• Title/Summary/Keyword: digital designing

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A Study of Smart Convergence Design of English Vocabulary Learning Contents Applying the Periodic Repetitive Method (주기적 반복법을 적용한 영단어 학습콘텐츠 스마트 융합 설계 연구)

  • Kim, Young-Sang
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.133-140
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    • 2016
  • This paper suggests designing how to acquire English vocabularies on the smart devices based on the research that a ground-breaking English Vocabulary Learning Contents needs developing. The method makes it possible to develop the contents which helps the learners to master English vocabularies effectively on the smart phone. The core idea of this paper is as in the following: 1) English learners learn 30 vocabularies for three minutes 10 times (one is for a new learning and the other nine ones are for reviews about the first learning) a day. 2) Considering Ebbinghaus Forgetting Curve, the reflection study proposes to provide the learners with three times' reviews: one day, 10days, and 30days later from which they learn the first 30 vocabularies. This contents is mainly made up of 5 developing sections (1)to generate App ID, (2)to access App, (3)to set up Alarm, (4)to process Word learning, and (5)to monitor the result of learning. This proposed idea is optimized to enhance the memory by Ebbinghaus Periodic Repetitive Method, which makes the learners satisfied with their English vocabulary learning.

Structural Analysis of Play Space by Game Level Goals in FPS (FPS게임레벨의 목표에 따른 플레이공간 구조분석)

  • Choi, GyuHyeok;Ting, Wu;Kim, Mijin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.19-26
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    • 2017
  • A game player experiences gameplay that game designer sets in play space according to goal of a game. Player's experiential behaviors are affected by the space structure of game level and its arrangements. Therefore, it is an important process to understand and analyze the space structure of game level at the initial stage of game designing. In this paper, we was aimed to analyze the space structure and components of FPS game level based on space theory. To attain the objective, observation was carried out on a total of 204 levels in 3 different kinds of FPS games and the difference in the distribution of spatial composition factors by the goal of a game level was identified. As a result of the analysis, experiential behaviors in the play space show a clear difference according to the goal of the game level and the space structure that derives this is different.

A Case Study on Affective Shape Design Development of Tourist Cart (사용자 감성을 고려한 관광용 마차 형상 디자인 개발 사례연구)

  • Iang, Phil-Sik;Choi, Chool-Heon;Jeung, Ki-Sug
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.489-496
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    • 2011
  • In designing cultural product, end user experiences, feelings and satisfaction with form are one of the most important factors. However, the design processes of cultural product typically depend on traditional methods or intuitive, designer driven methods for generating and evaluating form concepts. We applied sensibility evaluation, analysis method and contemporary digital vehicle design process to cultural product. This paper describes the implementation process of internet based design support system that helps assess user's sensibilities of forms created in each stages of design process. The form focused sensibility evaluation approach provides designers with fast and various feedbacks about their design in each stage. Practical application for exterior design of tourist cart of slowcity(ciitaslow) Shinan was illustrated.

A study on user experience design research of interactive TV for children. (사용자경험 리서치를 통한 유아용 인터렉티브 TV 연구)

  • Jeon, Eun-Yong;Eune, Ju-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.818-825
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    • 2009
  • Edutainment is the one of important factors to study interactive TV for children, and it is a big portion in kid's marketing and education market as well. The aim of this study is to design interactive TV for children to maximize edutainment effects by researching children's behaviors. The analysis of children's behaviors with educational effects should be focused to apply designing user experience to propose new ideas of interactive TV. Through observing children's behaviors and interaction with other media, such as books, CD players, digital camera, and so on, TV can be reanalyzed as reliable media, which is creative interactive TV for children with proposals of user experience structure and interaction solution. TV has been changed from analog TV to IPTV and it will be different with network and interactive solution.

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Reseiver processing circuit design and its performance evaluation of the ERMES system (ERMES 시스템의 수신 처리 회로 설계와 그의 성능 평가)

  • Jeoung, Eun-Taek;Lee, Sang-Gon;Yoon, Ki-Hoo;Ryu, Heung-Gyoon
    • The Journal of the Acoustical Society of Korea
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    • v.13 no.4
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    • pp.50-59
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    • 1994
  • The pan-european paging system European Radio MEssage System (ERMES), a new system of digital information communication, has 16 channels with 25KHz channel spacing. The ERMES modulation format is 4-PAM/FM. The ERMES operates in the frequency range 169.4125MHz$\~$169.8125MHz. In this paper, an ERMES receiving system according to the European Telecommunication Standard Institute(ETSI) specfication with a double error correction capability is designed. The ERMES receiver system is designed with the conventional circuit and its error performance for muitiple signal modulated by the 4-PAM/FM method are analyzed. Since amplitude imbalance among the signal components can impair the system performance when several receivers are operated on the same RF channel simultaneously, the optimal parameters are obtained in designing the radio system. Performance of the proposed receiver system is verified via computer simulation for processing procedure.

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A Study of Development of the Analysis Program for Interior Design Trends and of Measurement of Consumers' Preference - Focusing on living rooms of apartments - (실내디자인 트랜드 분석 프로그램 개발 및 소비자 선호도 측정 방법에 관한 연구 - 아파트 거실공간을 중심으로 -)

  • Han young-Ho;Jang Jung-Sik;Shin Hwa-Kyoung
    • Korean Institute of Interior Design Journal
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    • v.14 no.1
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    • pp.168-176
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    • 2005
  • As the pluralistic value in which various cultures and trends exist develops the world at large, development of interior design is required to examine consumers by group. This requirement purports to set up a strategic model of operating interior design organizations under cross-cultural (past and present) enviroment, not to express new researches of interior design following the direction of the developed media service. Based on the educational and complex cultural approach to design matters - the key issue in solving the cross-cultural design matters, this paper has suggested the structure of semi-centralized design process and the system for finding out consumers' trends under the new media-based cultural design environment. This study presents some expected effects. First, it will be able to enhance the consumer-oriented design mind by providing the information on the interior design system and design trend. Through analyzing the lifestyle in the 21st century and providing the relevant information, it will lead irrlprovement in living environment. And further, by using the program of searching consumers' new preference, the system of grasping consumers' propensity and making decisions will be materialized. Secondly, based on the background database of forecasted consumers' trends, marketing strategies can be established. Thirdly, through the better technology of designing living environment, efficiency will be increased and the economic foundations through use of new database will be constructed. Fourth, systematic interior design can be developed. Strategic correspondence to consumers' desires and reinforcement of competitiveness will become possible with development of database. By encouraging consumers' participation under digital environment, their trends can be forecasted, and by efficiently using information and new technology, resources can be saved and further, additional costs for promotion and sales will be reduced.

Creation of Fashion Items Using Traditional Dancheong Patterns - Focused on Bag Designs - (전통 단청문양을 활용한 패션상품 개발 - 가방 디자인을 중심으로 -)

  • Lee, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.545-557
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    • 2020
  • With the increasing interest on K-fashion all over the world, it's the important time to create the items which can express the unique identity of Korea for promoting the globalization of Korean fashion. Accordingly, this study aims to suggest the modern applicability of traditional patterns by designing the bags using the Dancheong patterns(traditional multi-colored decorative painting) which can effectively express Korean images in a variety of shapes and definite visual features and then expand the scope of fashion items. To this end, this study concentrated on expressing the Dancheong patterns to fit to the modern fashion trends by re-interpreting them. The bag was designed using the laser cutting technique, without weaving or digital printing, to imbue the technical emotion and 3D effect to the patterns. In accordance with the analysis results, the features of patterns could be delicately expressed around the shaping and structuring method in terms of the design, and the scope of design for leather goods could be expanded using the laser cutting in technical aspects. For the industrial aspects, it is required to develop differentiated goods expressing the unique emotion of the Korean for globalization of Korean design.

Security Architecture for OSGi Service Platform Environment (OSGi 서비스 플랫폼 환경을 위한 보안 아키텍처)

  • 박대하;김영갑;문창주;백두권
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.3
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    • pp.259-272
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    • 2004
  • This paper suggests a new security architecture for facilitating secure OSGi service platform environment. The security architecture includes 1) user authentication mechanism, 2) bundle authentication mechanism, 3) key sharing mechanism, and 4) authorization mechanism. The user authentication mechanism supplies SSO(single sign-on) functions which are useful for safe and easy user authentications. The bundle authentication mechanism utilizes both PKI-based and MAC-based digital signatures for efficiently authenticating service bundles. The key sharing mechanism, which is performed during bootstrapping phase of a service gateway, supplies a safe way for sharing secret keys that are required for authentication mechanisms. Finally, the authorization mechanism suggests distributed authorization among service providers and an operator by establishing their own security policies. The main contributions of the parer are twofold. First, we examine several security requirements of current OSGi specification when its security functions can be applied in real OSGi environments. Second, we describe the ways to resolve the problems by means of designing and implementing concrete security mechanisms.

The comparison of the creatures based on the movement in movie (동작을 기준으로 한 영화속 크리쳐의 유형비교)

  • Kwon, chong-san;Chae, eel-jin
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.273-276
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    • 2009
  • The development of computer hardware equipments and computer graphics technique has taken lots of changes in a movie production of VFX (visual effects) part. Particularly, through the developing of various computers graphic techniques to create imaginary creatures in a movie as high resolution like a real, weight and percentage of creature's appearance in a film is increasingly higher than past year. Creatures play an important role in a various movies such as monster films 'D War' and 'The Host', as well as fantasy films 'Harry Potter', 'The Chronicles of Narnia' and "The Lord of the Rings". The fact that authorized movie sites and organizations rank monsters in diverse processes is to show it. Nevertheless significance and priority of creatures are increased day by day, there are rare to see a basic research about classification and materiality of creatures. In this study, it is organizing materiality of creatures and designing realistic and convincing creatures to help efficient visualization from now on.

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A study on the characteristics of Bootleg fashion (부틀렉 패션의 특성에 대한 연구)

  • Ahn, Sehee;Kim, Yoon
    • The Research Journal of the Costume Culture
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    • v.28 no.1
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    • pp.30-44
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    • 2020
  • Bootleg fashion emerged from the fashion industry after 2010, and has been used across a range of different genres. However, it has yet to be theoretically established; therefore, this study will explain bootleg fashion as a new genre, which will help in the planning and designing of products within domestic fashion brands. The purpose of this study was to examine the characteristics and internal meaning of bootleg fashion as a recently emerged fashion phenomenon that borrows from other brands without permission. The research methodology included a theoretical literature review of fashion sites and related materials and empirical research using case analysis. Results of the analysis of both characteristics and internal meaning of bootleg fashion suggest the following characteristics: "unauthorized use of symbolic elements," "disorganization of boundaries between fashion," "multiplicity through globalization," and "newness through deconstruction and recombination." Internal meanings derived from the analysis were "parody through symbol," which is seen as "a parody and homage resulting from the unauthorized use of a brand," while "decomposition through disorganization" is seen as a break-up of the boundaries between different fashions from a mainstream-oriented perspective. A juxtaposition of elements was demonstrated by "playfulness through transformation," which showed that such fashion cannot coexist with positional transposition. Finally, "spread as a cultural phenomenon" was derived through the diffusion through digital media with DIY culture. As such, bootleg fashion has been reborn as an innovative fashion genre, breaking the taboo of the illegitimate from the past and demonstrating new endeavors.