• Title/Summary/Keyword: iA-Canvas

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Implementation of The Integrated Management System using iA-Canvas (iA-Canvas를 이용한 통합 관리 시스템 구현)

  • Kim, Seog Chan;Kim, Ki Tae;Kim, Je Min;Yoo, Weon Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.1
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    • pp.169-179
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    • 2010
  • iA-Canvas is HMI program which is the industrial automation application developed based on the Java language, and can run on any OS such as Windows, UNIX, Linux. The iA-Canvas is built on object-oriented open structure and consider network functionality and user experience as a system of centralized management and distributed management. iA-Canvas is composed of several components such as Builder, IO Server, Viewer, and Web Service Module and provides a GUI control environment. This paper explains design and implementation of iA-Canvas that is a tool for development of integrated management system, and shows practical examples of integrated management system that use iA-Canvas.

Quality of Higher Education: Improving the Well-being through Humanizing Digital Entrepreneurship Program

  • MUHIBBULLAH, Md.;MAMUN, Abdullah Al;AFROZ, Rafia
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.2
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    • pp.1201-1213
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    • 2021
  • This paper describes the intent of learners to acquire university education, the basis for selecting study courses, the means to assess the quality of higher education, what the challenges faced by the learners are, as well as suggestions for improvement. The design and system thinking approach has been adapted to address the well-being issues of B40 young people in Bangladesh, through understanding their need, followed by building conceptual business models using modeling tools, i.e., Business Model Canvas (BMC) and Value Proposition Canvas (VPC) model. The main objective of this paper is to investigate the contribution and the role of a Malaysian University to solve problems of quality of higher education in Bangladesh and what initiatives should be taken to overcome this problem. This paper offers a validated conceptual Malaysian University of the Future (UotF) business model with the focus on international community engagement programs to help Bangladeshi students to acquire knowledge, abilities, skills, and values toward developing a harmonious and sustainable society. The contribution of this paper is the presentation of a conceptual, validated business model in both BMC and VPC formats. This conceptual business model can further be applied to civic engagement operations by other universities.

Formulating Blue Ocean Strategy to Revitalize a Regional Industry : A Case of Rafting Industry in Korea (지역산업 발전을 위한 블루오션전략 수립 : 래프팅산업에의 적용 사례)

  • Park, Kyung-Min
    • Korean Management Science Review
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    • v.26 no.1
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    • pp.7-20
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    • 2009
  • The framework of "blue ocean strategy (Kim and Mauborgne, 2005)" applies to not only business firm level but also region or regional industry level. The paper suggests an approach of survey-based blue ocean strategy formulation. The result from survey on customer group and non-customer group gives information on positions of value curves for regions on strategy canvas and hints on how to reposition the focal region's value curve for both increases in value for customers and decreases in cost for local government, i.e., value innovation. In the context of rafting industry in Korea, this study shows the process how blue ocean strategy can be formulated with results from the survey on customers and business people in rafting industry. Relative positions of value curves on strategy canvas and importance scores for strategy elements provides the local government in region A with implications on which elements to raise or to reduce to create "blue ocean" in rafting industry under fierce inter-region competition.

Aesthetics and Meaning of Split Screen: Focusing on Feature Film (화면 분할의 미학과 의미 - 극영화를 중심으로)

  • Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.154-165
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    • 2012
  • In this paper, I examine the history of split screens, primarily seek to explain types of them, and explore the narrative meaning of each type in feature films. In short, I try to categorize the types of split screens and present a figure of them according to events and characters, focusing the relations between/among simultaneous images and narrative meanings. In addition, I assert that split screen have altered some methods of filmic storytelling and the ontology of screen. Story lines no longer have to be linear and the screen need not to remain a window through which we can see another world. The screen has come to be a canvas upon which several images can be arranged for narrative purposes.

Platform Independent Game Development Using HTML5 Canvas (HTML5 캔버스를 이용한 플랫폼 독립적인 게임의 구현)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3042-3048
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    • 2014
  • Recently, HTML5 have drawn many people's attention since it is considered as a next-generation web standard and can implement a lot of graphic and multimedia-related techniques on a web browser without installing programs separately. In this paper, we implement a game independent of platforms, such as iOS and Android, using the HTML5 canvas. In the game, the main character can move up, down, left, and right not to collide with neighboring enemies. If the character collides with an enemy, the HP (hit point) gauge bar reduces. On the other hand, if the character obtains heart items, the gauge bar increases. In the future, we will add various items to the game and will diversify its user interfaces by applying computer vision techniques such as various gesture recognition.

Design and Implementation of Web GIS Server Using Node.js (Node.js를 활용한 웹GIS 서버의 설계와 구현)

  • Jun, Sang Hwan;Doh, Kyoung Tae
    • Spatial Information Research
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    • v.21 no.3
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    • pp.45-53
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    • 2013
  • Web GIS, based on the latest web-technology, has evolved to provide efficient and accurate spatial information to users. Furthermore, Web GIS Server has improved the performance constantly to respond user web requests and to offer spatial information service. This research aims to create a designed and implemented Web GIS Server that is named as Nodemap which uses the emergent technology, Node.js, which has been issued for an event-oriented, non-blocking I/O model framework for coding JavaScript on the server development. Basically, NodeMap is Web GIS Server that supports OGC implementation specification. It is designed to process GIS data by using DBMS, which supports spatial index and standard spatial query function. And NodeMap uses Node-Canvas module supported HTML5 canvas to render spatial information on tile map. Lastly, NodeMap uses Express module based connect module framework. NodaMap performance demonstration confirmed a possibility of applying Node.js as a (next/future) Web GIS Server development technology through the benchmarking. Having completed its quality test of NodeMap, this study has shown the compatibility and potential for Node.js as a Web GIS server development technology, and has shown the bright future of internet GIS service.

DEVELOPMENT AND VALIDATION OF A NUCLEAR FUEL CYCLE ANALYSIS TOOL: A FUTURE CODE

  • Kim, S.K.;Ko, W.I.;Lee, Yoon Hee
    • Nuclear Engineering and Technology
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    • v.45 no.5
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    • pp.665-674
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    • 2013
  • This paper presents the development and validation methods of the FUTURE (FUel cycle analysis Tool for nUcleaR Energy) code, which was developed for a dynamic material flow evaluation and economic analysis of the nuclear fuel cycle. This code enables an evaluation of a nuclear material flow and its economy for diverse nuclear fuel cycles based on a predictable scenario. The most notable virtue of this FUTURE code, which was developed using C# and MICROSOFT SQL DBMS, is that a program user can design a nuclear fuel cycle process easily using a standard process on the canvas screen through a drag-and-drop method. From the user's point of view, this code is very easy to use thanks to its high flexibility. In addition, the new code also enables the maintenance of data integrity by constructing a database environment of the results of the nuclear fuel cycle analyses.

A study of drop spreading between moving solid plates (움직이는 고체판 사이에서 액적의 퍼짐에 관한 연구)

  • Kwon, Hyuk-Min;Kim, Ho-Young
    • Proceedings of the KSME Conference
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    • 2007.05b
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    • pp.2967-2970
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    • 2007
  • In a usual painting process, a liquid drop spreads on canvas by being dragged along a paintbrush. To obtain the fundamental understanding of the painting process from the mechanical point of view, we experimentally investigate various dynamic behavior of a liquid drop that spreads between moving solid plates. It is shown that three distinct types of drop spreading take place, i.e. shearing, spreading, and intact dragging, depending on the liquid viscosity and surface tension, the plate speed, and the wettability. We suggest a regime map based on the capillary number and the receding contact angle, which indicates the boundaries between different types of spreading behavior in a dimensionless space.

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The Interrelationship between Pop Art and Textile Design (팝 아트와 텍스타일 디자인의 상호관계)

  • 차임선
    • Archives of design research
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    • v.13
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    • pp.177-200
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    • 1996
  • The purpose of this study is to show the textile designers how to be creative and how to accept other ideas which are not necessarily of their own, and to show what exactly creating anything means. During the 1950's and'60s. America and Europe reached their peak in developing their consumption culture. After World War II, America achieved an astonished feat in developing its thechnology and industry to cause the economy to a rapid ascendence. The U.S. government adopted the Keynsian theory in its economic policy. The Keynsian theory advocates the consumer spending. And during this time period the American public developed consumption habit. Mass production and mass media went in hand to induce the public to buy. The public became an important target for the advertising stratages of the industry. In order for the industry to advertise the mass produced products, it had to utilize the mass media such as television, newspaper, and magazine. And mass media came into play an important role not to advertise the products, but to imform and educate the public about the products. This corporate stratege is further enhanced by the desire of the American public to climb up the ladder by way of material possession. Pop Art was born not only in reflecting the ideology of the consumption culture, but acted as a catalyst for more spending. The subjects of Pop Art are cars, foods, comics, Hollywood actors and movie scenes, the famous singers or persons. Andy Warhol specifically used the chosen image repeatedly to emphasize the redundacy of the image. The common factors which exist between Andy Warhol's Pop Art and textile design is the repetition in form, and the way of transferring an image to a canvas - Warhol used the frotttage technique to transfer an image to a canvas and textile design is transferred to a paper by way of transferring technique. Also the way Warhol thought of his paintings as a decorative elements and made a couple of his paintings into wallpapers or exhibits his painstings wall to wall demonstrates his close alliance with the textile design, let alone his comercial design background. In this study, I examined the inter-relationship between textile design and Pop Art. To carry out this study, I examined the comsumption culture: and the biomorphic relationship of culture and art: and Pop art and its transience stage. The major finding of this study is there exists a common denomenator between textile design and Pop Art, especially of Andy Warhol's.

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A Study on Experimental Clothing of the Early 20th Century Italian Artists (20세기 초 이탈리아의 실험예술 의상에 관한 연구)

  • 이금희
    • The Research Journal of the Costume Culture
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    • v.9 no.1
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    • pp.111-126
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    • 2001
  • This study concentrates on the relationship between the early 20th century italian artists and their works in the field of clothing design. They advocated the creation of art for life and introduced a new type of work of art which I will call 'experimental clothing for art'. The experimental clothing for art showed its dynamic characteristics in the field s of line and form, color, pattern, and material. The Italian artists made simple and functionalistic dresses, using asymmetric, geometric cuts. in pattern making. They employed dynamic patterns in textile design and favored brilliant colors which they debunked as storage and traditional. With regard to material, they used unusual materials such as metal, net, wire, and paper and inexpensive materials. To investigations of the visual expression of experimental clothing for art in Italy have led us to the internal expressions which are avant-garde, dynamic & speed, functionality & popularity, ephemeral & transformable, and warlike. As a result of the reflection of the times and the artists's will and roles the experimental clothing for art in Italy implicated contemporary clothing in the early twentieth century and it was only laboratory art that underwent various experiments in canvas but a model of efforts for the at of living, which was anti-traditional. It offered a new future and created a new environment. It is left for future research how the experimental clothing for art developed in countries other than Italian.

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