• 제목/요약/키워드: developer experience

검색결과 54건 처리시간 0.027초

스크래치를 활용한 게임 개발자 진로체험 프로그램 개발 (Development of Game Developer Career Experience Program using Scratch)

  • 김수환;김상홍
    • 컴퓨터교육학회논문지
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    • 제23권1호
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    • pp.45-52
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    • 2020
  • 본 연구의 목적은 학습자 참여를 촉진하는 게임 개발자 진로체험 프로그램을 개발하고 그 효과를 검증하는 것이다. 현재 잡월드에서 운영하고 있는 게임 개발자 진로체험 교육 프로그램은 수동적인 코스로 구성되어 있어서 학생들의 흥미가 떨어지고 수동적인 활동만 가능하다. 본 연구에서는 학습자 참여를 촉진하기 위해 기존의 코스워크형 프로그램을 스크래치를 활용한 실제 게임제작을 체험하는 형태로 개선하였다. 스크래치는 창작과 공유가 가능하므로, 학생들에게 자신의 작품을 만들 수 있는 기회를 제공할 수 있다. 따라서 본 연구에서는 스크래치를 활용한 게임 개발자 체험 교육 프로그램을 개발하고 그 효과를 검증하였다. 교육 프로그램을 개발하기 위해 2회 델파이 검증을 거쳤으며, 1회 전문가 협의회를 실시하였다. 또한, 초등학생 22명, 중학생 30명을 대상으로 파일럿 수업을 실시하고 만족도 검증을 실시하였다. 연구 결과, 개발된 교육 프로그램은 도움여부, 만족도, 효과성, 인식도에서 긍정적인 결과를 보였다.

Improvement in Operation Efficiency for Chip Mounter Using Web Server

  • Lim, Sun-Jong;Joon Lyou
    • International Journal of Precision Engineering and Manufacturing
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    • 제4권6호
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    • pp.5-11
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    • 2003
  • The number of the enterprises which utilize network technology has been increasing for solving problems such as productivity improvement, market trend analysis, and material collection for making decision. Especially, the management of equipment and the recovery time reduction when machines break down are very important factors in productivity improvement of the enterprise. Currently, most of the remote trouble diagnosis of equipment using the internet have just one function of transmitting the trouble information to the user. Therefore it does not directly reflect the user's recovery experience or the developer's new recovery methods. If the user's experienced recovery methods or the developer's recovery methods as well as the basic recovery methods are reflected online or on the internet, it makes it possible to recover faster than before. In this paper, we develop a Remote Monitoring Server (RMS) for chip mounters, and make it possible to reduce the recovery time by reflecting the user's experience and developer's new methods in addition to presenting the basic recovery methods. For this, trouble recovery concept will be defined. Based on this, many functions(trouble diagnosis, the presentation of the basic recovery methods, user's and developer's recovery method, counting function of the trouble number of each code, and presentation of usage number of each recovery methods) were developed. By utilizing the reports of the actual results of chip mounter and the notice function of the parts change time, the rate of operation of the chip mounter can be improved.

Eye Gaze Information and Game Level Design according to FPS Gameplay Beats

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of information and communication convergence engineering
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    • 제16권3호
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    • pp.189-196
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    • 2018
  • Player's actions in a game occur in the process of gameplay experiences in a play space designed by the developer according to preset gameplay beats. Focusing on beats that induce a first-person shooter (FPS) game's main gameplay, this paper analyzes the differences in eye gaze information found in different players during the course of gameplay. For this research goal, the study divides the beat areas in which play actions appear in association with gameplay beats at a typical FPS game level, repeatedly conducts tests in accordance with a player's experience level (novice and expert group), and collects and analyzes eye gaze information data in three types of beat areas. The analysis result suggests concrete guidelines for game level design for different beat areas based on an FPS game player's experience level. This empirical experiment method and result can lessen repetitive modification work for game level design and consequently be utilized for optimizing the game level to the developer's intention.

개발자경험 향상을 위한 상태관리모델 제안 (A proposal of State management model, to improve the developer experience)

  • 임수원;모지식;권재환;김명호
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2023년도 제68차 하계학술대회논문집 31권2호
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    • pp.561-562
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    • 2023
  • 본 연구는 상태관리를 위한 새로운 모델, Quantum State Management (QSM)을 제안한다. QSM은 어플리케이션의 상태를 Quantum이라는 최소 단위로 나누어 비동기 및 병렬처리를 최적화하며, 상태의 추적가능성을 높이는 모델이다. 본 연구에서는 QSM의 개념을 제시하고 이를 Flux 패턴의 Redux와 비교하여 QSM이 갖는 장점과 비교한다.

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신규 개발하는 소모성 발사체의 베이지안 신뢰도 추정 (Bayesian Reliability Estimation of a New Expendable Launch Vehicle)

  • 홍혜진;김경미
    • 품질경영학회지
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    • 제42권2호
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    • pp.199-208
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    • 2014
  • Purpose: This paper explains how to obtain the Bayes estimates of the whole launch vehicle and of a vehicle stage, respectively, for a newly developed expendable launch vehicle. Methods: We determine the parameters of the beta prior distribution using the upper bound of the 60% Clopper-Pearson confidence interval of failure probability which is calculated from previous launch data considering the experience of the developer. Results: Probability that a launch vehicle developed from an inexperienced developer succeeds in the first launch is obtained by about one third, which is much smaller than that estimated from the previous research. Conclusion: The proposed approach provides a more conservative estimate than the previous noninformative prior, which is more reasonable especially for the initial reliability of a new vehicle which is developed by an inexperienced developer.

감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로- (A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience-)

  • 김민선;김진영
    • 패션비즈니스
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    • 제26권1호
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    • pp.1-15
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    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석 (Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR))

  • 박지혜;김민철
    • 유통과학연구
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    • 제17권2호
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

건축디자인에서 디지털디자인의 적용가능성에 관한 연구 (A Study on the Possibility of Digital Design in Architectural Design)

  • 장영희
    • 한국디지털건축인테리어학회논문집
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    • 제2권1호
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    • pp.1-8
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    • 2002
  • Purpose of this study is studying direction that change of design by development of new digital technology. And with new technology, find direction of architectural design. Digital technology for architectural design demonstrates hightechnology or is not limit. Must recognize change for our idea and necessity. We can know change in relation of photography and impressionism. Idea and hitting on a thought which is arts by new technology changed. Finally, we must develop techniques of design on the basis of technology and look for possibility of new expression. Digital medium expands communication with designer and customer because there is special quality of nonlinearity, interactivity and audiovisuality unlike old medium. Digital medium can take advantage of techniques of new design. Can construct R&D and database of design and improve quality of design. Designer must master use skill to take advantage of digital technology in design. Because quality of design becomes different according to degree that use. Also, developer of digital technology must supply design tool such as previous design method. Creativity that architectural design that allow fetters in digital technology can understand design in new viewpoint is required. Architectural design may be magnified by architectural design that allow fetters in multimedia. We may see experience between new time and space of architectural design and reappearance space reappeared in cyberspace. Architect is going to run role as developer of culture. Value and technology of digital design may offer more more possibility and an opportunity since Intustrial-Revolution.

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TUI 환경의 유저 사용 만족도 연구 (A study on user satisfaction in TUI environment)

  • 최흥렬;양승용
    • 디지털산업정보학회논문지
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    • 제11권4호
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    • pp.113-127
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    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구 (Study of Planning of Contents for Optimal Experience on Tourism)

  • 곽경희;김기정
    • 디지털융복합연구
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    • 제11권12호
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    • pp.735-745
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    • 2013
  • 관광산업은 여가시간의 증가와 함께 질적으로나 양적으로 큰 성장을 보이고 있다. 지역을 대표하는 관광콘텐츠 개발이 활발하게 이루어짐에 따라 관광콘텐츠는 지역을 방문하는 관광객에게 단순한 여행서비스를 제공하는 것을 넘어 최고의 경험을 제공하는 단계로 발전을 했다. 하지만 이러한 관광콘텐츠는 지역성의 차이 이외에는 그 구성이나 속성에 크게 차별성이 없는 명목상의 관광콘텐츠도 적지 않다. 관광콘텐츠가 개인에게 감동을 주고 이것이 소비로 이어지기 위해서는 개인에 대한 이해, 개인의 경험에 대한 이해가 필요하기 때문에 서비스 경제사회를 넘어 체험경제사회로 접어든 현재에 '경험'은 관광콘텐츠를 상품으로 기획, 개발하는 하나의 기준이 될 수 있다. 이러한 맥락에서 이 글에서 다루는 체험경제이론의 체험4요소와 몰입론의 Challenge-skill 모델은 양질의 관광콘텐츠를 기획/개발하는 단계에서 관광객의 경험을 구체화시켜주는 틀을 제공해줄 수 있다. 이 글은 결과적으로 콘텐츠를 일종의 체험으로 보았을 때, 체험4요소를 통해 최대의 즐거움을 제공할 수 있는 4가지 요소를 제안하였고, 몰입론을 통해 콘텐츠의 수준과 관광객의 이해라는 측면에서 제공되어야 하는 균형 잡힌 콘텐츠에 대해 제안하였다.