• Title/Summary/Keyword: 디자인 방법론

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Autoencoder Based Fire Detection Model Using Multi-Sensor Data (다중 센서 데이터를 활용한 오토인코더 기반 화재감지 모델)

  • Taeseong Kim;Hyo-Rin Choi;Young-Seon Jeong
    • Smart Media Journal
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    • v.13 no.4
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    • pp.23-32
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    • 2024
  • Large-scale fires and their consequential damages are becoming increasingly common, but confidence in fire detection systems is waning. Recently, widely-used chemical fire detectors frequently generate lots of false alarms, while video-based deep learning fire detection is hampered by its time-consuming and expensive nature. To tackle these issues, this study proposes a fire detection model utilizing an autoencoder approach. The objective is to minimize false alarms while achieving swift and precise fire detection. The proposed model, employing an autoencoder methodology, can exclusively learn from normal data without the need for fire-related data, thus enhancing its adaptability to diverse environments. By amalgamating data from five distinct sensors, it facilitates rapid and accurate fire detection. Through experiments with various hyperparameter combinations, the proposed model demonstrated that out of 14 scenarios, only one encountered false alarm issues. Experimental results underscore its potential to curtail fire-related losses and bolster the reliability of fire detection systems.

Derivation of Key Success Factors for Can Art Culture Commercialization and Blue Ocean Strategy (캔 아트 문화사업화 성공요인 도출 및 블루오션 전략)

  • Lee, Jungmann;Cha, Hyunju
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.127-136
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    • 2013
  • The purpose of this study is to derive key success factors' priorities to industrialize can art using AHP methodology and to suggest blue ocean strategy of can art. First, the survey result showed that the most important factor was eco-commercialization(0.227). And cultural value(0.223), distribution(0.217), experience learning(0.202) are presented in order in terms of the importance. Second, it also suggested eco-design(0.118), recycling improvement(0.118), education value increase(0.117), viral marketing(0.113), and various experience learning(0.105) as detailed important factors. Moreover, this study implies that can art needs to focus on intensifying environmental craft education and eco-commercialization as blue ocean strategies.

A Study on Intention to Solve the Problem via the Prior Experience of Creativity Programs based on the Action Learning Methodology (액션러닝방법론에 기반한 창의성프로그램 참여경험에 따른 문제해결의도의 영향에 관한 연구)

  • Kim, Soung-Hyun;Park, JaeSung
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.73-83
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    • 2021
  • This study identified the factors that influence the problem solving intention of students who completed the action learning-based creativity programs based on the theory of reasoned action, and examined the influence relationship between these factors. As a result of the study, first, subjective norms of problem solving had a positive effect on problem solving intention, and second, attitude toward problem solving had a significant effect on problem solving intention. Third, it was found that students who had experience of participating in a patent education program applying the action learning methodology had a positive effect on the relationship between their attitude toward problem solving and their intention to solve the problem. These findings confirmed that in order to enhance the problem-solving intention, which is the basis for creativity of university students, it is important to spread the positive value of problem-solving within the university and to give students a positive attitude toward problem solving.

Multimedia Extension Instructions and Optimal Many-core Processor Architecture Exploration for Portable Ultrasonic Image Processing (휴대용 초음파 영상처리를 위한 멀티미디어 확장 명령어 및 최적의 매니코어 프로세서 구조 탐색)

  • Kang, Sung-Mo;Kim, Jong-Myon
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.1-10
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    • 2012
  • This paper proposes design space exploration methodology of many-core processors including multimedia specific instructions to support high-performance and low power ultrasound imaging for portable devices. To explore the impact of multimedia instructions, we compare programs using multimedia instructions and baseline programs with a same many-core processor in terms of execution time, energy efficiency, and area efficiency. Experimental results using a $256{\times}256$ ultrasound image indicate that programs using multimedia instructions achieve 3.16 times of execution time, 8.13 times of energy efficiency, and 3.16 times of area efficiency over the baseline programs, respectively. Likewise, programs using multimedia instructions outperform the baseline programs using a $240{\times}320$ image (2.16 times of execution time, 4.04 times of energy efficiency, 2.16 times of area efficiency) as well as using a $240{\times}400$ image (2.25 times of execution time, 4.34 times of energy efficiency, 2.25 times of area efficiency). In addition, we explore optimal PE architecture of many-core processors including multimedia instructions by varying the number of PEs and memory size.

Information Visualization Process for Spatial Big Data (공간빅데이터를 위한 정보 시각화 방법)

  • Seo, Yang Mo;Kim, Won Kyun
    • Spatial Information Research
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    • v.23 no.6
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    • pp.109-116
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    • 2015
  • In this study, define the concept of spatial big data and special feature of spatial big data, examine information visualization methodology for increase the insight into the data. Also presented problems and solutions in the visualization process. Spatial big data is defined as a result of quantitative expansion from spatial information and qualitative expansion from big data. Characteristics of spatial big data id defined as 6V (Volume, Variety, Velocity, Value, Veracity, Visualization), As the utilization and service aspects of spatial big data at issue, visualization of spatial big data has received attention for provide insight into the spatial big data to improve the data value. Methods of information visualization is organized in a variety of ways through Matthias, Ben, information design textbook, etc, but visualization of the spatial big data will go through the process of organizing data in the target because of the vast amounts of raw data, need to extract information from data for want delivered to user. The extracted information is used efficient visual representation of the characteristic, The large amounts of data representing visually can not provide accurate information to user, need to data reduction methods such as filtering, sampling, data binning, clustering.

A Study on the Urban Contextual Interpretation and Admitting Methods in Neo-Rationalism (신합리주의 건축의 도시 맥락적 해석과 수용방식에 관한 연구)

  • Lee, Seon-Hye;Song, Dae-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.919-926
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    • 2013
  • The relation of City and type caused by Neo-Rationalism often posed a subject in the modern urban architectural design and is treated by essential concept and methodology. The purpose of this study was that Neo-Rationalism architecture recognized and treated by metaphysical form and singular image examined on the urban viewpoint. In other words, interpretation concept of city and architecture considered through typological architectural theory and work analysis of Neo-Rationalism architect. Accordingly, the urban contextual characteristics of Neo-Rationalism architecture were aimed to analyze by examining the acceptance mode.

A Study on Interaction Mechanism and Narrative Style of Indie Games (인디게임의 인터랙션 매커니즘과 서술방식 연구)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.17-26
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    • 2014
  • This Paper discusses about the popularity of indie games that have recently caught spotlight from multiple platforms by finding the reason from the games' innovative way of interaction and new attempts in narrative style, and the objective is a preliminary study on indie games' game design, storytelling and it's prestige. This paper focuses on the aspects of indie games compared to established studio games by means of interaction mechanism, directing style and narrative style, and analyzed it with examples. In addition, it looks into examples of Korean indie games entering global platforms such as Steam.

A Study on Process of User Experience Observation for Service Enhancement of Educational Website (교수학습 사이트 서비스 개선을 위한 사용자 경험 관찰 프로세스에 관한 연구)

  • Lee, Kun-Pyo;Lee, Jung-Joo;Seo, Jong-Hwan;Kim, So-Mi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.474-479
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    • 2006
  • 교수학습 사이트는 교과 교육 지원이라는 특성상 그 서비스 개선에 있어서 사용자 중심적 디자인이 특히 요구된다. 기존 웹사이트 개선 연구는 단순히 웹사이트와 사용자 간의 인터랙션에서 발생하는 문제점에 초점을 맞추어 왔는데 사용자의 근본적인 니즈를 발견하고 만족시키기 위해서는 웹사이트 사용 정황의 이해라는 보다 확대된 개념에서의 접근이 필요하다. 따라서 본 연구에서는 웹사이트의 문제점 발견 및 사용자의 근본적 니즈 파악을 위하여 오프라인과 온라인 환경에 걸친 사용자 경험 관찰 프로세스를 기획하고 교수학습 사이트 서비스 개선을 위해 이를 적용하였다. 사이트 비지팅(Site Visiting), 비디오 에쓰노그라피(Video Ethnography), 사용자 다이어리 및 셀프카메라(User diary and Self camera), 그리고 인터뷰 기법이 현장 조사에서 이용되었으며 원격 사용성 평가 소프트웨어를 활용한 사용성 평가 및 카드소팅 테스트가 온라인 환경에서 진행되었다. 관찰 후 분석을 통해 교수학습 사이트의 새로운 컨텐츠 및 서비스 방향을 도출할 수 있었으며 웹사이트 사용자 경험 관찰 방법론 정립에의 가능성을 제시하였다.

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The Issue-network: A Study of New User Research Method in the Context of a Car Navigation Design (이슈 네트워크를 활용한 사용자 조사 방법론: 자동차 내비게이션 디자인을 중심으로)

  • Kim, Dongwhan;Lee, Dongmin;Ha, Seyong;Lee, Joonhwan
    • Journal of Korea Multimedia Society
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    • v.22 no.4
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    • pp.502-514
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    • 2019
  • Existing user research methods are subject to a variety of research conditions such as the amount and variety of data collected and the expertise of the facilitator of a group research session. In this study, we propose a new user research methodology using an 'Issue-Network' system, which is developed based on the theory and methods of social network analysis. The Issue-Network is designed to define problem spaces from the issues raised by users in a group research session in a form of an interactive network graph. The system helps to break out of ordinary perspectives of looking into problem spaces by enabling an alternative and more creative way to connect issues in the network. In this study, we took a case study of generating the Issue-Network on behalf of the problems raised by users in various driving-related situations. We were able to draw three navigation usage scenarios that cover relatively important problem spaces: safety and being ready for the unexpected, smart navigation and notifications, making use of the spare time. In the future, the Issue-Network system is expected to be used as a tool to identify problems and derive solutions in group research sessions involving a large number of users.

A Study on the Space Vitalization Combining Historical and Cultural Speciality of Traditional Cultural Heritage. - Focusing on Developing the Fashion art Contents of Gwangheemun - (전통 문화재의 역사·문화적 특수성을 융합한 공간 활성화 방안 연구 - 광희문(光熙門)의 패션예술 콘텐츠 개발을 중심으로 -)

  • Kim, Ji Eun;Kim, Ga Young;Park, Eun Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.143-157
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    • 2016
  • Focusing on the Gwangheemun that have a history of spatial specificity. Gwangheemun increase the value of space in the surrounding area, focused to derive a plan that can be activated. Research method was to analyze the characteristics and advantages and disadvantages of the surrounding space and the associated cultural content through SWOT analysis around the base of Gwangheemun. After considering the potential of the current location of physical characteristics and spatial resources, the possibility Gwangheemun development were mainly fashion and art content for the Space Vitalization in the surrounding area. Fashion and art space of Gwangheemun activated based on the possibility of Gwangheemun cultural meaning and value in the history of the past and the present time presented the main directions and strategic approach. The results of this research suggested Fashion art Hotel in applying urban regeneration methodologies, Cheongguro-16 plan for content development, arts and culture fashion street planning. Through this research, we want to establish the strategic control strategy between the policy decision making structures for the successful development of the fashion arts content.