• 제목/요약/키워드: eDesign

검색결과 8,710건 처리시간 0.036초

Design of an FPGA-based IP Using SPARTAN-3E Embedded system

  • Moon, Sang-Ook
    • Journal of information and communication convergence engineering
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    • 제9권4호
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    • pp.428-430
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    • 2011
  • Recent semiconductor design technology has been substantially developed that we can design a micro-system on a chip as well as implementing an application specific IC in an FPGA. SPARTAN-3E developed by Xilinx is equipped with an FPGA that holds as much as 500 thousand transistors connected with MicroBlaze softcore microprocessor bus system. In this paper, we discuss a method of implementing an embedded system using the SPARTAN-3E. We also explain the peripherals and the bus protocols and the expandability of this kind of embedded systems.

Design Structure Matrix를 활용한 인체측정학적 제품설계 방법: 컴퓨터 워크스테이션 설계 적용 (An Anthropometric Product Design Approach Using Design Structure Matrix (DSM): Application to Computer Workstation Design)

  • 정기효;권오채;유희천
    • 대한인간공학회지
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    • 제26권3호
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    • pp.111-115
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    • 2007
  • Design equations for anthropometric product design are developed by considering the geometrical relationships of design dimensions and anthropometric dimensions. The present study applied the design structure matrix (DSM) method to the development of design equations for a computer workstation, and compared design values from the design equations with corresponding design values of ergonomic recommendations and existing products. The relationships between design dimensions (e.g., legroom and worktable) were analyzed by a DSM, and then the application order of design equations (e.g., seatpan, backrest, armrest, legroom, and worktable in descending order) was determined. Next, design equations were developed by analyzing the geometric relationships between computer workstation design dimensions and anthropometric dimensions. Finally, design values for a computer workstation were determined by considering a standard posture defined and representative human models (5th, 50th, 95th %ile). The design values calculated using the design equations were similar with those of ergonomic recommendations found in literature and two commercial products measured in the study; however, some design values (e.g., seatpan height) were different due to discrepancy in standard posture. The DSM method would be utilized to systematically analyze the relationships between design dimensions for anthropometric product design.

Research on Gamification Incentive Mechanism of E-commerce Platform

  • Zhao, Qiu-Yue;Cho, Dong-Min
    • 한국멀티미디어학회논문지
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    • 제25권7호
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    • pp.973-982
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    • 2022
  • As a new marketing tool, gamification design has been used in marketing practice by e-commerce platforms, aiming to motivate consumers to participate. Based on this, by sorting out relevant domestic and foreign literature, analysis of actual business cases, in-depth interviews with users, experiments and data analysis, this study extracts and describes in detail the elements of the e-commerce platform gamification incentive mechanism. Draw conclusions through research: (1) The incentive mechanism of gamification design of e-commerce platform contains four main dimensions : The richness of symbols, The fun of gamification, The contagiousness of Social and The seduction of achievement. (2) The four elements are closely related, and these can work on a system at the same time and have significant mutual effects. (3) Achievement and fun can bring intrinsic motivation to consumers, while sociability and symbols can bring external motivation to consumers and promote internal motivation through external motivation. (4) The seduction of achievement and the richness of symbol are most closely related.

우끼요에를 중심으로 본 19세기 유럽회화와 에도시대 고소데 디자인의 예술적 표현 (The Artistic Expression of European Paintings of the $19^{th}$ Century and Kosode Design in Edo Era, Focusing on the Influence of Ukiyo-e)

  • 이금희;이소령;변지연
    • 복식
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    • 제60권4호
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    • pp.76-97
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    • 2010
  • The purpose of this study is to review the influence of Ukiyo-e on the design of European Paintings of the $19^{th}$ century and the expression of the design of Kosode design in Edo-era. We collected data from the actual study of visiting Museums and other theories and visual materials through literature review. Then, we analyzed the data. The result came out that Ukiyo-e, which is the genre painting of Edo-era, provided the new vision and the new way of expression to the European Paintings of the $19^{th}$ century. In the same way, the result also indicated that Ukiyo-e similarly influenced on the design of Kosode. For example, the study showed that the patterns of Kosode, such as flower, bridge, fun, wave, Lotus flower, stripe, oval, plaid, were used in the works of European artists in the $19^{th}$ century. The Ukiyo-e styles include Kan Bun style, Dan-Gawari style, Back facing style, Two-Section Segmentation style, and Folding screen style, with the identity of Japan and Japanese unique nature and landscapes. Thus, this study proved the design of Kosode to be the frontier of both European and Japanese arts, by examining Ukioyo-e's plastic characteristics, its composition & arrangements, and its subjects & objects which were samely revealed in Kosode design and European Art in nineteenth century.

패션온라인창업 교육을 위한 전자책 콘텐츠 개발에 대한 연구 (A Study on the Development of E-book Contents for Fashion Online Entrepreneurship Education)

  • 정화연;홍은희
    • 한국의상디자인학회지
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    • 제26권1호
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    • pp.33-44
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    • 2024
  • This study developed e-book content in order to use e-books as a tool to provide more efficient classes to learners who are familiar with smart devices and online spaces. E-book contents were produced using Sigil-0.9.10. The development process is as follows. Before e-book development, it is necessary to prepare manuscript files, image files to be inserted, fonts to be used, and e-book covers. After inserting the book cover images, it is necessary to register the table of contents using the title tag and register the free fonts. Also, a style must be created for text or images used in the main text connected to a file containing the entire text. Then, after separating the entire text file into separate files according to each chapter, the text is completed in turn. E-books were produced focusing on hyperlink functions so that educational content and various example images could be accessed. Currently, there is a lack of research on e-books as textbooks in universities within the fashion design major. In the future, if e-book contents are developed according to the characteristics of courses and the level of learners, they can be used as effective teaching tools.

P.E.B 시스템 강골조에서 H형강 기둥 - Rafter 접합부의 구조성능 (Structural Performance of H-shaped Column-Rafter Connection in the P.E.B Systematic Steel Frames)

  • 김종성
    • 한국강구조학회 논문집
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    • 제17권3호통권76호
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    • pp.347-356
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    • 2005
  • 최근 들어 강구조 공장건축은 상당부분 P.E.B.시스템으로 지어지고 있으나 관련기술이 대부분 외국에서 수입된 것으로 전용프로그램(예, MBS, LTI 등)에만 의존하고 있고 국내의 설계지침이 없어서 AISC-ASD에 의해 설계하고 있다. 또한 P.E.B.골조의 구조적 거동을 검토한 연구 및 H형강을 이용한 요소기술 개발이 부족한 실정에 있다 특히, 기둥-보(rafter) 접합부는 Extended type end plate에 의한 접합에만 의존하여 과다설계의 경향이 있으므로. 접합부에 대한 구조적 검토가 필요하다. 따라서 이 연구에서는 P.E.B.시스템 공장건물에서 H형강-보(rafter)의 접합부(Extended/Flush type)의 구조성능을 실험적으로 평가하여 구조적, 경제적으로 우수한 P.E.B. 시스템 골조의 설계를 위한 기초자료를 제공하고자 한다.

학습자간 상호작용을 강화한 전자책 설계 모형 개발 (Development of an E-book Design Model for Reinforcing Interaction among Learners)

  • 김훈영;전우천
    • 정보교육학회논문지
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    • 제9권1호
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    • pp.15-26
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    • 2005
  • 현재 전자책 (E-Book : Electronic-Book)에 대한 관심은 크게 증가하고 있으나, 아직까지 전자책에 대한 연구와 개발은 미미한 실정이다. 특히 대부분의 초등학생용 전자책은 상호작용성을 고려하지 않아 전자책의 장점을 살리지 못하고 있다. 본 논문의 목적은 상호작용을 강화한 초등학생용 전자책 설계 모형을 제안하고 구현함에 있다. 본 연구는 기존의 초등학생용 전자책을 상호작용의 측면에서 분석하여, 이를 바탕으로 학습자의 수준에 적절한 정보를 제공하고, 교환할 수 있는 다양한 기능을 지원하며, 또한 종이책과 같은 친밀한 환경에서 자기 주도적인 학습을 제공하는 전자책을 설계하고 구현하였다.

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온라인 리뷰 탐색이 화장품 구매의도에 미치는 영향 (Effects of e-reviews on purchase intention for cosmetics)

  • 박은주;정유진
    • 한국생활과학회지
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    • 제22권2호
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    • pp.343-355
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    • 2013
  • E-reviews, electronic reviews, are generally perceived as trustworthy and credible by the consumers, because it is based on the experiences of other consumers who are independent of the marketers. Therefore, consumers may rely more on the review information as an important cue than direct experience or advertising. This paper explored the structural equation model to investigate the relationships among search motives of e-reviews, attributes of e-review, trust, and purchase intention for cosmetics. A self-questionnaire was developed based on previous researches. Data were collected from 300 female university students experienced purchasing cosmetics at the Internet and were analyzed by AMOS 20.0. Results showed that e-review attributes consisted of three factors: expertise/visuality, quality/functionality and advertising/design. Utilitarian and hedonic search motives were significantly related to expertise/ visuality attributes of e-review and then influenced the purchase intention for cosmetics, mediated by the trust of e-review. However, quality/functionality attributes related by utilitarian motive did not have a significant effect to trust of e-review and purchase intention for cosmetics. Regardless of search motives and trust of e-review, advertising/design attributes of e-review directly related to purchase intention of cosmetics. As predicted, the trust of e-review was an important mediated variable to stimulate the purchase intention of cosmetics at internet. The implications of findings for research and practice are discussed.

An Inquiry of Constructs for an e-Learning Environment Design by Incorporating Aspects of Learners' Participations in Web 2.0 Technologies

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • 제12권1호
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    • pp.67-94
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    • 2011
  • The major concern of e-learning environment design is to create and improve artifacts that support human learning. To facilitate effective and efficient learning, e-learning environment designers focused on the contemporary information technologies. Web 2.0 services, which empower users and allow the inter-transforming interactions between users and information technologies, have been increasingly changing the way that people learn. By adapting these Web 2.0 technologies in learning environment, educational technology can facilitate learners' abilities to personalize learning environment. The main purpose of this study is to conceptualize comprehensively constructs for understanding the inter-transforming relationships between learner and learning environment and mutable learning environments' impact on the process through which learners learn and strive to shape their learning environment. As results, this study confirms conceptualization of four constructs by incorporating aspects of design that occur in e-learning environments with Web 2.0 technologies. First, learner-designer refers to active and intentional designer who is tailoring an e-learning environment in the changing context of use. Second, learner's secondary design refers to learner's design based on the primary designs by design experts. Third, transactional interaction refers to learner's inter-changeable, inter-transformative, co-evolutionary interaction with technological environment. Fourth, trans-active learning environment refers to mutable learning environment enacted by users.