• Title/Summary/Keyword: 커스터마이제이션

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A Technique of Applying Ontology for Service Customization of Android (안드로이드 서비스 커스터마이제이션을 위한 온톨로지 적용 기법)

  • Cho, Eun-Sook;Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.6
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    • pp.2707-2712
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    • 2012
  • Desktop-based computing environment is changed into mobile computing using smart phone and cloud computing providing common behavior and big data by network. Because of this transformation software development and operating environment is changed into heterogeneous distributed environment. As a result, dynamic service composition or changement is required. However, there is few research of techniques supporting service composition or changement dynamically in this situation. This paper suggests a technique for customizing services dynamically of mobile applications based on android platform. Especially we propose a customization technique of service by applying ontology technique to improve sharing and reuse of service. We applied proposed technique into meeting notification system, and obtain that it can be customized into various services such as email, sms, twitter service, and so on.

A Mashup Customization Technique of Mobile Service based on RESTful (RESTful 기반의 모바일 서비스 매쉬업 커스터마이제이션 기법)

  • Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.7
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    • pp.3182-3187
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    • 2012
  • Business needs of companies to require smart work have been increased use of mobile services and the research for the mobile service architecture to respond to the diverse needs of business operations is required. For providing variety of mobile services, customization research for the mobile platform should be performed. Mobile service to provide integration services and device continuity should be able to integrated(Mashup) among services using open interface(Open API). This paper provides the mashup customization technique that can meet a variety of requirements by integration among such services.

The Static and Dynamic Customization Technique of Component (컴포넌트 정적/동적 커스터마이제이션 기법)

  • Kim, Chul-Jin;Kim, Soo-Dong
    • Journal of KIISE:Software and Applications
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    • v.29 no.9
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    • pp.605-618
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    • 2002
  • The CBD (Component Based Development) is a requisite technique for the Time-To-Market, and a highly reusable component should be provided to develop a variety of domain applications with the use of components. To increase the reusability of components, they should be developed by analyzing requirements of many different kinds of domains. However, to analyze requirements of a variety of domains related to the components to be developed and to include them inside the components will give burden to developers. Also, providing only general components that have common facilities for the several domains is not easy to accomplish the time-to-market since there are other domains that the developers have to develop. As such, developing common component through the analysis of several domains at the time of the CD (Component Development) does not always guarantee high reusability of the component, but gives burden to developers to develop another development since such components have common functions. Considering this, this paper proposes the component customization technique to reuse common components as well as special components. The reusability of the component can be increased by providing changeability of the attribute, behavior and message flow of the component. This customization technique can change the message flow to integrate developed components or to provide new functions within the component. Also, provides a technique to replace the class existing within the component with other class or to exchange the integrated component with the component having a different function so that requirements from a variety of domains may be satisfied. As such, this technique can accept the requirements of several domains. As such, this customization technique is not only the component with a common function, but it also secures reusability components in the special domain.

컴포넌트 워크플로우 커스터마이제이션 기법

  • 김철진;김수동
    • Journal of Software Engineering Society
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    • v.13 no.3
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    • pp.31-44
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    • 2000
  • 소프트웨어를 개발하는데 미리 구현된 블록을 사용하여 소프트웨어 개발비용과 시간을 단축할 수 있다. 이와 같이 미리 구현된 블록을 컴포넌트(Component)라고 하며 컴포넌트를 실행 단위로 개발자에게 인터페이스만을 제공하여 내부 상세한 부분을 숨기므로 쉽고 바르게 대행 어플리케이션을 개발할 수 있다. 개발자는 완전히 내부를 볼 수 없는 블랙 박스(Black Box) 형태의 컴포넌트를 사용한다. 그러나 개발자들은 개발 도메인의 특성에 맞게 속성 및 워크플로우(Workflow)의 변경을 원하기 때문에 커스터마이즈(Customize)할 수 있는 방법이 있어야 한다. 기존의 커스터마이즈 기법은 컴포넌트의 속성을 변경하는 것에 국한되어 있다. 본 논문에서는 비즈니스 측면에서 속성 뿐만이 아니라 컴포넌트 내부의 워크플로우도 변경할 수 있는 기법을 제시한다. 기존에 워크플로우를 변경한다는 것은 컴포넌트 내부를 개발자가 이해하고 코드 수준에서 수정해야 하는 화이트 박스(White Box)이지만, 본 논문에서는 워크플로우의 변경을 화이트 박스가 아니라 블랙 박스 형태로 컴포넌트 인터페이스 만을 이용해 커스터마이즈 할 수 있다. 본 논문에서 제시하는 컴포넌트 커스터마이즈 기법은 특정 비즈니스 측면에서 도메인에 종속적인 특성을 가지며 컴포넌트를 좀더 범용적으로 사용할 수 있는 향상된 커스터마이즈 기법을 제시한다.

Development Moodle Customization Guidelines and Supporting Tools (무들 커스터마이제이션 체계화 및 지원 도구 구현)

  • Kim, Jeong Ah;Park, Sun Kyoon
    • KIPS Transactions on Software and Data Engineering
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    • v.1 no.2
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    • pp.81-90
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    • 2012
  • Open Source Softwares(OSS) are increasingly deployed in several domains, many educational organization have tried to deploy the OSS LMS(Learning Management System). For deploying OSS LMS, customization for specific environment is critical requirement. In this paper, we implemented the supporting environment to integrate the Moodle and school information system for user and course management. It is the most important customization requirement for introducing the Moodle to school. Also, we implemented supporting environment for the most important requirement so that we verified the usability of our guideline. We applied our environment to verify the efficiency of customization process.

SoMA: A System of Making Avatars based on a Commercial Game Engine (SoMA: 상용 게임엔진 기반의 아바타 생성 시스템)

  • Kim, Byung-Cheol;Roh, Chang Hyun
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.373-380
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    • 2017
  • We propose the SoMA(System of Making Avatars) based on a commercial 3D game engine. It first decomposes a given character into assemblable pieces, then gives the user them as prefab components so that he or she can reassemble and/or customize them to be plenty of characters. To accomplish this, it implements the character assembly structure as an hierarchy, the upper levels of which are categorized for gross assembly, and the lower levels of which are parameterized for detailed customization. It also defines a hierarchical naming convention for ease of access to the structure. Finally, it provides body, clothes, and attachment systems to make relevant characters.

Customer participatory design for mass customization(Focused on development of interactive design toolkit) (매스커스터마이제이션을 위한 소비자 참여 디자인 방법(인터랙티브 디자인 툴킷의 개발을 중심으로))

  • 변재형
    • Archives of design research
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    • v.16 no.4
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    • pp.5-14
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer who are non-expert on design activity to participate in design process of mass customization. In order to let general customers to express their design needs, we have to make a familiar and direct communication method for them. And, customer's design needs should be transformed into digital media. This study define the Interactive Design Toolkit as a design tool for customer participation by direct manipulation of computer system for simulation of design needs by customer themselves. The Interactive Design Toolkit is based on a PC-based image perception system and its application. User can make virtual models in virtual space by manipulating physical objects in real world. And, The toolkit can be used in the field of participatory design for deliverer side customization, especially in system kitchen which is manufactured and distributed in modular system. More improved design toolkit for manipulating 3 dimensional shape is needed for consumer product design and car styling.

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Vanity Sink Design Development Based on the Concept of Mass-Customization (매스-커스터마이제이션 개념에 기초한 세면대 디자인 개발)

  • Kim, Hyun;Lee, Seung-Mee
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.335-340
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    • 2006
  • This study introduces mass-customization design development of bathroom sink that satisfies both the manufacturer's need for productivity increase and the consumer's need for individuality, which allows for expansibility based on numerous mixing and matching. The nature of the product brings the balance between functional aspects and emotional aspects as the focus of the concept. To maximize the efficiency of design development process, consumer behavior analysis was conducted to reveal the unspoken consumer needs, and the plan for mix and use of new materials came as a result of the trend analyses on overall living environment, bathroom and sink. In order to increase the expansibility based on consumers' individuality, modular design was utilized.

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Role of the Flow that Customers Experience upon Participating in the Design Process for the Mass Customization of Apparel Products (의류제품의 매스 커스터마이제이션을 위한 디자인 과정 참여시 소비자가 경험하는 플로우의 역할에 관한 연구)

  • Chang, Ji-Yean;Lee, Yoon-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.4
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    • pp.606-616
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    • 2010
  • This study investigates the flow that customers experience when they participate in a design process for the mass customization of apparel products according to participation level and individual personalities. In addition, how the flow influences the satisfaction and final purchase intention is also examined. The subjects were 600 female consumers. The following results were found: First, the level of mass customization was higher, the enjoyment, concentration, product satisfaction, and total satisfaction were higher. Second, the paths of 'participating ability'$\rightarrow$'flow', 'flow'$\rightarrow$'satisfaction'$\rightarrow$'satisfaction' 'final purchase intention' were significant. The process satisfaction had a more significant influence on the final purchase intention than the product satisfaction. Finally, the participation ability had a moderating effect for the flow experience according to the level of mass customization.