• Title/Summary/Keyword: 디자인 방법/기술

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Effective Performance Monitoring and Reporting Management for Cluster Systems (클러스터 시스템의 효과적인 성능 모니터링과 레포팅)

  • Kim, Ki;Choi, Eun-Mi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.133-136
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    • 2003
  • 인터넷 서비스 서버들의 가용성과 확장성, 부하분산의 특성들을 가지는 클러스터 시스템에서 성능모니터링과 레포팅을 통한 관리 방법이 중요하게 대두되고 있다. 이 논문에서는 클러스터 시스템으로부터 성능 정보를 모으는 방법과 관리에 필요한 기능 및 디자인 설계를 설명하고 구현한 시스템을 이용하여 실 사이트에서 수집한 정보의 보고서를 보여준다 이의 결과에 따라서 대상 클러스터시스템의 정보와 성능의 최적성을 분석하며, 장기간의 정책을 수립하는 판단 근거를 기술한다.

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Geomulticast: New Transmission Architectures for Mobile Ad-hoc Wireless Networks (지오멀티캐스트: 모바일 Ad-hoc 무선 네트워크를 위한 새로운 전송 구조)

  • 안병구;김도현;공형윤
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.433-437
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    • 2004
  • 지오멀티캐스트는 특별한 지역의존 멀티캐스트 기술이며, 여기서 메시지는 특별한 지역 내에 있는 특별한 사용자 그룹들에게 멀티캐스트 된다. 본 논문에서는 모바일 ad-hoc 네트워크에서 효율적인 비용과 높은 메시지 전송률을 가지는 지오멀티캐스트 구조들과 지오멀티캐스트 서비스를 지원하기 위해서 사용되는 방법들의 성능을 평가하기 위한 구조를 정의하고 제안한다. 이러한 성능평가 구조에 기초하여 제안된 지오멀티캐스트 방법 및 프로토콜들의 성능을 평가하고 이를 기반으로 하여 여러 가지 디자인 및 동작 파라미터들의 영향에 관하여 고찰 점검한다.

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The Framework of the Transition of UX Design Workshops into the non-Face-to-Face (UX 디자인 워크숍 비대면 전환 프레임워크 연구)

  • Seong, Dain;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.309-321
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    • 2022
  • As the spread of COVID19 has compelled activities in various fields to transform to adapt to the non-face-to-face environment, various activities have either already been transitioned into non-face-to-face methods or been searching for alternative methods to carry out activities in a non-face-to-face manner. However, there are apparent limits in handling this transition with the pre-existing digital technology. Ironically, said limitations are more apparent in the UX design field that has thus far emphasized resolutions based on digital technology. The reason for this stems from the nature of UX design which strongly emphasizes the importance of collaboration. Especially, in the field of UX design, problems are expected to surface under areas of communication and collaboration in workshops, which are productive means of collecting the ideas of interested parties and coming up with other new ideas. Based on the aforementioned rise of necessity, this study aims to assess the characteristics of workshops in the field of UX design and suggest an effective method of transitioning UX workshops into a non-face-to-face environment. Along the line of this process, this study has created a standard process in regards to design workshops with active creation, suggestion, and acceptance of ideas, among the various types of workshops defined by the Nielsen Norman Group. This study also developed a framework consisting of non-face-to-face workshops by combining with the standard process the methodologies of workshop activation and non-face-to-face services meant for communication and designing activities, and confirmed the adaptability and the effectiveness of said transition against various types of workshops. Application of the results of this study is expected to effectively lead the transition into the non-face-to-face environment and improve the collaborative efforts of the interested parties via workshops.

A Development design Image DataBase (디자인 이미지데이터베이스 구축사례 연구)

  • 정지홍
    • Archives of design research
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    • v.13 no.3
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    • pp.313-320
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    • 2000
  • Currently, The new wave of information technology has enormously influenced every field. In the Held of design, it is time to strive possible efforts in order to accumulate the design-related knowledge by maintaining, managing and controlling design information in a systematic manner, getting out of the old stage of mere use of data itself. Due to remarkable progress in communication media and speed, and file compression technology, text-centric data has been shifting to multimedia data such as image and motion picture. So it is currently required that methologies be developed to effectively utilize the related information. With respect to the processing of image data, it is certain that the optimal method should be come up with reflecting the unique characteristics and utilization of image data, apart from the traditional way of processing and storing the legacy text-based data. The study suggests the system of indexing and implementing design image information through the case of analyzing design image data, abstracting data elements of image itself, and finally applying it to building image-oriented database for use.

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Design of the Interactive Educational Game using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 대화형 교육 게임의 설계)

  • Wahyutama, Aria Bisma;Agustin, Ririn Dwi;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1337-1344
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    • 2021
  • This paper presents an interactive educational game design procedure using the DGBL (Digital Game-based Learning) methodology that will help developers to design a multipurpose educational game. The DGBL consists of five stages, which are Analysis, Design, Development, Quality Assurance, and Implementation & Evaluation. This paper is focusing only on the specific technologies included in the Analysis and Design stages based on the DGBL. The first Analysis stage consists of gathering requirements, determining game ideation and learning objectives, and the second Design stage consists of defining the game architecture and database scheme. In this paper, we have designed a lecturers introduction game for a new student or freshmen as a case study to apply the Analysis and Design stages based on DGBL, as well as showing the prototype result in the form of a storyboard.

A Study on the method Education of Basic Floral Design (베이직 플라워 디자인 기초교육 방법)

  • Wang, Kyung Hee;Chung, Jin Hee
    • Journal of the Korean Society of Floral Art and Design
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    • no.45
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    • pp.47-56
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    • 2021
  • It was applied by making the models such as the prior learning (e-learning), modeling by manual, learner's practice, 1:1 teaching coaching, self evaluation, coaching behavior assessment(primary, secondary), and self-directed practice. First, the cognitive practice education through the prior learning is very essential in the practice of floral design. Second, the practice class of floral design is a class where the professor generally set an example first, and the learners followed. Third, this study was to prepare the checklist, reflect it through the self evaluation, and prepare the evaluation form in accordance with the element, principle, and technical parts of floral design about the finished works. Fourth, contrary to the existing class completing within the class hour, the practice class is a process of trying to do self-directed practice, returning to home. Fifth, this study was to evaluate the works the learner made once again through the sketching and photographing by placing the work process of portfolio at the last step. To conclude, this study has found that such series of process through six steps on the practice form by the learner only would be excellent teaching learning model to improving the basic capacity of floral design. Accordingly, the development of teaching materials related to this and adaptation in the field in the future is considered as it will be very helpful to the learners' self-directed learning.

A Study on the Effects of Design Thinking Process and Maker Education on University Students' Start-Up Activities (디자인사고방법 활용 메이커교육이 대학생 창업역량에 미치는 영향에 관한 탐색 연구)

  • Kim, Tae-Ywan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.6
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    • pp.177-196
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    • 2021
  • In the era of the 4th industrial revolution, high technology is causing many changes in modern society and economy. Among them, changes in industries and jobs require new competencies of future human resources. As an educational alternative to these changes, maker education and design thinking methods are spreading around the world, and it is necessary to actively apply such education in university curriculum. Therefore, this study examines the effects of the maker education using the design thinking method on the learners' competencies required as future human resources and, relationship between the development of university students' entrepreneurial competencies and learners' competencies. And the purpose of this study is to contribute to the vitalization of entrepreneurship education for university students by suggesting an educational model. For this purpose, this study investigated the prior research on maker education/environment and design thinking methods to examine concepts and characteristics, and analyzed the influences between maker education/environment and design thinking methods and the development of learners' personal, social and technological capabilities. In addition, this study analyzed the relationship between learners' developed capabilities and university students' entrepreneurial capabilities, and based on the results, suggested directions and conceptual models for education that combine maker education/environment and design thinking methods. In conclusion, maker education/environment and design thinking methods in university education have a positive effect on the cognitive, social, and technological development of learners, and this has a significant relationship with the factors of personal, social, and technological dimensions of university students' entrepreneurial competency. It is analyzed that it has a positive effect on the promotion of entrepreneurship activities of university students. Therefore, it is judged that university's interest and support should be given to the vitalization of maker education using the design thinking method for university student entrepreneurship education and future human resources nurturing.

iMaker: Simulation based Design Tool for Instrument Control Software (iMaker: 시뮬레이션 기반의 제어 소프트웨어 디자인 도구)

  • Sim, Min-Suck;Yoo, Dae-Sung;Park, Sung-Hue;Kim, Jong-Hwan;Yi, Myeong-Jae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05b
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    • pp.1233-1236
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    • 2003
  • 오늘날 장비 제어 기술은 장비 제어 시스템 개발의 비용을 효과적으로 줄이고 유연하고 효율적인 개방 구조로의 전환이 요구되고 있다. 그러나 대부분의 장비 제어 시스템들은 그들 자신의 구조를 기반으로 각기 다른 방법으로 구현이 되어 있어 시스템의 개발 및 통합에 많은 비용이 든다. 본 논문에서는 장비 제어의 표준으로 등장하는 OPC를 이용하여 장비 구성요소들 간의 복잡한 활동을 디자인하고 시뮬레이션 하는 디자인 도구(iMaker)에 관하여 기술한다. 또한 XML 기술을 사용하여 OPC 기반의 장비의 특성과 행위를 모델링 하였다. iMaker는 장비의 행위를 미리 구성하고 시뮬레이션을 통하여 장비 개발의 질을 향상시키고 발생 가능한 문제를 미리 예측할 수 있으므로 장비 제어 시스템의 개발 및 유지보수에 대한 비용을 현저히 줄일 수 있다.

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A Study on Comparative Amount of Idea Thinking between Brainstorming and Webstorming (브레인스토밍과 WebStorming의 아이디어 발상량(發想量) 비교 연구)

  • Han, Kyung-Don;Park, Dea-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.189-196
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    • 2011
  • To develop a creative design concept, amount of idea thinking between team members is important. In the process of planning to proposal brainstorming helps clarification of problems and allows a creative solution. Here, idea generation is to express thinking into words, and greater amount of idea is more valued than to choose one fine idea at first. This paper studies actual processes of brainstorming, and we utilize network services upgraded in Web and multimedia techniques to develop idea with arrangement. We compare the amount of idea generation by groups and topics with Brainwriting and Braindrawing of Webstorming, without limitation of space and time. Then, we propose a creative idea thinking by analyzing the characteristics of design team members in various aspects. This result will contribute in improving national potential value and design competitiveness by the help of design and IT, on product research and marketing.

A Knowledge-based Encoding for Performance Improvement of Interactive Genetic Algorithm (대화형 유전자 알고리즘의 성능향상을 위한 지식기반 인코딩)

  • 김희수;조성배
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.211-213
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    • 2000
  • 진화 연산은 최적화 및 분류 작업을 필요로 하는 대부분의 응용 분야에서 매우 효율적인 해결 방법을 제시해 주지만, 예술이나 감성 등의 특정 분야에의 적용에 있어서는 그 한계를 드러낸다. 이를 극복하기 위해서 여러 가지 기술들이 제안되었으며, 이 중에서 특히 대화형 유전자 알고리즘이 오늘날 널리 연구되고 있다. 대화형 유전자 알고리즘은 상호 작용을 통하여 사용자의 평가치를 개체의 적합도로 받아들이고, 이를 기반으로 집단을 진화시키는 방법이다. 본 논문에서는 이를 의상디자인 지원 시스템에 적용시킴으로써 일반적으로 나타내기 어려운 사용자의 선호도나 감성을 디자인 과정에 반영할 수 있었다. 또한, 이론에 기반한 분석 및 실험적인 결과를 통해, 제안된 인코딩 방법이 유용함을 알 수 있었다.

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