• Title/Summary/Keyword: Design Environments

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An object-oriented design for integrated production management system (컴퓨터와 작업자의 통합 생산관리시스템 구현을 위한 객체지향형 설계)

  • 김승권;김선욱;이준열
    • Korean Management Science Review
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    • v.11 no.3
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    • pp.67-85
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    • 1994
  • We design an integrated production management system that incorporates management tasks of procurement of materials, production, and marketing. It includes MRP simulation on small or medium sized companies, design of databases, and definition of relevant objects in production environments. The system has been designed using object-oriented programming concept not only to represent the real-world situation easily, but also to help system integration. Graphics-User Interface(GUI) is also employed for the efficiency of production planning.

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An Optimal Guide Path Design of Bi-Directional Automated Guided Vehicle Systems AGVS

  • Lee, Seong-Beak;Kim, Young-Myung
    • IE interfaces
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    • v.2 no.1
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    • pp.37-45
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    • 1989
  • Guide path design is the most important factor in planning automated guided vehicle systems(AGVS) in manufacturing shop environments. This paper studies a heuristic procedure to design an optimal bi-directional guide path with the objective of the minimum total travel time of the vehicles. An example is solved to validate the procedure developed.

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A Study on the Illumination Environment Design of Gallery Spaces on Bong-san culture street in Daegu (대구 봉산문화거리의 갤러리 조명연출계획)

  • Park, Min-Kyoung;Kim, Hyun-Ji;Cha, Sang-Gi;An, Ok-Hee
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2007.05a
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    • pp.74-78
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    • 2007
  • This study purports to survey on the illumination environment design in gallery. These gallery spaces need to improve individual illumination environments, in compliance with the recommended ratio of illumination intensity to brightness, and to create a new illumination design using a wide variety of illuminations.

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Developing of HW/SW Co-Design and Verification Environment for Information-App1iance-On-a-Chip (정보기기온칩을 위한 HW/SW 혼합 설계 및 검증 환경 개발)

  • 장준영;신진아;배영환
    • Proceedings of the IEEK Conference
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    • 2001.06b
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    • pp.117-120
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    • 2001
  • This paper presents a HW/SW co-design environments and its validation for development of virtual component on the 32-bit RISC core which is used in the design of Information-Appliance-On-a-Chip. For the experimental environment, we developed the cycle-accurate instruction set simulator based on SE3208 RISC core of ADChips. To verify the function of RISC core at the cycle level, we implemented the verification environment by grafting this simulator on the Seamless CVE which is a commercial co-verification environment.

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Design Issues of Digital Display Interface

  • Jeong, Deog-Kyoon;Oh, Do-Hwan
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08a
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    • pp.993-996
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    • 2007
  • Depending on applications where transmission bandwidth, wire distance, power consumption and EMI environments vary, design trade-offs must be made to optimize the display interface. After introducing the digital display interface architecture, topics such as cost, EMI, signal integrity, scalability and content protection are discussed with available techniques. Implementation issues are discussed regarding their cost and design complexity. Existing standards are reviewed and comparison on their strengths and shortcomings are discussed.

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A Study on the Network Organization Design (네트워크 조직설계에 대한 연구)

  • Lee, Jong-Min
    • Korean Business Review
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    • v.20 no.1
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    • pp.19-32
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    • 2007
  • As business environments rapidly changing and becoming more competitive, manager begin to realize the needs of the network organization structure reflecting the newly emerging internet environments. This paper, therefore, attempt to provide managers with a framework that can be used to design an effective network structure. The framework described here shows three important characteristics of network organizations: First, staffs need to be knowledge workers, rather than rule follower. Second, managers need to emphasize the empowerment, rather than exercising hierarchical power and control. In order for managers to support the design of network organizations they need to implement information systems that can integrate staffs, tasks, and information technologies.

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A 4S DESIGN ON MOBILE AD HOC NETWORKS

  • Lee, Eun-Kyu;Kim, Mi-Jeong;Oh, Byoung-Woo;Kim, Min-Soo
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.844-849
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    • 2002
  • A provision of spatial information is expected to make a market explosion in various fields. A distribution of spatial data on wireless mobile environments indicates a huge expansion of mobile technology as well as a spread of geospatial applications. For high quality spatial information, 4S technology project integrating 4 kinds of spatial systems is currently being executed with the goal of nationwide integration of spatial data and spatial information systems. In terms of network environments, a mobile ad hoc network where mobile terminals communicate with each other without any infrastructures has been standardized for the next generation mobile wireless network. With respect to the future technologies for spatial information, it is necessary to design 4S applications on mobile ad hoc networks. This paper addresses the issue, which is proposing design points for distributing 4S spatial data on mobile ad hoc networks and ad hoc styled 4S applications.

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Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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A Study on Affordance Dimensions of Digital Services for the Elderly through the Analysis of Senior Adults' Daily Activities

  • Park, Soobeen
    • Architectural research
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    • v.10 no.2
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    • pp.11-20
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    • 2008
  • Designing environments for the elderly includes studying changes in the elderly themselves, changes in their environment, and changes in the intercommunication between the elderly and their environment. The purpose of this study is to provide guidelines for a ubiquitous environment in which seniors can "age in place," using an environment-behavioral approach. 305 subjects aged 45 to 78 take part in the survey research. Temporal sequence (age groups) and behavior (daily activities) are considered as the significant variables to design digital services for the elderly in the perspective of an environment-behavioral approach. Several conclusions can be made. (1) The characteristics of subjects in the over-65 age group shows that they manage an independent lifestyle even if they realize some body functions deteriorate as they age. (2) Over-65 age group is more engaged in healthcare and pastime activities. The male subjects of it are most inactive. (3) The IDA (importance of daily activities) and FDA (frequency of daily activities) are classified by five to six factors in each group. The IDA and FDA of the group aged over 65 differ from other age groups. (4) Five affordance dimensions of digital services for the elderly are proposed: Healthcare, Domesticity, Mobility & Security, Network, and Recreation & Pastime. These affordance dimensions will help research groups or companies design ubiquitous environments to enhance the quality of life of seniors.

CLOVES: a Virtual World Builder for Constructing Virtual Environments for Science Inquiry Learning (클로브스: 과학 탐구 학습을 위한 가상환경 저작도구)

  • Cho Yong-joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.2
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    • pp.268-276
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    • 2005
  • This paper presents the motivation, design, and a preliminary evaluation of a virtual world builder, CLOVES. CLOVES is designed to support rapid construction of data-rich virtual environments and instruments for young children's science inquiry teaming. It provides a three-tiered programming Interface: a visual design environment, scripting layer, and low-level application programming interface targeting for multiple levels of programming expertise. It is also intended to be a collaborative medium among interdisciplinary domain experts such as educators, 3D modelers and software developers. A preliminary case study was conducted to evaluate the capabilities and effectiveness of CLOVES. The results showed that designers actively participated in decision making at every stage of the design process and shared knowledge among one another.