• Title/Summary/Keyword: 디자인도구

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Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.498-509
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    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

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A Study on a Conceptualization-oriented SDSS Model for Landscape Design (조경설계를 위한 공간개념화 지향의 공간의사결정지원시스템 모델에 대한 연구)

  • Kim, Eun Hyung
    • Spatial Information Research
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    • v.22 no.6
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    • pp.55-65
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    • 2014
  • By combining the role of current GIS technology and design behaviors from the cognitive perspective, spatial conceptualization can be extended efficiently and creatively for ill-structured problems. This study elaborates the model of a conceptualization-oriented SDSS(Spatial Decision Support System) for a landscape design problem. Current information-oriented GIS technology plays a minor role in planning and design. The three attributes in planning and design problems describe how the deficiencies of current GIS technology can be seen as a failure of the technology. These are summarized: (1) Information Explosion/Information Ignorance (2) Dilemma of Rigor and Relevance (3) Ill-structured Nature of planning and Design. In order to implement the conceptualization idea in the current GIS environment, it will be necessary to shift from traditional, information-oriented GISs to conceptualization-oriented SDSSs. The conceptualization-oriented SDSS model reflects the key elements of six important theories and techniques. The six useful theories and techniques are as follows; (1) Human Information Processing (2) Tool/Theory Interaction (3) The Sciences of the Artificial and Epistemology of Practice (4) Decision Support Systems (DSSs) (5) Human-Computer Interaction (HCI) (6) Creative Thinking. The future conceptualization-oriented SDSS can provide capabilities for planners and designers to figure out some "hidden organizations" in spatial planning and design, and develop new ideas through its conceptualization capability. The facilitation of conceptualization has been demonstrated by presenting three key ideas for the framework of the SDSS model: (1) bubble-oriented design support system (2) prototypes as an extension of semantic memory, and (3) scripts as an extension of episodic memory in a cognitive pschology perspective. The three ideas can provide a direction for the future GIS technology in planning and design.

A Study on the Construct Building of Service Quality in the International Passenger Terminal (해상여객터미널에 있어서 서비스품질 구성요인 개발에 관한 연구)

  • Kwon, Jae-Hyun;Han, Chul-Hwan;Lee, Su-Ho
    • Journal of Korea Port Economic Association
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    • v.25 no.1
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    • pp.107-124
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    • 2009
  • In order to create value for maritime tourism industry, new port infrastructures have been planned, improvements in passenger terminal services have been designed, and new maritime transport technologies have been applied, so that ports improve their efficiency and the quality of their service more than their national and international competitors. Thus, the purpose of this study is to verify the dimensions of the service quality of ocean passenger terminal. Based on a survey of 260 customers in port of Busan and Inchon, terminal service quality's five main dimensions have been checked regarding their fit with the use of Confirmatory Factor Analysis. Empirical results support that this is a valid instrument for measuring service quality of a ocean passenger terminal. The interactive sequence of computing Cronbach's alpha, corrected item-to-total correlation, and factor analysis was repeated a few times and resulted in a final set of 19 items representing five distinct dimensions-tangibles, responsiveness, knowledge, reliability, and accessibility. This finding provides the more appropriate instrument to evaluate the customers perception as well as to measure the service quality of ocean passenger terminal.

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Development of Self-practice Program for Core Nursing Skills for Undergraduate Nursing Students based on Mobile Application (모바일 앱 기반 간호대학생 핵심간호술 자가학습 프로그램 개발)

  • Kim, Sun Kyung;Eom, Mi-Ran;Lee, Youngho;Go, Younghye
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.343-352
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    • 2021
  • A convergence study was conducted to develop a smartphone application for self-practice of core nursing skills and evaluate its usefulness for undergraduate nursing students. Mobile Application Rating Scale and seven essay questionnaire were used to for usability evaluation among 22 undergraduate nursing students. The score of the information domain was the highest with 4.19(SD 0.79). The subjective quality domain showed the lowest score of 3.08(SD 0.87). Participants' performance confidence score was 8.23(SD 1.60), and learning satisfaction score was 7.89(SD 0.87). Participants reported that the convenience and repetitive self-learning were the strengths of the app. In addition, design and technical supplementation, and lecturer-feedback would improve effectiveness of the current educational app. Findings of this convergent study would be helpful to promote the application of mobile apps for effective self-learning of core nursing skills in undergraduate nursing education. Future resesarch is needed to examine effectiveness study of mobile app on the performance of core nursing skills.

Recombinant Production and Antimicrobial Activity of an Antimicrobial Model Peptide (Uu-ilys-CF) Derived from Spoon Worm Lysozyme, Uu-ilys (개불 라이소자임 유래 항균성 모델 펩타이드(Uu-ilys-CF)의 재조합 단백질 생산 및 항균 활성)

  • Oh, Hye Young;Go, Hye-Jin;Park, Nam Gyu
    • Journal of Life Science
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    • v.31 no.1
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    • pp.83-89
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    • 2021
  • Uu-ilys, an i-type lysozyme from spoon worm (Urechis unicinctus), is an innate immune factor that plays an important role in the defense against pathogens. It also possesses non-enzymatic antibacterial activity. Thus, there is a possibility to develop an antimicrobial model peptide from Uu-ilys. In this study, we report the design, production, and antibacterial activity of an Uu-ilys analog that exhibits antibacterial activity. The Uu-ilys structure was fragmented according to its secondary structures to predict the regions with antimicrobial activity using antimicrobial peptide (AMP) prediction tools from different AMP databases. A peptide containing the C-terminal fragment was predicted to exert antimicrobial activity. The chosen fragment was designated as an Uu-ilys analog containing the C-terminal fragment, Uu-ilys-CF. To examine the possibility of developing an AMP using the sequence of Uu-ilys-CF, recombinant fusion protein (TrxA-Uu-ilys-CF) was produced in an expression system that was heterologous. The produced fusion protein was cleaved after methionine leaving Uu-ilys-CF free from the fusion protein. This was then isolated through high performance liquid chromatography and reverse phase column, CapCell-Pak C18. The antibacterial activity of Uu-ilys-CF against different microbial strains (four gram-positive, six gram-negative, and one fungal strain) were assessed through the ultrasensitive radial diffusion assay (URDA). Among the bacterial strains tested, Salmonella enterica was the most susceptible. While the fungal strain tested was not susceptible to Uu-ilys-CF, broad spectrum antibacterial activity was observed.

Development of Virtual Makeup Tool based on Mobile Augmented Reality

  • Song, Mi-Young;Kim, Young-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.127-133
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    • 2021
  • In this study, an augmented reality-based make-up tool was built to analyze the user's face shape based on face-type reference model data and to provide virtual makeup by providing face-type makeup. To analyze the face shape, first recognize the face from the image captured by the camera, then extract the features of the face contour area and use them as analysis properties. Next, the feature points of the extracted face contour area are normalized to compare with the contour area characteristics of each face reference model data. Face shape is predicted and analyzed using the distance difference between the feature points of the normalized contour area and the feature points of the each face-type reference model data. In augmented reality-based virtual makeup, in the image input from the camera, the face is recognized in real time to extract the features of each area of the face. Through the face-type analysis process, you can check the results of virtual makeup by providing makeup that matches the analyzed face shape. Through the proposed system, We expect cosmetics consumers to check the makeup design that suits them and have a convenient and impact on their decision to purchase cosmetics. It will also help you create an attractive self-image by applying facial makeup to your virtual self.

Using Service Design Tools in Community Nutrition Research: A Case Study in Developing Dietary Guidelines for Young Adults (서비스 디자인 도구의 지역사회영양학 분야 활용: 청년 식생활 가이드 개발 사례)

  • Jo, Eunbin;Shim, Jae Eun;Ryou, Hyun Joo;Kim, Kirang;Song, Su Jin;Kim, Hyun Ja;Ahn, Jeong Sun;Kwon, Kwang-il;Lee, Hye Young;Park, Sohyun
    • Korean Journal of Community Nutrition
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    • v.27 no.3
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    • pp.177-191
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    • 2022
  • Objectives: Recent epidemiological data reported that young adults in their 20 ~ 30s are a vulnerable population with unhealthy dietary practices and a few signs of deteriorated health indicators. However, there are no dietary guidelines that are specifically developed for the young adult population. This study introduces some data collection tools that are mostly used in the service design field, and demonstrates how these tools can be used in nutrition research for developing dietary guidelines for specific target groups. Methods: To understand the context of food choices among young people, 39 people were enrolled to complete a probes booklet. Thematic analysis and word cloud were performed to capture the main themes from the probes and a persona was developed based on the findings. Results: Data from the probes enabled us to grasp the various contextual meanings of eating practices among young people. Most participants understand what a healthy diet is and often have a willingness to practice it. However, there were very few participants who were following the practices. We created four types of persona for developing dietary guidelines: healthy eating, emotional eating, convenient eating, and trendy eating. Conclusions: Probes and persona were used in order to understand the lives of young adults and develop targeted messages. We hope that this introduction will be helpful to researchers who are looking for new ways of understanding their target population in the field of community nutrition.

The effect of black consumers' perception of behavior on beauty workers' anger and intention to change jobs (블랙컨슈머 행동지각이 미용 종사자의 분노표현과 이직의도에 미치는 영향)

  • Yun, Su-Mi;Choi, Myo-Sun;Seo, Eun-Hee;Yoon, Mi-Hwa
    • Journal of Convergence for Information Technology
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    • v.12 no.5
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    • pp.183-193
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    • 2022
  • The purpose of this study is to analyze the effect of black consumer behavior perception on the anger expression and turnover intention of beauty workers. For data collection, the final 392 copies were used by distributing questionnaires to 400 people for three months from November 1, 2021 to January 31, 2022, centering on beauty service workers in Seoul, Gyeonggi, and Incheon. For data analysis, SPSS 25.0 program was used. Frequency analysis was performed to identify demographic characteristics, and factor analysis and reliability analysis were performed to understand the validity of the measurement tool. Correlation analysis, A regression analysis was performed. As a result of the analysis, the transient and deterrence of black consumers had a positive (+) effect on anger expression, anger suppression, and turnover intention, and anger expression and anger control had a positive (+) effect on turnover intention. Therefore, it is necessary to raise excessive problems of black consumers or eradicate forced services, and it is believed that proper customer response methods and programs for stress relief should be provided by members.

Analysis on Constructs Concept of Beauty service experts' Self Management (뷰티 서비스전문가의 자기관리 구성개념 분석)

  • Kim, Hyun-Jung;Myung, Kwang-Joo
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.2
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    • pp.423-433
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    • 2021
  • The purpose of this study was to establish the concept of self-management in beauty service experts through two integrated research methods of open-ended questionnaires and focus group interview. For data collection, an open-ended questionnaire was conducted for 151 beauty service experts located in Seoul·Gyeonggi-do, and a focus group interview was conducted with 8 experts in beauty experts to collect data. Accordingly, the results derived through a series of research procedures are as follows. First, as a result of the inductive content analysis of the open questionnaire, the self-management of beauty service experts was derived into four types of intellectual management: health management, interpersonal management, appearance management, and technology management. Second, in the results of the focus group interview, the inductive content analysis was more validly supported, and the beauty service field-centered interview cases were dealt with in-depth, resulting in two additional attributes of contactless management and knowledge management. The results of this study can be used as basic data for establishing strategies for life as a successful professional of beauty service workers and developing self-management measurement tools for beauty service experts.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.