• 제목/요약/키워드: visualization principles

검색결과 50건 처리시간 0.022초

홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안 (A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality)

  • 오문석;원종욱
    • 디지털산업정보학회논문지
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    • 제8권4호
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    • pp.177-184
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    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

Machine-to-Machine (M2M) Communications in Vehicular Networks

  • Booysen, M.J.;Gilmore, J.S.;Zeadally, S.;Rooyen, G.J. Van
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권2호
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    • pp.529-546
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    • 2012
  • To address the need for autonomous control of remote and distributed mobile systems, Machine-to-Machine (M2M) communications are rapidly gaining attention from both academia and industry. M2M communications have recently been deployed in smart grid, home networking, health care, and vehicular networking environments. This paper focuses on M2M communications in the vehicular networking context and investigates areas where M2M principles can improve vehicular networking. Since connected vehicles are essentially a network of machines that are communicating, preferably autonomously, vehicular networks can benefit a lot from M2M communications support. The M2M paradigm enhances vehicular networking by supporting large-scale deployment of devices, cross-platform networking, autonomous monitoring and control, visualization of the system and measurements, and security. We also present some of the challenges that still need to be addressed to fully enable M2M support in the vehicular networking environment. Of these, component standardization and data security management are considered to be the most significant challenges.

Study on Application Case of Scrum Methodology using Visibility

  • Chang, Eun-Sun;Kim, Neung-Hoe
    • International journal of advanced smart convergence
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    • 제8권3호
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    • pp.161-166
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    • 2019
  • Viewed in the rate of change in the web environment, it is very difficult to remain the initial planning at the time until the time of launch, and there is a need for a method to accommodate changes and satisfy market demands during the development process. Unlike the traditional waterfall approach of maintaining initial planning, scrum is one of the agile methodologies that enables flexibility to respond to changes in the market and customers' needs and drive customer satisfaction and business success. However, to apply the scrum to a project in actual, the practice method itself is relatively simple but not easy to apply. The reason is that the members of the organization need to understand and participate in scrum's philosophy and principles and the continuous observation and change management should be carried out. Therefore, in this paper, we presented the feature dashboard and customized scrum methodology to enable continuous observation and change management using visibility, and we shared the case that periodically reflected inspection and adaptation with the explanation of the main points. Also, based on the experience with participants, the strengths and weakness of the feature dashboard and the customized scrum methodology are summarized.

성대진동검사의 최신 지견 (Recent Advances in Examination of Vocal Fold Vibration)

  • 이진춘;배인호
    • 대한후두음성언어의학회지
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    • 제32권1호
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    • pp.1-8
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    • 2021
  • Human vocal cords vibrate as quickly as 100-250 times per second, so it is impossible to observe them with normal endoscopic diagnostic equipment. High-speed videolaryngoscopy (HSV) allows the visualization of non-periodic vibratory motion of vocal fold beyond the limitation of videostroboscopy. New developed post-processing methods that converts HSV to two-dimensional videokymography (2D VKG) using U-medical image-processing software can provide quantitative information on vocal fold mucosa vibration. Multifunctional laryngeal examination system is composed of 3 kinds of examinations such as HSV, 2D scanning digital kymography (2D DKG) and line scanning digital kymography (DKG). Evaluation of entire vocal cord vibratory pattern in each cord is possible using 2D DKG and a faster and more reliable quantitative information can be obtained. As this system is used in clinical and research, it is expected to bring much advances to the diagnosis of voice disorders. In this review, I will introduce the principles and advantages on examination of the vocal fold vibration, which is in the spotlight recently, and proceed with the literature review.

더블 다이아몬드를 적용한 3세대 CPTED 프로세스에 관한 연구 (A Study on the 3rd Generation CPTED Process through Double Diamond)

  • 류허;홍관선
    • 한국콘텐츠학회논문지
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    • 제22권4호
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    • pp.207-221
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    • 2022
  • 기존의 '환경설계를 통한 범죄예방(Crime Prevention Through Environmental Design; CPTED)' 이론은 실천 과정에서 미흡함이 있었고, 이 때문에 통상적인 범죄예방 디자인 프로세스에는 한계점이 존재했었다. 본 연구의 목적은 디자인학의 관점에서 제3세대 CPTED 이론적 프레임워크와 더블 다이아몬드(Double Diamond Model) 디자인 프로세스 이 두 가지의 접목을 분석하는 것이다. 본 연구는 이를 통해, 더블 다이아몬드 디자인 프로세스가 접목된 가시적인 제3세대 CPTED 디자인 프로세스를 제시하고자 했다. 또한, 각 학자별로 제3세대 이론적 프레임워크에 대해 연구한 관련 논문을 각자의 주장, 목표, 전략 방법, 거주적합성 원칙(Liveability)에 따라 명확히 정리했다. 이를 바탕으로, 영국 디자인 위원회의 혁신을 위한 프레임워크를 결합하여, 제3세대 이론적 프레임워크와 더블 다이아몬드 디자인 프로세스의 접목에 명확한 기준과 기초를 마련했다. 또한, 단계적인 아웃풋과 활동 방식으로 양자 간의 접목에 대한 구체적 내용을 분석하고 설명했다. 연구의 의의는 더블 다이아몬드 디자인 프로세스와 가시적인 제3세대 CPTED 디자인 프로세스의 접목을 통해 거주민들의 자아 가치 실현 행동을 유도하고 이로 인한 참여(Engagement)를 돕는 것이다. 또한, CPTED 프로젝트에 참여한 디자인 관련 종사자 및 기타 분야 종사자의 협업에 참고가 될 수 있는 연구 결과를 도출하는 것이다.

대중음악의 시각화를 통한 텍스타일 프린트 패턴디자인 발상 (Creating the Idea of Textile Print Pattern Design Using the Visual Expression of Popular Music)

  • 김지연;오경화;정혜정
    • 한국의류산업학회지
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    • 제17권4호
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    • pp.524-540
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    • 2015
  • This study develops textile pattern design ideas created through the visualization of music. Methods of auditory and synesthesia were employed to analyze various attributes of popular music genres and appoint language image, shape image, and color image to obtain their interrelationships. This study provides data that can be used to express emotional images on textile print pattern designs. This research used different genres of popular music as stimuli. The language image was extracted and introduced to the overall color scheme; in addition, the color image was verified. The analysis of the color image was executed by applying it with the color set image scale of I.R.I colors. Then, the color image of the target genre of popular music was examined and analyzed through a color tone system. The preference in shape image was realized through visual images based on basic principles of points, lines, and sides composition; subsequently, an analysis of the emotional image of popular music followed. An examination of the emotional images of different popular music genres have led to the discovery that language image, color image, and shape image all share a common emotional image. There was also a realization that similarity and interrelationship exists in language, color, and shape images experienced by listening to popular music.

공간탐색경로에 따른 3차원 시각구조 도출과 정량적 개방도 측정에 관한 연구 (A Study on the Deduction of 3-Dimmensional Visual Structure and measurement of Quantitative Openness in Accordance with Spatial Probe Routes)

  • 김석태
    • 한국실내디자인학회논문집
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    • 제19권6호
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    • pp.112-120
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    • 2010
  • Human can recognize the environment by detecting spatial perception, and most of environmental perception depends on visual perception. In view that the acquisition of spatial information is accomplished through visual recognition, analysis of visual structure contained in the space is thought to be very important sector in studying the characteristic of the space. The history of studies on visual structure of space, however, wasn't too long, and furthermore most of the theories up to now focused on static and planar principles. Under this circumstance, this study is intended to suggest new theory by combining Isovist theory and VGA theory that have been actively discussed as the theory on visual perception-based spatial structure and supplementing them between each other to expand into 3-dimensional model. The suggested theory is a complex principle in dimensional and dynamic form in consideration of visual direction, which forms 3-dimentional virtual model that enables visualization of the property of spatial structure as the routine discriminating whether visual connection is made between viewing point and target point, and the target point is included in the visual field quadrangular pyramid or not. Such model was built up by an analysis application where four probe paths were applied to simulate the visual structure that occurs in virtual space, and then the characteristics were analyzed through quantification. In result, in spite of the path with equal space and equal length, significant difference in the acquired quantity of spatial information could be found depending on the probe sequence. On the contrary, it was found that probe direction may not affect the acquired quantity of information and visual property of the space.

트리즈 기반의 창의적 문제해결 프로세스 (TRIZ-based Creative Problem Solving Process)

  • 김은경
    • 한국실천공학교육학회논문지
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    • 제2권1호
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    • pp.28-34
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    • 2010
  • 본 논문에서는 공학교육을 통해 학생들의 창의적 문제해결 능력을 개발하기 위해서, 트리즈 기반의 창의적 문제해결 프로세스를 제안하고, 그 가운데 특히 문제 정의 및 아이디어 창출 방법에 대해 소개하였다. 트리즈는 러시아의 알트슐러가 창안한 창의적 문제해결 이론으로, 지금까지 많은 실무에 적용되어 이미 그 우수성이 입증된 이론이다. 창의성을 방해하는 주요 요인으로 크게 심리적 타성, 지식 부족, 잘못된 문제 설정 및 모순 해결 회피를 들 수 있는데, 트리즈는 이 네 가지를 모두 해결할 수 있는 많은 해법을 제시하고 있다. 따라서 교육을 통해서 학생들의 창의적 문제해결 능력을 개발함에 있어서 트리즈를 활용하는 것이 매우 유용할 것으로 판단된다. 특히 문제정의가 잘못되면 아무리 좋은 해결안을 도출해도 시간 낭비일 뿐이며, 이런 점에서 정확한 문제정의 능력은 공학도에게 매우 중요한 능력이며, 문제해결을 위한 창의적 아이디어를 반복적으로 도출할 수 있는 능력 역시 매우 필수적이라고 할 수 있다. 본 논문에서는 특히 트리즈의 모순 개념을 활용하여 인식된 문제의 근본 원인을 분석해서 진짜 문제를 정의하고, 분리원리를 활용하여 모순을 적극적으로 해결함으로써 보다 창의적인 아이디어를 창출할 수 있는 방법에 초점을 맞추어 기술하였다.

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태극문양을 활용한 국제 경기용 골프웨어에 관한 연구 (The Study of the Golf Wear for International Game Using Taeguk Motive)

  • 이연순;이정은;김경아
    • 한국의류산업학회지
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    • 제11권5호
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    • pp.691-700
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    • 2009
  • The purpose of this study is textile design development of the golf wear for international game in which it can inform the status of Korea through the visualization of the national symbolic image, and for this we developed the motive of modern Taeguk motive. According to an increase of popularization of the golf wear and participation of international game, the status of our country needs to be enhanced by developing the motive which the Korea symbolic pattern applied and applying to the golf wear, and it needs to contribute to the fashion industry through commercialization. 'Taeguk' is love with ideological concept and the Korea Founding Principles. The symbolic characteristic in which it represents the Korean image is clear. We presented applicable modern direction based on the figurative features and meaning of traditional pattern. The result of modernized Taeguk motive application to golf wear, effect of our country symbol showed up on a large scale in case of using single motive. And the pattern in which many arrangement methods are applied was more effective that it applies as the part of the detail than the front construction. In addition, we consider that It makes a large contribution to the fashion industry's development by application of fashionable pattern added in applied motive to golf wear.

멀티미디어디자인에서 정보디자인 특성에 관한 연구 (A Study on the Characteristics of Information Design in Multimedia Design)

  • 류시천
    • 디자인학연구
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    • 제17권1호
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    • pp.63-76
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    • 2004
  • 정보디자인 원리는 1970년대의 출판디자인을 포함한 그래픽디자인 분야에서 비롯되었으나, 리처드 솔 워먼(Richard Saul Wurman)이 인터넷 환경에서 정보디자인과 그것의 실질적인 적용에 관한 문제를 탐구하면서부터 현재와 같이 정보디자인이 멀티미디어디자인 영역에서 매우 중요한 위치를 차지하기에 이르렀다. 그러나 아직까지도 멀티미디어디자인상에서 정보디자인 개념의 정체성 확보를 위한 이렇다할만한 연구가 부족한 실정이며, 경우에 따라선 과거 그래픽디자인 분야에서 정의되었던 ‘정보의 재현 및 시각화’라는 측면으로 대단히 협의적 관점에서 정보디자인을 조망하는 경향이 나타나고 있다. 이와 같은 맥락에서 본 연구는 과거의 전통적 정보디자인과 대비되는 상대적 관점으로 현재의 멀티미디어디자인에서 정보디자인 특성을 고찰하였다. 연구결과로서 멀티미디어디자인에서 정보디자인 특성은 '컨텍스트 제공과 정보 위계 발견', '통합적 사고에 의한 접근과 정보 통제권 공유', '다차원 매체 활용과 컨텐트 중심', '정보 질 보장과 통합적 정보 의미 해석', '쌍방향 정보 표출과 사용자 지식 확장'의 크게 5가지 측면으로 제시하였다. 본 연구를 토대로 향후에는 인터페이스디자인, 상호작용디자인, 경험디자인과 같은 정보디자인 인접분야와의 상호 의존적 또는 배타적 특성에 대한 담론이 제시될 수 있기를 기대한다.

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