• Title/Summary/Keyword: 웹디자인

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Construction of Fashion Cultural Goods Design Database using Gaya Relics (가야(伽倻) 유물을 활용한 패션문화상품 디자인 데이터베이스 구축)

  • Song, Mi-Jung;Park, Hye-Won
    • Journal of Fashion Business
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    • v.16 no.1
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    • pp.160-179
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    • 2012
  • One of the representative local cultures in Gyeongnam is Gaya culture. This research aim s to develop fashion cultural goods design applying Gaya relics. Based on the study on cu ltural character, formative characteristics of relics, and questionnaire survey on cultural reco gnition and fashion cultural goods purchasing status of Gaya, the plan of Gaya fashion cul tural goods design was made and progressed. To develop design pattern, TexPro Design CAD was used. As to selection of relics to extract motif, Mounted vessel in the shape of warrior on horseback, Chariot wheel-shaped Pottery, Armor and Shield were selected. The main concept of design was 'Timeless Images of Gaya' to re-illuminate a long forgotten p eriod of Gaya, and to create modernization image of ancient period into modern living. By using oring image scale of IRI C or Lab, the 4 main themes of 'Timeless Images of Gaya' including 'Romantic Gaya', 'Dynamic Gaya', 'E -friendly Gaya', 'Modern Gaya' were constructed. According to the 4 themes, basic pattern, repeating pattern, application patter n were developed. And applied cases were developed to seek reality of design in the fashi on cultural goods. Also web page was constructed to develop educational and industrial accessibility and utilization in collaboration with design patterns and fashion cultural goods ap plying cases.

A Study on Participating virtual model house on the web (웹기반 참가형 가상모델하우스에 관한 연구)

  • Woo Sung-Ho
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.216-223
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    • 2005
  • In this study, we would like to suggest a virtual model house where the users participate in the planning of the apartment directly in order to supply the apartment which is suitable for the fast change of the resident's characterization, multiplication, and preference in this like high-speed information society. The users have various preferences and demands in the high level information society. It is necessary for the architect to communicate with the users in order to suggest the various styles of habitats that one can treat various life style and life cycle which reflects the demand. In addition, the object of this paper is the construction and using of the participating virtual model house that the resident can plan the preferred space design of the main house before moving Into the apartment and change space design of the main house after moving into the apartment following the variety of life style and the changing of life cycle. Regarding the effect of this study, firstly, it is possible to supply the plate type following the user's preference in order to enhance the quality of uniformed type apartment. Secondly, it is possible to maintain and control the high quality building using sharing the building information with planning, construction, maintain, interior, and related company by constructing the database. Thirdly, the unified database which is constructed by XML can supply the effective environment of apartment information exchange between other companies.

Korean Outline Font Editing System based on UFO Using METAFONT (메타폰트를 이용한 UFO 기반의 한글 외곽선 폰트 시스템)

  • Gwon, Gyeong-Jae;Son, Min-Ju;Jeong, Geun-Ho;Choi, Jae-Young
    • Annual Conference on Human and Language Technology
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    • 2016.10a
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    • pp.44-48
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    • 2016
  • 오늘날 폰트를 디자인하는데 주로 사용되는 외곽선 방식은 글자의 크기를 손쉽게 변경할 수 있으나 글자의 굵기나 스타일을 변화시키려면 다시 수작업을 통해서 디자인을 변경해야 한다. 이를 보완하기 위한 프로그래머블 폰트인 메타폰트는 매개변수를 사용하여 글자의 변화가 매우 용이하다. 하지만 메타폰트는 프로그래밍 언어이므로 메타폰트에 대한 선행학습이 필요하여 폰트 디자이너에게 사용되지 않았다. 따라서 본 논문에서는 폰트 디자이너에게 익숙한 외곽선 방식에 편집기를 제공하면서 글자의 스타일에 대한 변화를 메타폰트에서 처리하여 다양한 폰트를 파생할 수 있는 한글 외곽선 폰트 시스템을 제안한다. 이를 위하여 본 시스템에서는 외곽선 방식의 폰트를 제작할 수 있도록 하는 웹 외곽선 폰트 편집기를 구현하였으며 외곽선 방식의 폰트를 메타폰트로 변환하는 UFO2mf를 구현하였다. 본 논문에서 제안하는 폰트 시스템은 기존 외곽선 방식의 스타일 변화에 대한 수고를 덜어줄 수 있을 것으로 기대한다.

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A Study on the Virtual Experience Evaluation(VEE) of Space Design through the Web3D - Focus on the Evaluation Criteria - (Web을 통한 공간설계의 가상체험평가(VEE)에 관한 연구 - 평가기준을 중심으로 -)

  • Lee Sang-Ho;Kim Tae-Hwan
    • Korean Institute of Interior Design Journal
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    • v.14 no.4 s.51
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    • pp.122-133
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    • 2005
  • This study could begin with the improvement of computer graphic technology The graphic technology is the standards of computer technology level and up-to-date technology intensive. Above all, the technology of virtual reality has developed rapidly and the development of the program has changed from professional one only for the experts to easy of access ones for the space designers. Moreover, the program which major internet user's can experience the virtual model has been made, as the development of virtual reality technology that is based on the web. These graphic technology and the development of the web helped to extract human experiences on the space design step. However, to find the meeting point with real recognition is not easy though the virtual reality technology develops. Because the real space is made up of various senses that people feel in their surroundings. But, this study was possible because most of the space recognition is based on the visual organ, even though it can't satisfy all sensible factors that we feel in reality. Therefore, the significant of this study is the standards and criteria of evaluation, the technological proposal, expecting to make more advanced alternative design than before.

Development of On-In-One Web Solution for Technology Marketing (기술마케팅을 위한 On-In-One 웹 솔루션 개발)

  • Choi, Ssang-Yong;Kim, Dong-Sub;Park, Sun-Seong;Kim, Won-Ju;Choi, Si-Woong;Hwang, Seung-Gook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.2
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    • pp.99-104
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    • 2016
  • This paper aims to develop the One-In-One web solutions that can work in PC, tablet, notebook, and smart phone depending on the flow of the ICT times to promote the marketing of the technology. The characteristics of this web solutions can be used to a image viewer system of 3D array type for PC, tablet, notebook, and smart phone. It is implemented in the design of 3D display slide show type. And it is developed an image viewer system, which enables users to use by utilizing the links manner ICT base required by each channel of the image. This is the 3D photo viewer PR solution developed in the way that anyone can use easily without the knowledge of programming in various areas such as public relations, business, and education.

Usefulness Evaluation on Elements for Visualization of Technology Intelligence Service (테크놀로지 인텔리전스 서비스의 시각화 요소 평가 -사용자 평가를 통한 효용성 분석-)

  • Lee, Jin-Hee;Kim, Tae-Hong;Lee, Mi-Kyoung;Kim, Jin-Hyung;Jung, Han-Min;Sung, Won-Kyung;Kim, Do-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.533-542
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    • 2011
  • Visualization elements as the technology to offer information to users effectively have become more important. In this study, we evaluate the usefulness of visualization elements in InSciTe which is a technology intelligence service developed by using Semantic Web technologies and text mining technologies for establishing R&D strategy using papers and patents. We propose design which can be preferred by users and applying methods of visualization elements through the quantitative and qualitative evaluation about each types of service. As a result of evaluation, we conclude that the visualization elements in InSciTe are implemented user-friendly to improve user's cognitive intuition.

Current State and Ways of Improvement of web-based science simulations about magnets and magnetic field (자석 및 자기장 주제에 대한 과학 학습용 웹기반 시뮬레이션의 현황 및 개선 방안)

  • Lee, Sooah;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.21 no.2
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    • pp.231-245
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    • 2017
  • This study is to review current state of web-based simulations for science learning about magnets and magnetic field, and evaluate the appropriateness of simulations in terms of contents, strategies and design. We designed a set of criteria for evaluating science simulations and applied it to 14 simulations about magnets and magnetic field. For the evaluation, eight elementary teachers participated and they described specific characteristics of each simulation according to the criteria. Based on the evaluation, we divided the simulations into two groups, excellent vs. normal groups. We analyzed strengths from the simulations in excellent group and weaknesses from the simulations in normal group according to the contents, learning strategies, screen format, and technical features. Implications for ways of improvement in developing web-based science simulations effective to science teaching and learning about magnets and magnetic field were discussed.

Design of Enterprise System Platform based on Spring Data JPA in Spring Framework Environment (스프링 프레임워크 환경에서 스프링 데이터 JPA기반의 엔터프라이즈 시스템 플랫폼의 설계)

  • Yoo, Jung-Sang;Lee, Myeong-Ho
    • Journal of Convergence for Information Technology
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    • v.9 no.12
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    • pp.39-46
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    • 2019
  • The competition for standardization in the enterprise environment starts with the data tier of the back-end and the standard enterprise middle tier is being stabilized by standardization as it is accepted as the Spring Framework. In addition, with the advent of new devices in an increasingly rapid cycle, securing compatibility with web and mobile services has become an important competitive advantage for web service companies. However, companies are unable to secure competent technical personnel appropriate for the rapidly changing environment of the information generation, and the curriculum of educational universities does not reflect the demand of new competency-oriented curriculum. Therefore, in this study, in order to acquire competency-oriented skills required for such an enterprise system platform environment and to develop a curriculum, the system using Spring Data JPA in the Spring Framework environment was implemented through documenting for each analysis and design step. It aims to provide a reference model for the full stack competency-based curriculum and capstone design curriculum that can be applied immediately in the enterprise environment.

An Exploratory Study of Information Search Behaviors of International Students in Korea (국내 거주 외국인 유학생의 정보검색행위에 관한 탐색적 연구)

  • Yoon, JungWon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.1
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    • pp.259-277
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    • 2022
  • This study aims to understand international students' web search behaviors. During the experiment, fifteen international students were asked to conduct three search tasks which includes six search questions. Depending on the characteristics of search task, there were differences in search performance and search behavior. It was commonly found that participants with higher Korean fluency showed higher search performance; however, prior knowledge about the search topic did not always affect the search performance. In the search tasks that required navigation through menus and links within one web domain, participants often overlooked the correct answers, even if they were at the webpages containing the correct answer. Also, some participants did not realized that they found wrong answers. For enhancing information seeking behaviors among foreigners in Korea, the followings were suggested: 1) to design websites which are easy for non-native speakers to navigate, and 2) to use social media as a means of interactive communication.

Characteristics of Business based on 'Second Life' Simulation Game (가상세계에서 패션 디자인 비즈니스의 특징 - 세컨드 라이프(second life)를 중심으로 -)

  • Choi, Eun-Young;Suh, Dong-Ae
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.198-206
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    • 2008
  • The fashion in the virtual world is emerging as a new genre. Gammer in virtual community shares the avatars and space for their activities and for flourishing their virtual lives, they start to demand indispensable daily items. The gammer's demands lead to the concept of second life in the virtual world which was introduced in 2003. The trading business system is realized at the virtual world with various daily items, developed by individual programmers, through the virtual money, which may converted into real money. Particularly, fashion industry's inherent nature of snagging on-line trading is no more, now, set to ready in the virtual world let alone various daily virtual items developed by individual programmers. The purpose of this study is, focused on the virtual second life, to introduce the model of fashion business in virtual world and overall informations regarding second life business systems so as to provide the fundamental data for opening the web.3.0 era. Further various fashion items in the virtual world, developed by individual programers, will be another boost for shaping another virtual fashion business genre.