platform framework were suggested in this study. Following this, we can consider to develop the human cloud platform for finding a job and hiring e-learning instructional designer easily. For successful platform operation, we need to consider reliability between employer and employee. In addition, we need quality assurance system based on operation has public confidence.

The development of an Instrument for Measuring the Creative Engineering Problems Solving Propensity for STEAM (융합인재교육(STEAM)을 위한 창의적 공학문제해결 성향 검사 도구 개발)

  • Kang, Ju-Won;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.9 no.3
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    • pp.276-291
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    • 2016
  • This study is to develop a valid and reliable instrument for measuring students' creative engineering problem solving propensity. The creative engineering problem solving is operationally defined in this study as a creative problem solving skill in an engineering context. To develop the instrument, first we define seven common constructs between engineering problem solving skill and creative problem solving skill through an intensive literature review; motivation, context, personal character, engineering design, engienering habits of mind, understandings of engineering and engineers, communication skill, and collaboration skill. Based on the seven constructs and the face validity test conducted by two in-service science teachers and 4 experts in science education research, 40 preliminary items were developed. Then the preliminary instrument was implemented in a science gifted highschool to measure the reliability of the instrument. From the 40 items, 34 items were selected through the initial reliability test by Cronbach's ${\alpha}$(>.75). Finally through the three times of factor analysis process, 28 items in five construct categories were selected; motivation (3 items), engineering design (6 items), engineering habits of mind (9 items), understandings of engineering and engineers (4 items), communication and collaboration skill (6 items). The factor analysis result showed that the reliability of each construct category was between .733 to .892., meaning that the instrument is reliable in terms of the higher structural validity (each item is categorized in an appropriate construct category). We expect that the creative engineering problem solving propensity instrument developed in this study can be used in various contexts for STEAM education research as a reliable and valid instrument.

Development of 3-Dimensional Rebar Detail Design and Placing Drawing System (3차원 배근설계 및 배근시공도 작성 자동화 시스템 개발)

  • Choi, Hyun-Chul;Lee, Yunjae;Lee, Si Eun;Kim, Chee Kyeong
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.27 no.4
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    • pp.289-296
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    • 2014
  • The rebar detailing is an important work influencing the final performance and quality of RC structures. But it is one of the most irrational and illogical activity in construction site. Many groups of workers, including main contractors, structural engineers, shop drawers, rebar fabricators, and etc., participate in this activity. A loosely-organized process for this activity is apt to produce a big amount of rebar loss or even degraded structures. A 3-dimensional rebar auto-placing system, called as Rebar Hub, has been designed and implemented in this research. Rebar Hub provides a totally integrated service from 3D structural modeling of buildings to rebar auto-placing considering anchorage, splice, and the length of ordered rebar. In addition, Rebar Hub can recognize the 2D drawing CAD files and then build 3D structural models which are used for the start point of 3D rebar auto-placing. After rebar auto-placing, each members of the 3D structural model have rebar information belonging to them. It means that the rebar information can be used for the afterward works such as quantity-survey, manufacturing and fabrication of rebars. Rebar Hub is showing outstanding performance while applying to practical projects. It has almost five times productivity and reduces the rebar loss up to 3~8% of the initially-surveyed amount of rebar.

Development of a Hospital Foodservice Facility Plan and Model based on General Sanitation Standards and RACCP Guidelines (병원급식에 일반위생관리기준과 HACCP 제도 적용을 위한 시설모델 개발)

  • 이정숙;곽동경;강영재
    • Korean journal of food and cookery science
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    • v.19 no.4
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    • pp.477-492
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    • 2003
  • The purposes of the study were to establish HACCP-based standards and guidelines for conducting a plan review to build, or renovate, hospital food service establishments, and ensure the safety of foodservice and reduce the risk of food borne illness. The scope of the study included suggestion for the planning of hospital foodservice facilities: layout, design, equipment and modeling. The results of this study can be summarized as follows: 1) The development of a foodservice facility plan based on the results of a survey, literature reviews and the results of interviews with foodservice managers from 9 general hospitals. This was composed of operational policies in foodservices, layout characteristics, space allocation, selection, design, specification standards for equipment and the construction principles of foodservice facilities. 2) Two foodservice facility models were developed, one for general hospitals with 900 beds (2,000 patients and 2,500 employee meals per day) and the other for general hospitals with 300 beds (600 patients and 650 employees meals per day). 3) The suggested kitchen space requirements for the foodservice facility models were 341.2 ㎡ (W 17,100mm x L 23,700mm) and 998.8㎡ (W 35,600mm x L 32,800mm) for the 300 and 900 beds hospitals, respectively, with both designs being rectangular. The space requirements for the equipment, in relation to the total operational area, in terms of ratios were 1:3.5 and 1:3.8 for the 300 and 900 beds hospitals, respectively. The recommended space allowances per bed for the developed foodservice facility models were 1.15 ㎡ and 1.11 ㎡ for the 300 and 900 beds hospitals, respectively, which were increased by more than 30% compared to those suggested in the precedent study, and considered appropriate for the implementation of the HACCP system. 4) The hospital foodservice facilities plans and models were developed based on the general sanitation standards, guidelines and the HACCP system, and included foodservice facility layout, product flow, physical separation between contaminated and sanitary areas, foodservice facility specifications with a 1/300 scale for a 300 bed, and a 1/400 scale for a 900 beds blueprint. 5) The main features of the developed foodservice facility plans and models were; physical separation between contaminated and sanitary areas to prevent cross contamination, product flow in one direction from the arrival of the raw material to the finished product, and separation of different work areas and the process of receiving & preparation of products, refrigeration & storage, cooking, assembly, cleaning & disinfection, employee areas and janitorial facilities. The proposed models from this study were presented as examples for those wanting to build, or renovate, their facility for the production of foods.

A Design of Hybrid Implementation Server System for Network Game (네트워크 게임을 위한 하이브리드 분산 서버 시스템 설계에 관한 연구)

  • 배재환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.455-459
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    • 2003
  • In the great motive power which promotes the Game of future to develop. three main factors focus on 3D Graphics, Network and Virtual Reality. the Network technique as necessary elemental technique in Next-generation on-line game is being researched largely. However, from viewing the features of on-line game, if many users meet in same server, it not only causes heavy load to the server and brings inconvenience to the users, but also increases expense to the service provider and creates a problem which is to put up server or not. A proposal is going to do hybrid distributed system a client hardly depends on server for this paper, and to be able to enjoy a network game through information alternating current between clients. depended on the existing server, and the most message processing did a design in order to achieve between clients. A design way to propose is as follows. Primarily it was done in order proposed a message grade anger process way, and to be able to manage server or a client according to importance of message, and, with the second, did a Client-Server method and a Pear-to-Pear method at the same time, and a chase did efficiency. Third is going to propose other problem solving way by message grade anger in multi-anger and a security section of a message cue.

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Study on the Characteristics and Quality Level of Single Subject Researches in the Stroke Patients : The Field of health care ~ (뇌졸중 환자를 대상으로 한 단일대상연구의 특성과 질적 수준에 관한 연구: 보건의료 분야를 대상으로)

  • Sim, Kyoung-Bo
    • The Journal of Korean society of community based occupational therapy
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    • v.8 no.2
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    • pp.15-28
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    • 2018
  • Objective : This study sought to characterize and determine the qualitative level of a single target study for stroke patients. Methods : The National Science and Technology Information Center (NDSL), DBpia (DBpia), RISS (Radical Research Information Service), Korea Research Information (KISS), and the National Assembly Library's original case study from 2002 to 2017. A total of 24 single target research papers were selected through the screening process to analyze the quality level of research methods and research design. Results : ABA design was th most common study design method. One person was the most with 12(50%). and three were the second with 8(33.3%). Imagination was the most used as an independent lawyer. Dependent variables had the highest level of situability and one-sidedness. The study was also conducted with a variety of target behaviors, including 'memory', 'visual attention', 'dysphagia', 'visual-motor coordination', 'balance', 'activity of daily life' and 'edema' behaviors. It also showed a positive effect on all dependent variables. The Qualitative level was found to be above the intermediate level except for one study. Conclusion : It is academic significance that this study analyzes the items to be prepared for in the performance of a single target study and further studies may require the establishment of a weak but good-quality single target study for researchers conducting research in local communities and clinical sites.

A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.379-408
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    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.

Different Look, Different Feel: Social Robot Design Evaluation Model Based on ABOT Attributes and Consumer Emotions (각인각색, 각봇각색: ABOT 속성과 소비자 감성 기반 소셜로봇 디자인평가 모형 개발)

  • Ha, Sangjip;Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.27 no.2
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    • pp.55-78
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    • 2021
  • Tosolve complex and diverse social problems and ensure the quality of life of individuals, social robots that can interact with humans are attracting attention. In the past, robots were recognized as beings that provide labor force as they put into industrial sites on behalf of humans. However, the concept of today's robot has been extended to social robots that coexist with humans and enable social interaction with the advent of Smart technology, which is considered an important driver in most industries. Specifically, there are service robots that respond to customers, the robots that have the purpose of edutainment, and the emotionalrobots that can interact with humans intimately. However, popularization of robots is not felt despite the current information environment in the modern ICT service environment and the 4th industrial revolution. Considering social interaction with users which is an important function of social robots, not only the technology of the robots but also other factors should be considered. The design elements of the robot are more important than other factors tomake consumers purchase essentially a social robot. In fact, existing studies on social robots are at the level of proposing "robot development methodology" or testing the effects provided by social robots to users in pieces. On the other hand, consumer emotions felt from the robot's appearance has an important influence in the process of forming user's perception, reasoning, evaluation and expectation. Furthermore, it can affect attitude toward robots and good feeling and performance reasoning, etc. Therefore, this study aims to verify the effect of appearance of social robot and consumer emotions on consumer's attitude toward social robot. At this time, a social robot design evaluation model is constructed by combining heterogeneous data from different sources. Specifically, the three quantitative indicator data for the appearance of social robots from the ABOT Database is included in the model. The consumer emotions of social robot design has been collected through (1) the existing design evaluation literature and (2) online buzzsuch as product reviews and blogs, (3) qualitative interviews for social robot design. Later, we collected the score of consumer emotions and attitudes toward various social robots through a large-scale consumer survey. First, we have derived the six major dimensions of consumer emotions for 23 pieces of detailed emotions through dimension reduction methodology. Then, statistical analysis was performed to verify the effect of derived consumer emotionson attitude toward social robots. Finally, the moderated regression analysis was performed to verify the effect of quantitatively collected indicators of social robot appearance on the relationship between consumer emotions and attitudes toward social robots. Interestingly, several significant moderation effects were identified, these effects are visualized with two-way interaction effect to interpret them from multidisciplinary perspectives. This study has theoretical contributions from the perspective of empirically verifying all stages from technical properties to consumer's emotion and attitudes toward social robots by linking the data from heterogeneous sources. It has practical significance that the result helps to develop the design guidelines based on consumer emotions in the design stage of social robot development.