• Title/Summary/Keyword: 디자인 방법/기술

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A Plan to Strengthen the Role of Citizens as Co-Creators of Smart City Services - Focused on the Development of Function Issue Card Technology - (스마트도시서비스 공동창의자로서의 시민 역할 강화 방안 - 기능카드 기법 개발을 중심으로 -)

  • JI, Sang-Tae;PARK, Jun-Ho;PARK, Joung-Woo;NAM, Kwang-Woo
    • Journal of the Korean Association of Geographic Information Studies
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    • v.24 no.2
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    • pp.1-11
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    • 2021
  • Lately, the Korean Government has gradually expanded participation by local residents who are users of the area in the smart city project for the construction of region specialization smart city service (hereinafter called "Smart Service") and the enhancement in the citizen's awareness. However, due to the lack of information on smart service-related technology, there has been a limitation in getting the specific opinion of citizens in the process of designing the Smart Service. In this study, reports made by 4 four local governments which were selected for implementation of 2019 "Smart Town Challenge Projects" were reviewed to diagnose the actualization level of the smart service suggested by citizens through the living lab. The analysis results show that though the smart service plan was established by using diverse design thinking methodology through the living lab, there was a limitation in having citizens design the specific functions of the smart service. So, this study suggests the function issue card technique which can be used by modulating and freely combining four elements such as information collection, processing, supplying method and technique of the smart service and the service contents. This function issue card technique was directly applied to the living lab of the smart city project to verify its effectiveness. It was found that through this technique, citizens can combine the functions and contents of the smart service to materialize smart services at the level of detailed functions. The function issue card technique suggested in this study is expected to contribute to the actualization of opinions for the role of citizens as co-creators in solving local problems in the citizen participation type smart city plan in the future, thus helping the design of the regional specialization smart service.

A Study on Image Copyright Archive Model for Museums (미술관 이미지저작권 아카이브 모델 연구)

  • Nam, Hyun Woo;Jeong, Seong In
    • Korea Science and Art Forum
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    • v.23
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    • pp.111-122
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    • 2016
  • The purpose of this multi-disciplinary convergent study is to establish Image Copyright Archive Model for Museums to protect image copyright and vitalize the use of images out of necessity of research and development on copyright services over the life cycle of art contents created by the museums and out of the necessity to vitalize distribution market of image copyright contents in creative industry and to formulate management system of copyright services. This study made various suggestions for enhancement of transparency and efficiency of art contents ecosystem through vitalization of use and recycling of image copyright materials by proposing standard system for calculation, distribution, settlement and monitoring of copyright royalty of 1,000 domestic museums, galleries and exhibit halls. First, this study proposed contents and structure design of image copyright archive model and, by proposing art contents distribution service platform for prototype simulation, execution simulation and model operation simulation, established art contents copyright royalty process model. As billing system and technological development for image contents are still in incipient stage, this study used the existing contents billing framework as basic model for the development of billing technology for distribution of museum collections and artworks and automatic division and calculation engine for copyright royalty. Ultimately, study suggested image copyright archive model which can be used by artists, curators and distributors. In business strategy, study suggested niche market penetration of museum image copyright archive model. In sales expansion strategy, study established a business model in which effective process of image transaction can be conducted in the form of B2B, B2G, B2C and C2B through flexible connection of museum archive system and controllable management of image copyright materials can be possible. This study is expected to minimize disputes between copyright holder of artwork images and their owners and enhance manageability of copyrighted artworks through prevention of such disputes and provision of information on distribution and utilization of art contents (of collections and new creations) owned by the museums. In addition, by providing a guideline for archives of collections of museums and new creations, this study is expected to increase registration of image copyright and to make various convergent businesses possible such as billing, division and settlement of copyright royalty for image copyright distribution service.

Analysis of Metadata Standards of Record Management for Metadata Interoperability From the viewpoint of the Task model and 5W1H (메타데이터 상호운용성을 위한 기록관리 메타데이터 표준 분석 5W1H와 태스크 모델의 관점에서)

  • Baek, Jae-Eun;Sugimoto, Shigeo
    • The Korean Journal of Archival Studies
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    • no.32
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    • pp.127-176
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    • 2012
  • Metadata is well recognized as one of the foundational factors in archiving and long-term preservation of digital resources. There are several metadata standards for records management, archives and preservation, e.g. ISAD(G), EAD, AGRkMs, PREMIS, and OAIS. Consideration is important in selecting appropriate metadata standards in order to design metadata schema that meet the requirements of a particular archival system. Interoperability of metadata with other systems should be considered in schema design. In our previous research, we have presented a feature analysis of metadata standards by identifying the primary resource lifecycle stages where each standard is applied. We have clarified that any single metadata standard cannot cover the whole records lifecycle for archiving and preservation. Through this feature analysis, we analyzed the features of metadata in the whole records lifecycle, and we clarified the relationships between the metadata standards and the stages of the lifecycle. In the previous study, more detailed analysis was left for future study. This paper proposes to analyze the metadata schemas from the viewpoint of tasks performed in the lifecycle. Metadata schemas are primarily defined to describe properties of a resource in accordance with the purposes of description, e.g. finding aids, records management, preservation and so forth. In other words, the metadata standards are resource- and purpose-centric, and the resource lifecycle is not explicitly reflected in the standards. There are no systematic methods for mapping between different metadata standards in accordance with the lifecycle. This paper proposes a method for mapping between metadata standards based on the tasks contained in the resource lifecycle. We first propose a Task Model to clarify tasks applied to resources in each stage of the lifecycle. This model is created as a task-centric model to identify features of metadata standards and to create mappings among elements of those standards. It is important to categorize the elements in order to limit the semantic scope of mapping among elements and decrease the number of combinations of elements for mapping. This paper proposes to use 5W1H (Who, What, Why, When, Where, How) model to categorize the elements. 5W1H categories are generally used for describing events, e.g. news articles. As performing a task on a resource causes an event and metadata elements are used in the event, we consider that the 5W1H categories are adequate to categorize the elements. By using these categories, we determine the features of every element of metadata standards which are AGLS, AGRkMS, PREMIS, EAD, OAIS and an attribute set extracted from DPC decision flow. Then, we perform the element mapping between the standards, and find the relationships between the standards. In this study, we defined a set of terms for each of 5W1H categories, which typically appear in the definition of an element, and used those terms to categorize the elements. For example, if the definition of an element includes the terms such as person and organization that mean a subject which contribute to create, modify a resource the element is categorized into the Who category. A single element can be categorized into one or more 5W1H categories. Thus, we categorized every element of the metadata standards using the 5W1H model, and then, we carried out mapping among the elements in each category. We conclude that the Task Model provides a new viewpoint for metadata schemas and is useful to help us understand the features of metadata standards for records management and archives. The 5W1H model, which is defined based on the Task Model, provides us a core set of categories to semantically classify metadata elements from the viewpoint of an event caused by a task.

A Study on the Planting and Cultivate of Hong Man-Seon(1643~1715)'s 'Salimkyungjae (山林經濟, The Economy of Forest)' (홍만선의 '산림경제(山林經濟)'에서 본 조경식물 재배(종수법(種樹法))와 가꾸기(양화법(養花法)))

  • Shin, Sang Sup
    • Korean Journal of Heritage: History & Science
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    • v.44 no.3
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    • pp.18-43
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    • 2011
  • The results of study on planting and cultivate of Hong Man-Seon(1643~1715)'s 'Salimkyungjae(The Economy of Forest)' the first summative textbook of agricultural skill of South Korea, are as follows. First, 'Salimkyungjae' suggests that one can enrich oneself, eat fruits in fall, enjoy the shade of trees in summer, and enjoy flowers in spring if one plants tree with 10 year plan with knowledge of ecology. Second, the number of plants had increased continuously from the early Chosun Dynasty to the mid Chosun Dynasty. The 52 plants in the book are classified into 31 trees, 8 shrubs, 3 others, and 10 herbs, and 28 of them are fruit trees. Hence, we can see that the book is for the promotion of welfare. Third, planting(transplantation) is the best on January of the lunar calendar, and the second on February, and fertile soil should be added much. Trees must be planted as deep as once it was planted, and buttressed. It will sprout well if it is planted at the depth of one inch, and planting a cutting should be carried out at the early March with 5 inch and finger-thick branches. Grafting is the best when it begins to sprout. Fruit trees will bear many fruits if they are grafted at the direction of South, and fruits will be greater if the trees' branches are cutting off on January. Especially, January was selected for the best season of planting traditionally. Fourth, flower trees are planted or sowed with manure around January and February of the lunar calendar, and it is recommended to replant them into flowerpots with manure when having flower buds around March and April of the lunar calendar. It would bloom earlier when using water mixed with stable manure, and sulfur smoke can be used in order to change the flower color from red to white. Flowerpots would be placed at half shaded lot with being supported by bricks. Pomegranate, gardenia, camellia and four-season flower should be planted after flowers fallen. When flower trees are beside walls, they need to be rotated frequently since their branches all point toward house. Seeds need to be preserved in a sunny hut, where its entrance and ventilating openings would be at south because it is convenient to manage pots. Fifth, insects hidden at fruit trees would be destroyed by torch smoke when roosters cry on New year's day of the lunar calendar. Insects would be decoyed into straw hanged at dawn of Cheongmyeongday(淸明日). Insects on fruit trees would be controlled using sulfur powder to close up holes or sulfur smoke to fumigate. Particularly, it suggests that utilization of fertile soil would be the best solution for growing health plants and preventing pest.

Development of Coaching Model to Enhance Teaching Capability of Lifelong Educator (평생교육교수자의 교수역량 강화를 위한 코칭모델 개발)

  • Son, Sung Hwa;Kim, Jin Sook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.369-376
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    • 2021
  • The purpose of this study is to develop a coaching model which can enhance teaching ability of lifelong educator. To achieve this purpose, this study verifies and analyzes several documentary records related with diverse teaching capabilities, operation reality and coaching method run by lifelong educator. Furthermore, an in-depth interview about teaching capability was undertaken for field experts who have worked at the institutions of lifelong education for more than 10 years. As a result, the study could develop a coaching model to identify teaching capability of lifelong educator by conducting matrix analysis. First, according to the documentary studies, the paradigm for lifelong education has been shifted to centralize learner's demand with the advent of 4th industrial revolution and it suggests coaching capability which could enhance educator's capability should come first. A lifelong educator should have capabilities including identification of vision and goal, creation of mission declaration, development of coaching skill and procedure, management of crisis and coaching capability as an expert in the lifelong education field. Second, a model which can centralize learners could be developed for lifelong teaching capability by adopting a teaching capability suggested by field experts, According to the experts, it is essential to develop a program model to acquire professional knowledge, communication capability, understanding of adult learner, personal relations capability. If there is a model which can develop such capabilities, it is able to strengthen lifelong teaching capability to focus on learner's demand, mainly adult learners, a major consumer of the field. Third, a coaching model to enhance teaching capability for an educator is to acquire and implement sufficient step-by-step teaching capability which has been suggested from a procedure comprised of entrance, progress, critique and return. This, present study suggests, after the critique, a lifelong educator oneself can newly develop and extend a teaching capability basis on pursuing teaching capability as a lifelong educator through the return process.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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The Current Practices and Teacher's Perceptions of Highschool Home Economics Education -Focusing on Busan, Ulsan and Kyoungnam Area- (고등학교 가정과학의 운영실태 및 교과에 대한 담당교사들의 인식 -부산시, 울산시, 경남지역 일반계 고등학교 가정과학 담당교사를 대상으로-)

  • Kim Sang-Hee
    • Journal of Korean Home Economics Education Association
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    • v.17 no.2
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    • pp.61-77
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    • 2005
  • This study focuses on the current practices and teacher's perceptions of highschool Home Economics Education in Busan, Ulsan and Kyungnam area. Data were collected from 70 teachers with the questionnaire by mail. The results were following : 1. Home Economics have been teamed at schools of class rooms mere than 31, women's high schools and public schools. Teachers more than $70\%$ have operated and lessoned with 4 or 5 among 5 sectors of subject matters, especially emphasized family${\cdot}$human development and food${\cdot}$nutrition sectors. The most difficulties were the shortages of student's interest and reference books. 2. Teachers have cognized highly the connection of Technology${\cdot}$Home Economics and Home Economics, but evaluated lowly the job-course education among the H.E's goals. 3. Necessities of HE were evaluated highly, but student's interests by teacher's judgement lowly. Manual theses of clothing${\cdot}$textile and housing sectors have needs to alter partly. 4. Subject matters to add for the near future revision were related to dissatisfaction of H.E's matters. Teachers cognized problems about the excess, overlap, old-fashioned and irrelevant deepen levels of subject matters.

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An Exploratory Case Study on Consumer-Goods SMEs' Overseas Expansion of Their Own Brands (자사브랜드 부착 소비재 수출 중소기업의 해외진출에 대한 탐색적 사례분석)

  • Won, Jong-Hyeon;Chung, Jae-Eun;Yang, Hee-Soon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.1
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    • pp.199-210
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    • 2015
  • This study analyzes various aspects of the successful overseas expansion of SMEs that export consumer goods with their own brands. Through in-depth interviews with CEOs and marketing practitioners of fifteen SMEs that export consumer goods of their own brands, researchers examined the determinants of the decisions to export own-brand products, forms of expansion into foreign markets, firms' distribution networks, firms' technological and marketing capabilities, export barriers, and export support services offered by the government. The results indicate that these companies obtained competitiveness in the design and quality of their products through steady R&D investment, with a focus on niche markets. This study also shows that they established foreign branches, participated in overseas trade fairs, and tapped into foreign markets with Korean home shopping channels and department stores to build distribution channels and to find new buyers. However, the findings of this study reveal that many of those companies export both OEM/OEM products as well as their own-brand products due to the low level of brand awareness in foreign markets. Thus, efforts to improve their brand awareness in the global market are much needed. In addition, this paper demonstrates that the programs and services provided by state-run organizations need improvement in credibility and expertise. This research suggests recommendations for successful export programs, and provides meaningful insights for consumer-goods SMEs establishing foreign market entry strategies with their own brands.

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A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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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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