• Title/Summary/Keyword: digital designing

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A Study on the Effect of Aligning with Management Strategy and Strategic Performance Management on Firm's Performance in Medium and Small Firms (중소제조기업의 경영전략과 전략적 성과관리시스템의 연계성이 경영성과에 미치는 영향)

  • Lee, Sang-ho;Yoon, Sang-han;Chang, Sung-ho;Kim, Hyun-jun;Bae, Ik-soon
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.99-119
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    • 2016
  • Medium and Small Firms have faced complex and dynamic environments that have been attributed to increases in the globalization and competitiveness of the global economy. To success in this environments, Medium and Small Firms should set up management strategy and introduce strategic performance management system. And, the strategic performance management system are modified to fit in management strategy. The purpose of this study is to find out firstly, whether management strategy types affect the organizational performance and the intensity of the types makes a difference on the performance and secondly, whether the evaluation system or the degree of utilizing the system affects the organizational performance and finally, whether the interaction between management strategy types and strategic performance management system makes a significant influence on the organizational performance. In this paper, we categorize the type of strategy for Medium and Small Firms in Gyeongsangbuk-do and Daegu areas, and study whether Firm's performance can be improved by designing appropriate strategic performance management system.

A Study on the Pattern Analysis Method using the User Log on the CMS (CMS의 사용자 로그를 이용한 패턴 분석 방법 연구)

  • Moon, Dong-Yeol;Park, Koo-Rack;Kim, Dong-Hyun;Jung, Jin-Young
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.275-281
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    • 2016
  • In modern society, which boomed it became easier to obtain the necessary information to the emergence of a variety of smart devices. Due to this, the frequency of using the content based on the Web is growing rapidly. In addition, companies are turning into a production and modify the content using the CMS under the web-based. It can be a very important part to provide users with the content. Currently web services are designing a UI to the device and provided. To improve the ease of use, they are enhancing services only by survey and analysis of the patterns of all users. Most are designed without considering the UX only in the technical aspects. In this paper, to break the limits that apply to all users of the Web service pattern analysis, we propose a visualization system via the animation based on the individual user's movement patterns and usage patterns. Through this convergence is expected to be able to transform the web from the central manager to the user UX and the planning aspects researchers.

A Study on the UI/UX Design of Object Control Application Using Wireless Communication (무선통신을 이용한 사물 제어 어플리케이션의 UI/UX 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.281-286
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    • 2018
  • In recent days, when the development in smartphones has made it common to operate objects by using them, this study aimed to present a guideline for the UI/UX designs for applications which are necessary for operating various objects through the wireless communication technology. To suggest the application guideline, existing object control application case studies were analyzed, and based on this investigation the object control application UI/UX design guidelines were proposed. This study classified the types of wireless connections used by smartphones (LTE, Wi-Fi, Bluetooth, NCF, RFID) and analyzed the necessary design factors for operating objects by each type. Based on such analysis, this study presented the design sequence, factors, and methods for the UI/UX guidelines of applications. First, the method of connection was selected; second, the control device was selected. This new direction for designing smartphone applications for operating objects will likely help systemize the design process and enable the user to operate the object more intuitively. In future research, case studies will be designed applying the guidelines suggested from this study.

Dynamic Position Control Method for the Buffer Unit of a Deepsea Mining System (해석심해자원개발용 버퍼의 동적위치제어기법)

  • Kim, Ki-Hun;Choi, Hang-S.;Hong, Sup
    • Journal of the Society of Naval Architects of Korea
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    • v.39 no.3
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    • pp.57-63
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    • 2002
  • This paper describes a control algorithm for the buffer of a deep-sea mining system, in which the buffer is connected to a long slender pipe and then to a surface ship on one end, and to a collector on sea floor through a flexible hose on the other end. A mathematical modeling is established for designing the controller for buffer thrusters, in which the dynamic response of the long pipe is taken into account based on the mode superposition method. The fluid loading acting on the pipe is estimated by using Morison's formula. For simplicity, the surface ship is assumed to be kept stationary, the reaction from the flexible hose is ignored and only the lateral motions are considered. In order to guide the buffer to react only to the low-frequency motion of the surface vessel, the FIR digital filter is introduced to a PID-based controller It can be shown numerically that the high frequency component of the ship's motion can be effectively filtered out by using the FIR low pass filter.

Technique for the Measurement of Crack Widths at Notched / Unnotched Regions and Local Strains (콘크리트의 노치 및 비노치 구역에서의 균열폭 및 국부 변형률 정밀 측정기법)

  • Choi, Sok-Hwan;Lim, Bub-Mook;Oh, Chang-Kook;Joh, Chang-Bin
    • Journal of the Korea Concrete Institute
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    • v.24 no.2
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    • pp.205-214
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    • 2012
  • Crack widths play an important role in the serviceability limit state. When crack widths are controlled sufficiently, the reinforcement corrosion can be reduced using only existing concrete cover thickness due to low permeability in the region of finely distributed hair-cracks. Thus, the knowledge about the tensile crack opening is essential in designing more durable concrete structures. Therefore, numerous researches related to the topic have been performed. Nevertheless accurate measurement of a crack width is not a simple task due to several reasons such as unknown potential crack formation location and crack opening damaging strain gages. In order to overcome these difficulties and measure precise crack widths, a displacement measurement system was developed using digital image correlation. Accuracy calibration tests gave an average measurement error of 0.069 pixels and a standard deviation of 0.050 pixels. Direct tensile test was performed using ultra high performance concrete specimens. Crack widths at both notched and unnotched locations were measured and compared with clip-in gages at various loading steps to obtain crack opening profile. Tensile deformation characteristics of concrete were well visualized using displacement vectors and full-field displacement contour maps. The proposed technique made it possible to measure crack widths at arbitrary locations, which is difficult with conventional gages such as clip-in gages or displacement transducers.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

Performance Analysis of a Bit Mapper of the Dual-Polarized MIMO DVB-T2 System (이중 편파 MIMO를 쓰는 DVB-T2 시스템의 비트 매퍼 성능 분석)

  • Kang, In-Woong;Kim, Youngmin;Seo, Jae Hyun;Kim, Heung Mook;Kim, Hyoung-Nam
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38A no.9
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    • pp.817-825
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    • 2013
  • The UHDTV system, which provides realistic service with ultra-high definite video and multi-channel audio, has been studied as a next generation broadcasting service. Since the conventional digital terrestrial transmission system is not capable to cover the increased transmission data rate of the UHDTV service, there are great necessity of researches about increase of data rate. Accordingly, the researches has been studied to increase the transmission data rate of the DVB-T2 system using dual-polarized MIMO technique and high order modulation. In order to optimize the MIMO DVB-T2 system where irregular LDPC codes are used, it is necessary to study the design of the bit mapper that matches the LDPC code and QAM symbols in MIMO channel. However, the research related to the design of the bit mapper has been limited to the SISO system. Therefore, this paper defines a new parameter that indicates the VND distribution of MIMO DVB-T2 system and performs the performance analysis according to the parameter which will be helpful for designing a MIMO bit mapper.

The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

Design of Fetal Health Classification Model for Hospital Operation Management (효율적인 병원보건관리를 위한 태아건강분류 모델)

  • Chun, Je-Ran
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.263-268
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    • 2021
  • The purpose of this study was to propose a model which is suitable for the actual delivery system by designing a fetal delivery hospital operation management and fetal health classification model. The number of deaths during childbirth is similar to the number of maternal mortality rate of 295,000 as of 2017. Among those numbers, 94% of deaths are preventable in most cases. Therefore, in this paper, we proposed a model that predicts the health condition of the fetus using data like heart rate of fetuses, fetal movements, uterine contractions, etc. that are extracted from the Cardiotocograms(CTG) test using a random forest. If the redundancy of the data is unbalanced, This proposed model guarantees a stable management of the fetal delivery health management system. To secure the accuracy of the fetal delivery health management system, we remove the outlier which embedded in the system, by setting thresholds for the upper and lower standard deviations. In addition, as the proportion of the sequence class uses the health status of fetus, a small number of classes were replicated by data-resampling to balance the classes. We had the 4~5% improvement and as the result we reached the accuracy of 97.75%. It is expected that the developed model will contribute to prevent death and effective fetal health management, also disease prevention by predicting and managing the fetus'deaths and diseases accurately in advance.

Suggestion of a Social Significance Research Model for User Emotion -Focused on Conversational Agent and Communication- (사용자 감정의 사회적 의미 조사 모델 제안 -대화형 에이전트와 커뮤니케이션을 중심으로-)

  • Han, Sang-Wook;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.167-176
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    • 2019
  • The conversational agent, which is at the forefront of the 4th industry, aims to personalize the user-centered focus in the future and holds an important position to have a hub that can be connected to various IoT devices. It is a challenge for interactive agents to recognize the user's emotions and provide the correct interaction to personalization. The study first I looked at emotional definitions and scientific and engineering approaches. Then I recognized through social perspectives what social function and what factors emotions have and how they can be used to understand emotions. Based on this, I explored how users can be discovered emotional social factors in communication. This research has shown that social factors can be found in the user's speech, which can be linked to the social meaning of emotions. Finally, I propose a model to discover social factors in user communication. I hope that this will help designer and researcher to study user-centered design and interaction in designing interactive agents.