• Title/Summary/Keyword: Design artifact

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A Method to Design Components using Commonality and Variability Analysis (공통성 및 가변성 분석을 활용한 컴포넌트 설계 기법)

  • 장수호;김수동
    • Journal of KIISE:Software and Applications
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    • v.31 no.6
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    • pp.716-727
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    • 2004
  • Component-based software development (CBD) technology has been widely accepted as a new effective paradigm for building software systems with reusable components, consequently reducing efforts and shortening time-to-market. Hence, components should provide standard or common functionalities in a domain, yielding a higher level of reusability. Especially, micro-level variability within the commonality should also be modeled so that a product member-specific business logic or requirement can be supported through component tailoring or customization The importance of commonality and variability (C&V) analysis has been emphasized in several CBD methods, but they lack of well-defined systematic process, detailed instructions, and standard artifact templates. As the result, the development of components has been carried out in ad-hoc fashion, depending on developer's experience. In this paper, we propose a systematic process and work instructions to design components. The process consists of phases and their activities and each activity is specified with detailed instructions and artifact templates in order to facilitate effective development of components. To verify a feasibility of the propose method, a case study in a banking domain and comparison and assessment between the proposed method and other methods are additionally provided. With proposed processes and instructions, reusability and efficiency of developing components can be better supported.

A Change Tracking Technique for Maintaining Consistency of Game Design Artifacts (게임 기획 산출물의 일관성 유지를 위한 변경 추적 기법)

  • Park Jae-Hyun;Yi Du-Won;Rhew Sung-Yul
    • The KIPS Transactions:PartD
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    • v.13D no.1 s.104
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    • pp.103-110
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    • 2006
  • The Game development process that the Korea Game Development Infinity researches and publishes has laid important groundwork for the game industry. However, the game design cannot guarantee a software quality because an artifact is made incorrect by a game planner's new idea and modification. In this paper theorized the system to maintain artifacts consistently that is generated in planning phase and make changed contents traceable. First, it defined an ACT graph to represent relation of between artifacts, a ACT table that traces and manages it changes and a table of artifacts change history. Also, it suggested the ACT process applying as we mentioned above. Then we worked a case study to verify the change tracking technique which is presented. In a case study, we find game designer is capable to grip and modify a change of artifacts when it occurs a change of game design artifacts. As a result of that, we can save the time and effort to maintain the consistency among game design artifacts.

Types of Lotus Patterns in Traditional Korean Textiles (한국 전통 직물의 연꽃무늬 유형 연구)

  • Lee, Eunjin
    • Journal of the Korean Society of Costume
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    • v.67 no.1
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    • pp.56-73
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    • 2017
  • The purpose of this study is to categorize the lotus patterns of traditional Korean fabrics. This study collected 169 fabrics of Korean lotus flower patterns and then made a list of era, configuration of pattern, type of artifact, findspot and holding institutions. It analyzes the characteristics of 251 kinds of lotus woven on 169 Korean fabrics, 251 kinds of lotus on 169 fabrics divided into Realistic Type, Design Type, and Abstract Type. They consist of 213 kinds of Design Type(84.8%), 21 kinds of Realistic Type(8.4%), and 17 kinds of Abstract Type(6.8%). The largest part of lotus patterns is Design Type. Design Types are subdivided into 14 types. This result contrasted with the conclusion of the research paper about peony patterns in Traditional Korean Textiles. The largest part of peony patterns was Realistic Types. Realistic Types of lotus patterns in Korean textiles are subdivided into 6 types. Korea has more diverse forms and a higher ratio of Realistic Types than China and this can be interpreted to reflect that there is a tendency in Korea to prefer natural patterns. Besides abstract Types are subdivided into 3 types. When the lotus flower patterns of Korea and China are categorized and similar types are compared, there are some unique patterns that appear only in Korea or China. Not only that, similar types display differences in pattern arrangement methods and portrayal among the two countries. If such study results are utilized, they can be grounds for distinguishing the production area of lotus flower textile fabrics when they are newly excavated in the future.

3D digital fashion design utilizing the characteristics of the mask of Nuo, Jiangxi province, China (중국 장시성 누오(儺) 가면의 특성을 활용한 3D 디지털 패션디자인)

  • Liu, Huan;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.30 no.3
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    • pp.455-476
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    • 2022
  • The aim of this study was to develop Jiangxi Nuo masks using 3D digital fashion design technology and suggest various ways to utilize traditional culture based on the characteristics of Nuo masks, a traditional Chinese artifact of intangible cultural significance. The researchers conducted a literature review to gather information about Nuo culture and masks that could represent Jiangxi. Features of the masks were analyzed and classified. The result are as follows. First, the symbolic characteristics of Jiangxi's Nuo masks can be divided into those based on their origin and history, the user's social status, and the notions of primitive beliefs of the chosen people, such as naturism and totemism. Second, Nuo masks' splendid decorations convey meanings such as luck, the bixie, longevity, wealth, and peace in the family. Third, playfulness in mask-making is about dismantling the original form of the mask, re-creating it through application. Fourth, the masks express primitiveness mostly by conserving the wood's original color or material. The initial masks carved to represent images of figures aptly deliver the primitive forms and images of Nuo culture. In this study, Nuo masks were developed and produced using the 3D digital technology CLO 3D by adopting the expressive characteristics and applying design methods such as asymmetricity, exaggeration, and modification. The results of this study demonstrate the possibility of creating diverse as well as economical designs through the reduction of production.

An ASIP Design for Deblocking Filter of H.264/AVC (H.264/AVC 표준의 디블록킹 필터를 가속하기 위한 ASIP 설계)

  • Lee, Hyoung-Pyo;Lee, Yong-Surk
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.3
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    • pp.142-148
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    • 2008
  • Though a deblocking filter of H.264/AVC provides enhanced image quality by removing blocking artifact on block boundary, the complex filtering operation on this process is a dominant factor of the whole decoding time. In this paper, we designed an ASIP to accelerate deblocking filter operation with the proposed instruction set. We designed a processor based on a MIPS structure with LISA, simulated a deblocking later model, and compared the execution time on the proposed instruction set. In addition, we generated HDL model of the processor through CoWare's Processor Designer and synthesized with TSMC 0.25um CMOS cell library by Synopsys Design Compiler. As the result of the synthesis, the area and delay time increased 7.5% and 3.2%, respectively. However, due to the proposed instruction set, total execution performance is improved by 18.18% on average.

A Theoretical Study on the Mechanism of Occurrence of 'FUN' through Form-Giving (조형으로부터의 'Fun' 감성의 발생 메커니즘에 대한 이론적 고찰)

  • 김유진;이동연
    • Archives of design research
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    • v.15 no.4
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    • pp.139-148
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    • 2002
  • This study deals with the occurrence and application of 'Fun' as a linguistic function through form-giving. As a linguistic function, Fun could be defined, in a broad sense, as an emotion of desire when in relation to artifacts, and, in a narrow sense, as a physical or mental response when a person discovers unexpected information or artifacts. Hence, the occurrence of 'Fun' could be an analogy of a removal of a 'mental block' from using (or perceiving) artifacts. As an aspect of cognitive psychology, the context of form-giving, which has meanings in both artifact and design activity, will deal with an important factor of form-giving. From that, the elements of the context and the transformation of the elements are suggestive of 'Fun-oriented form-giving'. Hence, this study will show how to deal with that elements, what is required condition on it, 'Fun' in form-giving, and the Mechanism of Occurrence of 'FUN' based on this study, will be expected to apply them for product-concept effectively and Form-Giving fashionably.

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Design and Implementation of a Mobile Docent App for Chosun University Museum (조선대학교 박물관 모바일 도슨트 어플 설계 및 구현)

  • Chung, Hyun-Sook;Lee, Gi-Kil;Lee, Dae-Kyoung;Kim, Jeong-Min
    • Journal of Convergence for Information Technology
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    • v.8 no.5
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    • pp.121-129
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    • 2018
  • The university museum is working to discover, research, and exhibit cultural artifacts as well as use them as resources of education and academic researches as one of the important organizations of the university. Current, however, university museums have the low-level usability caused by the reduction of financial and administrative supports of the university. One approach to solve this problem may be the design of mobile docent app for improving the accessibility of the museum. The app enables users get artifacts and education programs without the restriction and learn artifact-related knowledge easily. In this paper, we design and implement a new mobile docent app according to the analysis of content of the Chosun university museum as a real case study. In addition, we evaluate the functionality and usability of the proposed app by affordance-based questionnaire.

A Study on the Expression of Techno Fashion in Modern Fashion (현대패션에 나타난 테크노패션의 표현성에 관한 연구)

  • Lee, Eun-Kyung
    • Korean Journal of Human Ecology
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    • v.13 no.1
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    • pp.173-183
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    • 2004
  • The techno fashion presents the new formative beauty of fashion with a stream of light and dynamic phenomenon on human body. Also it opens the futurism arising from the combination of technology with fashion. The purpose of this paper was to investigate the internal trend and external form that techno-fashion aims at, and to analyze the expressive characteristics in design. The results were as follows. ${\cdot}$ The techno fashion created the new formative artifact through the dismantlement and reorganization of form. ${\cdot}$ The techno fashion used the composition of the geometrical abstraction as an expression of beauty symbolizing the modernity. ${\cdot}$ The techno fashion created the diverse colors by using the light along with colors of gold, silver, metal, intense fundamental colors, and artificial rotor. ${\cdot}$ The techno fashion expressed the dynamism, brilliance, youthfulness, futuristic image by using the sense of dazzling brightness by means of metal. ${\cdot}$ The techho fashion along with the development of science and technology made the atmosphere of silhouette of clothes different by expanding the category of materials more widely, together with the possibility of continual emergence of new material. ${\cdot}$ The techno fashion expressed the dynamic movement on clothes and gave the sense of periodical rhythm by the reflective action of light when they were clad. ${\cdot}$ The techno fashion grafted wearable technology into the fashion and made the information instruments recognized as a concept of clothes. ${\cdot}$ The techno fashion pursued the values of not only the beauty of the simple geometrical design, but also the values of functionality and expressed the image of high quality of life through the harmony of technology with human.

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Essentials of Fashion as art from the Perspective of George Dickie's Institutional Theory of Art -Focus on the Structural Elements of the Fashion World- (디키의 <예술제도론>의 관점에서 본 예술로서의 패션의 본질 -패션계의 구성요소를 중심으로-)

  • Suh, Seunghee
    • Journal of Fashion Business
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    • v.20 no.5
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    • pp.1-15
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    • 2016
  • The purpose of this study is to interpret the artistic nature of fashion from the point of view of George Dickie's Institutional theory of art, which defined art from a sociological context. Five notions to formulate the institutional definition of art were regarding the artist, work of art, public, artworld, and artworld system. These notions were applied to the fashion world, and they deduced the definitions of a fashion designer, a fashion product, a fashion consumer, and the fashion system, which indicated fashion's social status in the art system. Firstly, a fashion designer plays a collective role in the product with an understanding of the consumers, professional knowledge of the design, and knowledge of making images of fashion products. Secondly, a fashion product involves artifactuality in the form of clothes created by collaboration among producers and it is transformed into fashion by collective activity of distributors and consumers. Thirdly, a consumer is a set of people who play a leading role in the assessment and consumption of the fashion product, allow the fashion designer to read his or her taste and reflect it in the fashion product although they are not directly involved in its production. Fourthly, a fashion system is a social framework for the presentation of a fashion product by a fashion designer to a consumer, and a social institution which enables clothes to transform into fashion through design, production, display, distribution, and sales. As a result, fashion is defined as an artifact in the form of clothes created by a fashion designer and presented to a consumer by the fashion system.

Design of Filter to Reject Motion Artifacts of PPG Signal Using Multiwave Optical Source (다파장 광원을 이용한 광용적 맥파의 동잡음 제거 필터 설계)

  • Park, Heejung;Nam, Jaehyun;Lee, Juwon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.101-107
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    • 2014
  • This study is proposed the novel PPG sensor device and the signal processing method to replace the acceleration sensor that is used to reject motion artifacts contained in photoplethysmography(PPG). The proposed method is to reject motion artifacts by an adaptive filter based on the estimated motion artifact by using a blue LED light. To evaluate the performance of the proposed method experimentally, We did design a novel sensor consisted of blue/red LEDs and photo-sensor and implemented, and then rejected the motion artifacts by using an adaptive filter and the implemented sensor. In the results of the experiments, it is shown that the proposed sensor device and signal processing can reconstruct the PPG signal despite the occurrence of motion artifacts, and also that the SNR was 4.5 times of moving average filter. According to the experimental results, the proposed method can be applied to design a low-cost device.