• Title/Summary/Keyword: 디자인도구

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Design and Development of XR Contents Authoring Framework for IT Convergence Education (융합영상콘텐츠 교육을 위한 XR 콘텐츠저작 프레임워크 설계 및 제작)

  • Leem, Eek-Su
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.633-639
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    • 2020
  • Despite the growing educational demand for the extended reality (XR) convergence content creation for non-IT students, fewer studies have attempted to education material development. In this paper, non-IT students' requirement to create XR convergence contents was analyzed and designed framework system specification. The object-oriented application framework (OOAF) was developed for non-IT students to create XR convergence contents through simple interaction methods such as drag and drop in-game engines. To evaluate the developed framework XR contents development course was operated with 26 industrial design majors sophomore in university. More than 90% of students succeeded in working on prototype XR contents in Oculus Rift. This result will be expected to improve the quality of XR contents creation education for non-IT students and contribute to the growth of the future convergence contents industry.

Proposal on the Improvement Direction of Web App Development lecture for Non-IT majors

  • Kim, Koono
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.231-239
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    • 2022
  • In this paper, I analyze the difficulties of web service development education for non-IT majors through the Q&A of students posted in the k-mooc lecture, and propose methods to improve them. Through Q&A analysis, it was confirmed that non-majors mainly had difficulties in using unfamiliar tools, cost of cloud service, setting up server environment, and writing code while taking web service development courses. To solve this problem, I propose a method to reduce the server cost problem and the complexity of the server environment by using BaaS(Backend as a Service), which is one of the cloud service models. It also shows that it is possible to reduce the length of code that needs to be written at once by using the React library to modularize long code into smaller units. Finally, I propose an improvement plan that even non-IT majors can easily learn by implementing a web application that works by using the design output obtained by using Figma.

Local community case management service and regional case management council performance analysis through concept mapping (Concept mapping을 통한 지역사회 사례관리서비스와 지역사례관리협의체 성과 분석)

  • Jang, Yu Mi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.37-44
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    • 2022
  • The purpose of this study is to investigate how the local community case management council perceives the expected outcome of the council and case management service by participating actors in order to establish the identity and direction of the activities of the council through concept mapping. A total of 12 practitioners from participating organizations freely expressed and shared their opinions about the case management service performance with the local community case management council in a brainstorming manner, producing a total of 42 statements. Through concept mapping, participants were empowered in the decision-making process, and their opinions were not alienated, but were accepted and rationally handled. It can be said that it is important to provide an opportunity for the participants to discuss on an equal footing in the decision-making process. Through this, it can be seen that the agreement between the case management council and the case management service was quickly reached, and the direction for subsequent activities was clearly set.

Gardening Program As Cognitive Rehabilitation Program For Mild Cognitive Impairment (경도인지장애 재활프로그램으로의 가드닝 프로그램)

  • Hong, Kwang-pyo;Jin, Heyyoung;LEE, Hyukjae
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.59-67
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    • 2022
  • The main purpose of this study is to quantitatively grasp the effectiveness of the gardening program by conducting a gardening program to induce active activities of the elderly and to induce healing functions and social activities, and then observing the results before and after implementation. In order to achieve the purpose of the study, as a result of conducting 30 gardening programs for 20 elderly people at two elderly care facilities, the measure of depression was found to have an improvement effect as a practice-oriented program, and it was found to revitalize the elderly. In addition, it was found that the quality of life was improved by the gardening program, and it was found to be helpful in activating the brain.

Pentesting-Based Proactive Cloud Infringement Incident Response Framework (모의해킹 기반 사전 예방적 클라우드 침해 사고 대응 프레임워크)

  • Hyeon No;Ji-won Ock;Seong-min Kim
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.3
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    • pp.487-498
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    • 2023
  • Security incidents using vulnerabilities in cloud services occur, but it is difficult to collect and analyze traces of incidents in cloud environments with complex and diverse service models. As a result, the importance of cloud forensics research has emerged, and infringement response scenarios must be designed from the perspective of cloud service users (CSUs) and cloud service providers (CSPs) based on representative security threat cases in the public cloud service model. This simulated hacking-based proactive cloud infringement response framework can be used to respond to the cloud service critical resource attack process from the viewpoint of vulnerability detection before cyberattacks occur on the cloud, and can also be expected for data acquisition. Therefore, in this paper, we propose a framework for preventive cloud infringement based on simulated hacking by analyzing and utilizing Cloudfox, a cloud penetration test tool.

A study on Data Service for Travel Programs based on the Broadcasting Environment of Domestic Satellite Broadcaster (국내 위성방송사의 방송 환경을 기반한 여행 프로그램 데이터서비스에 관한 연구)

  • Kwangil KO
    • Convergence Security Journal
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    • v.23 no.3
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    • pp.57-64
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    • 2023
  • Due to the COVID-19 pandemic, the broadcasting industry has been greatly affected, to the extent that the footprint of travel programs has disappeared. Although travel programs have been back on the air since 2022, there remains a task of recovering the stagnant desire for travel. Based on a study that travel programs have a positive impact on viewers' travel intentions, this study examined a data service that provides preferred additional information on travel programs, considering the broadcasting environment of satellite broadcasters that transmit multiple travel programs through various channels. Specifically, preferred additional information was investigated for travel programs of various genres and formats, and a feature model based on FODA was designed to be used when the satellite broadcaster decides the data service configuration. In addition, the necessary information for operating the data service was defined based on the feature model, and a method of transmitting it using the DVB-S SI, a domestic satellite broadcasting standard, was devised. The feasibility of this study was also confirmed using a DVB-MHP based data service prototype.

A Study on the Relationship between Perception of Information Attributes of Youtube Tourism Contents, Information Satisfaction, and Behavior Intention: Focusing on the Moderating effect of vividness (여행 유튜브의 정보특성 지각, 정보만족도, 행동의도 간의 관계 연구 -생생함의 조절효과를 중심으로-)

  • Eun Chang-Ik
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.47-63
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    • 2024
  • The purpose of this study was to be arranged as part of the phased study to examine a mutual ecosystem between creators and viewers by being interested in individual media environments which have led big changes as a tool of the new concept for obtaining information as well as aspects of information acquisition and availability and exploring activity areas of a minority of media creators. Especially, the purpose is to take note of desires and demands of users of YouTube travel content services which have rapidly grown due to a pike in recent users' interest, examine a study on a relationship among perception of information attributes of Youtube travel content, information satisfaction, and behavior intention and the vividness' moderating effects to form in their relationships, and prove the process to form these relationships through specific data. In conclusion, implications which can be inferred based on the results of the study and suggestions for further studies of the future were presented.

An Analysis Study on Collaborative AI for the Jewelry Business (주얼리 비즈니스를 위한 협업형 AI의 분석 연구)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.305-310
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    • 2024
  • With the emergence of generative AI, a new era of coexistence with humanity has begun. The vast data-driven learning capabilities of AI are being utilized in various industries to achieve a level of productivity distinct from human learning. However, AI also manifests societal phenomena such as technophobia. This study aims to analyze collaborative AI models based on an understanding of AI and identify areas within the jewelry industry where these models can be applied. The utilization of collaborative AI models can lead to the acceleration of idea development, enhancement of design capabilities, increased productivity, and the internalization of multimodal functions. Ultimately, AI should be used as a collaborative tool from a utilitarian perspective, which requires a proactive, human-centric mindset. This research proposes collaborative AI strategies for the jewelry business, hoping to enhance the industry's competitiveness.

A Study on the EPL Education Platform Based on Embodied Cognition

  • Jihye Kim;SeungYeop Han;SunKwan Han
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.201-208
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    • 2024
  • This study aimed to improve the EPL education platform, Rewond (rewond.com), which was built as a prototype, into an EPL educational tool based on Embodied Cognition. In the first phase, the heuristic evaluation, five experts were selected to evaluate the subject using evaluation items that included learning principles of Embodied Cognition. Based on the evaluation results, debriefing session analysis, and consultations with co-researchers, three improvement points were identified and specific modification plans were proposed. During the beta version development phase, the co-researchers implemented an increase in coding content, provided help for each content, and added a feature that allows progression to the next learning stage upon completion of the previous one. In the final usability testing phase, the usability of the beta version was tested with ten fourth-grade elementary school students.

A Study on E-mail Campaigns and Feedback Analysis as Marketing Tools of Internet Fashion Shopping Malls - With Focus on Specialized Fashion Shopping Malls - (인터넷 패션쇼핑몰의 이메일 마케팅 활용과 반응 - 패션 전문몰을 중심으로 -)

  • Han, Ji-Sook
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.53-62
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    • 2006
  • E-mail has indeed developed from 'a means of instant communication' to an indispensable part of online marketing. Therefore, companies need to implement consistent customer management. Communication with customers and marketing through e-mail is a powerful way of communication and adapting one-to-one marketing strategies to customer trends, habits and taste preferences. Since setting accurate targets is especially important in the fashion industry, e-mail marketing is the most effective way to communicate with customers and one-to-one marketing constitutes a very important strategy. In this study, I will analyze this powerful one-on-one marketing tool, particularly actual e-mail messages sent by an Internet Shopping Mall from June 12 to July 30, 2005, examine the effect of these messages on sales growth and analyze actual feedback received. Regarding e-mail read rates broken down by age and gender, 1 found that females in their late twenties recorded the highest rate at 21.66% and their contribution to sales growth was recorded at 3.5% From actual sales records, found that 28.10% of total sales were attributable to people in their late twenties, showing that the age group that reads e-mails the most also buys the most. Regarding feedback by e-mail title, e-mails from the 'Casual' category seemed to be the most effective, in that most of these e-mails were read. Also, messages sent on Tuesdays were read the most, according to the feedback analysis by weekday. Section e-mails were read more often than regular e-mails. Regarding the view rate according to the time e-mails were sent, messages sent to females in their late twenties at two o'clock in the afternoon were read by 20.93% of recipients, recording the highest read rate. By offering informative content and practical tips, visitors will be attracted to the site and generate site traffic. Therefore, we can conclude that sending e-mail messages can greatly contribute to sales growth and e-mail marketing is very effective. Also, in order to make e-mail campaigns more effective and improve marketing results, we need to analyze actual results and apply our findings in future e-mail campaigns. With this, we get successful marketing results.

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