• Title/Summary/Keyword: 디자인 소프트웨어

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Study of the Linkage of the Education System to foster Manpower of Culture Contents (문화콘텐츠 인력양성을 위한 교육시스템의 연동에 관한 연구)

  • 하판덕
    • Archives of design research
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    • v.17 no.2
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    • pp.181-188
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    • 2004
  • The values of material civilizations that dominated the last century have been replaced with invisible values such as knowledge, information, and culture. The central axis of the world economy is also rapidly shifting from a capital and labor-intensive industry to a knowledge-based industry of software and contents. From the perspective of the industrialization of culture as multinational corporations and dominance and subordination relationships between cultures thereof, and crisis of cultural identity, the issues of support and fostering a culture industry arise. These have become major issues of concern in deciding national policies. In response to this trend, new departments related to culture contents in various universities have been established for fostering manpower in the field and the government policy to foster related human resources. However, actual results have not been currently achieved, despite the increase in quantity. This is due to the fact that the walls between culture contents departments were too high and thus education and fostering excellent human resources have not been properly conducted. It is also due to the obscure direction of education and a deficiency in the system. To cope with these problems, a systematic manpower-fostering education program should be developed through enhancement of the understanding of culture contents via linking education programs with detailed major fields of study. Accordingly, this study aims to identify changes in the current culture contents industry at home and abroad according to digitalization for fostering manpower of culture contents required in a rapidly changing environment of the culture contents industry. Then, it will review what influence has been made on the education system through the identification of personnel types through work flow charts and contents delivery modes following integration, as well as a desirable method to construct culture contents. Therefore, this study is a preliminary study on the means of fostering core personnel in the culture contents industry through linkage with the education system.

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The Intergrated Information Systems for Frequently Flooded Area Using Internet GIS (Internet GIS를 이용한 상습침수지역 종합정보화 시스템)

  • Yeo, Woon-Ki;Jang, Kyung-Soo;Jun, Ji-Young;Jee, Hong-Kee;Lee, Soon-Tak
    • Proceedings of the Korea Water Resources Association Conference
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    • 2006.05a
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    • pp.1116-1120
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    • 2006
  • 하천주변 저지대에 주택이나 공장 등의 시설물 집중과 산지의 개발 및 인구 집중으로 인한 도시화 지역의 증가로 홍수 피해는 더욱 커지고 있다. 특히, 상습침수지구의 주민들은 항상 재해로부터 위험을 느끼고 있으므로 새로운 재해관리체계를 구축하여 이에 대한 확고한 대책이 필요하다. 최근 인터넷 사용의 증가로 많은 사용자들이 웹을 통해 다양한 데이터를 공유하고 있으며, 이러한 추세는 더욱 더 증가할 것이다. 인터넷은 다양한 정보를 네트워크를 통해 사용자에게 실시간으로 제공하고 있으며, 통신기술의 발전, 네트워크 통합화 속에서 그 내용과 방식이 더욱 다양해지고 있다. GIS분야에 있어서도 인터넷 네트워크를 이용하여 분산되어 있는 많은 조직이나 사용자들에게 그 기능과 서비스를 제공하는 추세로 바뀌고 있다. Internet GIS는 원격 지리정보 데이타에 대한 접근, 전송, 분석 및 GIS를 표현하는 수단으로 인터넷을 이용하는 특별한 GIS 도구이다. Internet GIS는 전통적인 GIS 소프트웨어가 가지고 있는 대부분의 기능은 물론 인터넷 및 그와 관련된 WWW 및 FTP 프로토콜의 장점을 가지는 부가적인 기능들을 포함할 수 있다. 이들 부가적인 기능은 원격 데이타 및 응용 프로그램의 교환, 지역 컴퓨터에 GIS 응용 프로그램 없이 GIS 분석 기능을 수행, 인터넷상에서 상호작용하는 지도 및 데이타를 표현하는 기능들을 포함한다. Internet GIS는 객체지향적이고 상호운영적이며, 분산적이라는 주요한 특징을 갖는다. 인터넷에서 각각의 GIS 데이타 및 기능성은 하나의 객체로서 서로 다른 서버에 위치하며 필요시 조합 또는 통합되어 운영된다. Internet GIS를 이용한 상습침수지구 지역정보 제공사이트를 구축하기 위해서는 인터넷으로 서비스 할 수 있는 인터넷용 상습침수지구 GIS기본도를 구축이 필요하다. 인터넷 서비스를 위한 상습침수지구 기본도는 또 다른 형태의 주제도라고 볼 수 있으며, 이를 구축하기 위해서는 자료변환 및 가공이 필요하다. 즉, 각 상습침수지구에 필요한 지형도는 국립지리원에서 제작된 1:5,000 수치지형도가 있으나 이는 자료가 방대하고 상습침수지구에 필요하지 않은 자료들을 많이 포함하고 있으므로 상습침수지구의 데이터를 인터넷을 통해 서비스하기 위해서는 많은 불필요한 레이어의 삭제, 서비스 속도를 고려한 데이터의 일반화작업, 지도의 축소.확대 등 자료제공 방식에 따른 작업 그리고 가시성을 고려한 심볼 및 색채 디자인 등의 작업이 수반되어야 하며, 이들을 고려한 인터넷용 GIS기본도를 신규 제작한다. 상습침수지구와 관련된 각종 GIS데이타와 각 기관이 보유하고 있는 공공정보 가운데 공간정보와 연계되어야 하는 자료를 인터넷 GIS를 이용하여 효율적으로 관리하기 위해서는 단계별 구축전략이 필요하다. 따라서 본 논문에서는 인터넷 GIS를 이용하여 상습침수구역관련 정보를 검색, 처리 및 분석할 수 있는 상습침수 구역 종합정보화 시스템을 구축토록 하였다.

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The effects of the usability of products on user's emotions (제품의 사용성이 사용자의 감성에 미치는 영향에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.373-382
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    • 2006
  • In this study, emotional word logging software,'VideoTAME' was developed as an effective measurement tool for complementing the current psychological measuring methods. With the software, we measured the user's emotional changes while they interact with a product. The main goal of this study is to reveal the influence of usability on human emotions by analyzing the user's emotional changes while using a product. In this research, we asked 30 subjects to examine their emotional changes with watching the video clip recorded when they performed a series of tasks with a cellular phone in the experiment room. The results of this research indicated that negative emotion such as 'Uncomfortalbeness' was elicited mostly while they performed tasks which were difficult due to usability problems. On the other hand, positive emotion such as 'Satisfaction in Usability' was elicited for tasks which were easy to perform because of good usability. The reason for the user's emotional changes while they interact with a product can be assumed that the emotional changes were caused by specific situations they face when performing a task rather than the characteristics of task itself. We expect to clarify how usability of a product impact user's emotions in depth with more data collected and analyzed with the help of 'VideTAME'.

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Development of Self-trainer Fitness Wear Based on Silicone-MWCNT Sensor (실리콘-탄소나노튜브 센서 기반의 셀프트레이너 피트니스 웨어 개발)

  • Cho, Seong-Hun;Kim, Kyung-Mi;Cho, Ha-Kyung;Won, You-Seuk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.493-503
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    • 2018
  • Recently, as living standards have improved, many people are becoming more interested in health, and self-training is increasing through exercise to prevent and manage pre-illness. In general, an imbalance of muscles causes asymmetry of posture, which can cause various diseases by accompanying an adjustment force, circulation action, displacement of internal organs, etc.. In this study, the development of fitness software that can be self - training among smart wears has attracted considerable attention in recent years. In this study, a technology was proposed for the commercialization of self - trainer fitness wear by a simulation through Android - based applications. Self - trainer fitness software was developed by combining a conductive polymer, fashion design, sewing, and electric and electronic technology to monitor the unbalance of the muscles during exercise and make smart wear that can calibrate the asymmetry by oneself. In particular, a polymer sensor was fabricated by deriving the optimal MWCNT concentration, and the electrode signal was collected by attaching the electrode to the optimal position, where the electrode signal line using the conductive fiber was designed and attached to collect the signal. A signal module that converts the bio-signals collected through electrical signal conversion and transmits them using Bluetooth communication was designed and manufactured. Self-trainer fitness software that can be commercialized was developed by combining noise cancellation with Android-based self-training application using a software algorithm method.

Ciphering Scheme and Hardware Implementation for MPEG-based Image/Video Security (DCT-기반 영상/비디오 보안을 위한 암호화 기법 및 하드웨어 구현)

  • Park Sung-Ho;Choi Hyun-Jun;Seo Young-Ho;Kim Dong-Wook
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.2 s.302
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    • pp.27-36
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    • 2005
  • This thesis proposed an effective encryption method for the DCT-based image/video contents and made it possible to operate in a high speed by implementing it as an optimized hardware. By considering the increase in the amount of the calculation in the image/video compression, reconstruction and encryption, an partial encryption was performed, in which only the important information (DC and DPCM coefficients) were selected as the data to be encrypted. As the result, the encryption cost decreased when all the original image was encrypted. As the encryption algorithm one of the multi-mode AES, DES, or SEED can be used. The proposed encryption method was implemented in software to be experimented with TM-5 for about 1,000 test images. From the result, it was verified that to induce the original image from the encrypted one is not possible. At that situation, the decrease in compression ratio was only $1.6\%$. The hardware encryption system implemented in Verilog-HDL was synthesized to find the gate-level circuit in the SynopsysTM design compiler with the Hynix $0.25{\mu}m$ CMOS Phantom-cell library. Timing simulation was performed by Verilog-XL from CadenceTM, which resulted in the stable operation in the frequency above 100MHz. Accordingly, the proposed encryption method and the implemented hardware are expected to be effectively used as a good solution for the end-to-end security which is considered as one of the important problems.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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Application of 3D printer in dental clinic (치과 진료실에서 3D 프린트의 활용)

  • Kim, Hyun Dong
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.27 no.2
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    • pp.82-96
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    • 2018
  • 3D printing is a process of producing 3d object from a digital file in STL format by joining, bonding, sintering or polymerizing small volume elements by layer. The various type of 3d printing is classified according to the additive manufacturing strategies. Among the types of 3D printer, SLA(StereoLithography Apparatus) and DLP(Digital Light Processing) 3D printer which use polymerization by light source are widely used in dental office. In the previous study, a full-arch scale 3d printed model is less precise than a conventional stone model. However, in scale of quadrant arch, a 3d printed model is significantly precise than a five-axis milled model. Using $3^{rd}$ Party dental CAD program, full denture, provisional crowns and diagnostic wax-up model are fabricated by 3d printer in dental office. In Orthodontics, based on virtual setup model, indirect bracket bonding tray can be generated by 3d printer. And thermoforming clear aligner can be fabricated on the 3d printed model. 3D printed individual drilling guide enable the clinician to place the dental implant on the proper position. The development of layer additive technology enhance the quality of 3d printing object and shorten the operating time of 3D printing. In the near future, traditional dental laboratory process such as casting, denture curing will be replaced by digital 3D printing.

Fabrication of complete denture using 3D printing: a case report (3D 프린팅을 이용한 양악 총의치 제작 증례)

  • Lee, Eunsu;Park, Chan;Yun, Kwidug;Lim, Hyun-Pil;Park, Sangwon
    • The Journal of Korean Academy of Prosthodontics
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    • v.60 no.2
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    • pp.202-210
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    • 2022
  • Recently with the advance in digital dentistry, the fabrication of dentures using computer-aided design and computer-aided manufacturing (CAD-CAM) is on the rise. The denture designed through a CAD software can be produced in a 3-dimensional manufacturing process. This process includes a subtractive processing method such as milling and an additive processing method such as 3D printing and in which it can be applied efficiently in more complex structures. In this case, complete dentures were fabricated using Stereolithography (SLA)-based 3D printing to shorten the production time and interval of visits in patient with physical disabilities due to cerebral infarction. For definitive impression, the existing interim denture was digitally replicated and used as an individual tray. The definitive impression obtained with polyvinyl siloxane impression material was including information about the inclination and length of the maxillary anterior teeth, vertical dimension, and centric relation. In addition, facial scan data with interim denture was obtained so that it can be used as a reference in determination of the occlusal plane and in arrangement of artificial teeth during laboratory work. Artificial teeth were arranged through a CAD program, and a gingival festooning was performed. The definitive dentures were printed by SLA-based 3D printer using a FDA-approved liquid photocurable resin. The denture showed adequate retention, support, and stability, and results were satisfied functionally and aesthetically.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.11-21
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    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.

Evaluation of Correlations in Copier's Button and Usability (복사기 조작버튼에 따른 사용성 상관관계 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.595-603
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    • 2013
  • Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.