• Title/Summary/Keyword: 상호작용 기능

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A Study on Digital Clothing Design by Characteristics of Ubiquitous Environment (유비쿼터스 환경 특성에 의한 디지털 의류 디자인에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.23-36
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    • 2007
  • It is important that ubiquitous technology changes paradigm of thought, not simple definition in the 21st digital era. Characteristics of ubiquitous computing are pervasive, disappearing, invisible, calm through environment. As IT Technology develops, designers, computer scientists, chemists, performance artists cooperate in order to find out the best way to make desirable digital clothing in the future, with the merit of each part. Digital clothing defines clothes of new generation equipped computer, digital installations. Digital clothing design demands intercept of electromagnetic waves, light-weight and esthetic appearance, for it is attached high-technology equipment near body. The purpose of this study is to analyze design features of digital clothing according to ubiquitous characteristics. The methods of this study are documentary research of previous study and case study. In the theoretical study, ubiquitous characteristics are function-intensive by convergence, interactivity, embedded mobility and human & emotion-oriented attributes. Based on ubiquitous characteristics, digital clothing design classified function-intensive design by convergence, design for Interactivity and multi-sensible & emotion-oriented design, because embedded mobility is a basic element of ubiquitous environment. The early days digital clothing design is function-intensive design, and have esthetic appearances and design for interactivity increasingly. Recently digital clothing design is expressed multi-sensible and emotion-oriented design.

A Study on the Design Loads of NATM Tunnel Concrete Lining (NATM 터널 콘크리트라이닝 설계하중에 관한 연구)

  • 천병식;신영완
    • Tunnel and Underground Space
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    • v.11 no.2
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    • pp.96-108
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    • 2001
  • A concrete lining of NATM tunnel is the final product of a process that involves planning and evaluation of user needs, geotechnical investigations, analysis of ground-lining interaction, construction, and observations and modifications during construction. The designer must consider the lining in context of the many function, construction, and geotechnical requirements. Also, the loss of supporting capacity of shotcrete lining due to poor rock qualities and shotcrete erosion must be considered. The values, shapes, and estimating methods of rock load and water pressure are very different with every designers. Estimating methods of rock loads used in the design of NATM tunnel concrete lining are investigated. Structural analyses are done in various load combinations, and the member forces(moment, axial force and shear force) are compared. The adequate load combination of rock load and water pressure is proposed.

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A preliminary study for the development of educational IPTV contents (IPTV 교육용 콘텐츠 개발을 위한 탐색적 연구)

  • Leem, Jung-Hoon;Han, Seung-Yeon;Kim, Se-Ri
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.517-528
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    • 2009
  • As a convergence media, IPTV is expected to provide better learning experience with customized and individualized contents. Yet, little has been known in the are of contents development. Hence, the purpose of this study was to explore educational use of IPTV in terms of design and development perspective. First, this paper identifies the concept and characteristics of IPTV in an educational context. Second, it categorizes the types of IPTV contents. Lastly, the paper discusses guidelines for the design, development, and management of educational IPTV contents.

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Object-oriented real-time system modeling considering predicatable timing constraints (시간 제약 분석이 가능한 객체 지향 실시간 시스템 모델링)

  • 김영란;권영희;홍성백;박용문;구연설
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.21 no.8
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    • pp.1937-1947
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    • 1996
  • In the case of developing the real-time system using object-oriented method, k the problem of the timing constraints is certainly considered. we propose the method of modeling the object-oriented real-time system using the OMT methodology and the SDL. And we also present the predictable time table that reflects the constraints of real-time system into dynamic model of OMTs and the predicatable time formula of the sequence, repeat, and parallel routine. The proposed method is applied to the estimate of the maximum process time of the ATMs(Automatic teller machines) and is used to specifying the functional specification for the user interface of the ATMs using the SDL syntax and the object interaction graph.

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Study on the Automatic Generation of DB Schema in URI Server (URI 서버 내 DB 스키마 자동 생성 연구)

  • Jung, Hanmin;Lee, MiKyung;Kang, In-Su;Sung, Won-Kyung
    • Annual Conference on Human and Language Technology
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    • 2007.10a
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    • pp.107-113
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    • 2007
  • 본 연구는 시맨틱 데이터 정합성 검사와 RDF 트리플 생성 기능을 가진 URI 서버 내 DB 스키마의 자동 생성 방안을 기술한다. URI 서버는 시맨틱 웹 기술 기반 프레임워크 구성에 필요한 핵심 엔진으로서 인스턴스 생성 관리기, 검색 엔진, 추론 엔진 등과의 상호 작용을 통해 시맨틱 데이터를 서비스한다. 도메인이 바뀌거나 서비스가 변경되는 경우 DB 스키마를 전문가에 의해 수작업으로 생성함으로써 서비스 환경 변화에 즉각 대응하지 못하는 문제점을 가진 기존 URI 서버를, 적재되는 온톨로지에 따라 DB 스키마를 동적으로 자동 생성하는 방식으로 변경함으로써 다양한 응용 분야와 도메인에의 높은 이식성(Portability)을 보장할 수 있도록 한다. 기반정보 온톨로지, 응용 온톨로지, 개인화 온톨로지 등 3개 온톨로지 스키마와 11만 건 이상의 Citeseer Open Access Metadata로부터 추출된 인스턴스를 대상으로 한 실험을 통해 URI 서버 내 DB 스키마 자동 생성 가능성을 실증하였다.

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A Study on Moral Functionalities of Digital Game as an Art Form (예술작품으로서 디지털 게임의 도덕적 기능에 대한 연구)

  • Ahn, Kay-Youn;Woo, Tack
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.159-170
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    • 2011
  • It seems that social distrust toward morality of video games has not been deducted even the influence of video game has increased drastically for last few decades. To rationalize the identity of video game and its social legitimacy, this paper first considered video game genre as a new art form. By doing so, we could derive various aesthetical and moral issues to dispute in modern society. Secondly, by considering former issues, this study could figure out moral vulnerabilities of the genre according to its own form, by categorizing them into virtual reality, interactivity and simulation. To suggest most effective way to overcome its immorality by functionalize social feedbacks which elaborately designed based on John Dewey's pragmatist aesthetics and immoralism.

Effects of Maternal Massage to Newborn on Stress, Immune Function and Self-confidence of Mothers during the Postpartum Period (신생아 마사지를 통한 모아상호작용이 어머니의 스트레스, 면역기능 및 영아기르기 자신감에 미치는 효과)

  • Kim, Sa-Duck;Park, Ho-Ran;Lee, So-Young;Moon, Young-Im;Park, Jin-Hee
    • Women's Health Nursing
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    • v.11 no.4
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    • pp.265-272
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    • 2005
  • Purpose: To investigate the effect of infant massage on stress, immune function and self-confidence in postpartum mothers. Method: From September, 2003 to February, 2004, 65 women who had delivered babies and were enrolled in the postpartum clinic were assigned to the experimental group or control group. In the experimental group, infant massage was given for 20 minute sessions twice a day from 4 days to 14 days after delivery. The instruments were Parental Stress Index, serum cortisol levels, WBCs, lymphocytes, and Self Confidence Scale. Results: Stress scores, WBCs and lymphocytes showed significant differences by the time, but there weren't significant differences according to the group and interactions between the group and the time. Cortisol and self-confidence scores showed significant differences by the time and the group. Conclusions: Applying massage to their newborn baby influenced cortisol levels of postpartum mothers. Therefore stress, cortisol, and immune functions in postpartum mothers should be generally screened and follow up studies are needed for the effective application of massage in postpartum mothers.

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A Design of a Multi-tier Hybrid Multimedia System (다중 계층 구조의 혼합형 멀티미디어 시스템의 설계)

  • Na, Yun-Ji
    • The KIPS Transactions:PartB
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    • v.12B no.7 s.103
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    • pp.789-794
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    • 2005
  • The multimedia system using computing environment should support the fast access speed on the large scaled high quality data in the functional side. And it can support interaction and adaptiveness on system users. But it is hard to support it all effectively in the existing multimedia systems. In this paper, we design the multi-tier hybrid multimedia system. The proposed system is based on the characteristics of a multimedia medium, and it has the merits of the CD-ROM based method and the web based method. On the experiments, we verified the efficiency of the proposed system.

Design of Dynamic Service Management Model for Context-Aware Service Applications (상황인식 서비스 응용을 위한 동적 서비스 관리 모델 설계)

  • Jung Heon-Man;Lee Jung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.165-174
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    • 2006
  • As context aware service supports a process of context acquisition and reasoning, there are many studies to facilitate the implementation of context aware service. However, these studies have not supported efficiently a user or service mobility that should be supported necessarily in ubiquitous computing environment. Therefore, this study proposes a dynamic context aware service model which supports a dynamic management of context information, service retrieval and composition for interactions between services, and service mobility. Then we design a middleware based on this model and implement the middleware. As the middleware is implemented on the OSGi framework. it can have an interoperability between the devices such as computers, PDA, home appliances, and sensors, because of using the standard interface technologies like UPnP. Jini and so on.

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A Learning System for English Based on Android Platform (안드로이드 기반 실시간 영어 학습 시스템 구현)

  • Noh, Hye-jin;Lee, Sue-jin;Lee, Sue-hyeon;Yoon, Yong-ik
    • Annual Conference of KIPS
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    • 2012.04a
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    • pp.1410-1413
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    • 2012
  • 최근 스마트 시대에 디지털 컨버젼스(digital convergence)의 대표기기로 대두되고 있는 태블릿 PC는 휴대전화와 컴퓨터의 기능을 바탕으로 장소의 제한 없이 네트워크에 접속할 수 있다. 이는, 개인의 일상생활에서 큰 영향을 미치고 있는 실정이다. 10년 이상 e러닝이 주도해 온 IT교육시장에서 스마트러닝으로의 변화는 새로운 플랫폼을 구축하는 그 이상의 의미를 가진다. 스마트 러닝은 기존의 수직적인 학습방식을 수평적, 참여적, 지능적, 그리고 상호작용적인 방식으로 전환하여 학습의 효과를 높였다. 이러한 트랜드를 반영하여 스마트러닝의 장점을 극대화 시킬 수 있는 학습자 중심의 컨버젼스 러닝시스템(learning system)을 구현하고자 하였다. 또한, 영어의 중요성이 대두되면서 영어 인증시험에 대한 관심이 날로 커지고 있다. 그리하여 바쁜 일상생활 중에서 시간과 장소에 구애 받지 않고 태블릿 PC를 통하여 영어 인증시험을 공부할 수 있는 어플리케이션을 기획하였다. 본 LEMON(Learn English Mobile ON-air) 앱(application)은 영어 학습 시간이 충분하지 않은 대학생 및 직장인 등을 대상으로 TOEIC, TOEFL, TOEIC SPEAKING 영어 인증시험에 대한 학습이 가능하도록 구현하였다.