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A Study on eDesign Platform for Effective Communication and Information sharing - with an emphasis on process and template (효과적인 커뮤니케이션과 정보공유를 위한 e디자인 플랫폼 구축에 관한 연구 - 프로세스와 템플릿을 중심으로)

  • 윤주현
    • Archives of design research
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    • v.17 no.2
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    • pp.425-436
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    • 2004
  • A new design field called eDesign appears as if eBiz is an online related business in which an industrialized design creates the individual value added facing a digital revolution. The field of eDesign requires a special design process and management methodology regardless of the fact that human sensitivity will be satisfied through a dehumanized computer technique. However, it is the reality of eDesign that has been dependent upon a simple process or project management tool of general design. In this study, we develop an eDesign platform based on an eDesign process and template mainly focused on eBusiness in order to overcome the wrong situation. The template is a kind of document that has a standardization form. We aim to establish a general process through various case projects, store information using a necessary template, and use for the way of visual communication. We propose a standard of eDesign platform that can be widely applied to the field of design, medium and small enterprises focused on IT businesses or design-team through this project performed as an educational-industrial study. It makes it possible to get a detailed process methodology, which can be applied to many small design related companies that don't have their own process yet, and will be a scale for comparing their own process in which the company has a process of opened standard eDesign with it. In addition, it makes possible a systematic control of the own projects within and outside the firm, accumulating information for the firm through the database, and easy communication. Furthermore, it can be applied to check the process of the project as a checklist, and then it will reduce trial and error repeated for every project that has been done.

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Integrative CVP Framework Design, Using Lean-startup Methodology (린스타트업방법론을 이용한 통합 고객가치제안모델 설계)

  • Ahn, Eung-hee
    • Journal of Venture Innovation
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    • v.7 no.3
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    • pp.45-63
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    • 2024
  • The success of a company in the market is linked to the value it delivers to its customers. However, that value is not always constant. As the environment changes, so do customer experiences and requirements, and eventually the value they seek also evolves. Thus, a timely, clear, and effective value proposition, along with the associated benefits, becomes the functional, psychological, and economic foundation of a business. Therefore, the customer value proposition is crucial in terms of Product-Market Fit (PMF), establishing competitive differentiation, and delivering consistent messaging. Despite this, the most widely known and utilized model related to the Customer Value Proposition (CVP) in general businesses is the Value Proposition Canvas (VPC) by Osterwalder and Pigneur. Apart from that, there are only a few other models used by scholars and experts. In this paper, I selected the VPC model, which is widely used by business practitioners globally, and two other major CVP models well-known to experts. I conducted a detailed analysis of these models and derived the essential elements and key features of a customer value proposition. These were then combined with the Lean Startup methodology, which is frequently used for innovation today, to design an integrated CVP model that startups can easily utilize. The framework proposed in this study is a comprehensive CVP model that incorporates the strengths, weaknesses, characteristics, and commonalities of the three existing CVP models. It is designed to flexibly adapt depending on the business direction or strategic characteristics of the company by comprehensively considering all circumstances of the entire company or a specific product/service. Additionally, it systematically manages the contents of customers' wants & needs, strategic focus, and growth horizons, even after application. The Integrative-Lean CVP Model, designed for easy use by startups, is expected to help them with limited funding and marketing capabilities identify value proposition elements for timely PMF, fostering the creation of a new startup ecosystem.

A Study on Process Model for Systematic Management of Archival Objects (행정박물의 체계적 관리를 위한 프로세스 구축방안)

  • Lee, Ye-Kyoung;Kim, Keum-Ei;Lee, Jin-Hee
    • The Korean Journal of Archival Studies
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    • no.17
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    • pp.157-202
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    • 2008
  • Archival Objects are defined as objects having historical, aesthetic, and artistic value as well as archival value created and used with a particular purpose in business process. Increasingly, many countries including Canada, Australia, China are recognized the importance of Archival Objects and designated them as national records. In Korea, Archival Objects are involved in national records through '2006 Plan for the Archives and Records Management Reform'. So National Archives and Records Service provided a foothold for comprehensive plan of national records management including Archival Objects. And also, by revising Records and Archives Management Act in 2007, National Archives and Records Service declared aggressive will to management Archival Objects. Until now, Objects held in public institution were easy to be damaged because definition or scope of Archival Objects was ambiguous and management system for material character wasn't exist. Even though the revised Records and Archives Management Act suggest definition and declare the responsibility of management, management system focused on various shape and material of objects need to be established. So this study has defined Archival Objects shortly and carried out a research 5 institutions on the actual management condition. By researching the result of institution survey, Records and Archives Management Act and actual Records Management System, we could find some problems. In solving these problems, We provide objects management process in the order capture ${\rightarrow}$ register ${\rightarrow}$ description ${\rightarrow}$ preservation ${\rightarrow}$ use${\rightarrow}$disposition. In addition, close cooperation between records center and museum of institution should be established for the unitive management at national level. This study has significance in introducing a base to manage Archival Objects systematically. By studying more, we hope to advance in management of valuable Archival Objects.

A Case Study On Digital Education Design In Foreign Countries By Analysis Education Condition (선진학교 교육현황 분석을 통한 디지털 교육매체 디자인 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.201-219
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    • 2013
  • Development of digital media in education field at America, UK, Japan etc bring big progress on digital device if education. Japan bring huge progress on digital education by nationally. UK use huge a national budget at digital education development and Sweden which is advanced country of education and a welfare state. Especially UK and Sweden's digital education markets are full now aspect more high quality design. Korea which is advanced country of IT adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital text book is in a transition period. that needs case study of advanced country of education for setting design guide and educational effect to digital education media and device plan. All researches are based on LG europe design center at London. Analysis by using KJ method, survey of questionnaire, heuristic method at 4 schools in UK and Sweden. Through analytical researches want to more reality simulation at digital education, and high quality contents with digital socialization. co-work with analog, can get any where, anytime user want without any difficulty. Also interactive GUI design of digital education device to easy to access for user. When plan Digital text book content and design needs methodical design guide for target who students and environment an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital educational media in Korea industrial aspect.

Volume Rendering System of e-Science Electron Microscopy using Grid (Gird를 이용한 e-사이언스 전자현미경 볼륨 랜더링 시스템)

  • Jeong, Won-Gu;Jeong, Jong-Man;Lee, Ho;Choe, Sang-Su;Ahn, Young-heon;Hur, Man-Hoi;Kim, Jay;Kim, Eunsung;Jung, Im Y.;Yeom, Heon Y.;Cho, Kum Won;Kweon, Hee-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.560-564
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    • 2007
  • Korea Basic Science Institute(KBSI) has three general electron microscopes including High Voltage Electron Microscope(HVEM) which is the only one in Korea. Observed images through an electron microscope are what they are tilted by each step and saved, offering the more better circumstances for observers, a reconstruction to 3D could be a essential process. In this process, a warping method decreases distortions maximumly of avoided parts of a camera's focus. All these image treatment processes and 3D reconstruction processes are based on an accompaniment of a highly efficient computer, a number of Grid Node Personal computers share this process in a short time and dispose of it. Grid Node Personal computers' purpose is to make an owner can share different each other and various computing resources efficiently and also Grid Node Personal computers is applying to solve problems like a role scheduling needed for a constructing system, a resource management, a security, a capacity measurement, a condition monitoring and so on. Grid Node Personal computers accomplish roles of a highly efficient computer that general individuals felt hard to use, moreover, a image treatment using the warping method becomes a foundation for reconstructing to more closer shape with an real object of observation. Construction of the electron microscope volume 랜더링 system based on Grid Node Personal computer through the warping process can offer more convenient and speedy experiment circumstances to observers, and makes them meet with experiment outcome that is similar to real shapes and is easy to understand.

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What Do Female Jobs Do for Women's Job Continuity? : Occupational Sex Segregation and Women's Job Exits in the U.S.

  • Min, Hyeon-Ju
    • Korea journal of population studies
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    • v.29 no.1
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    • pp.185-207
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    • 2006
  • Predominant explanations of the persistence of sex segregation ill occupations link job choices to profoundly gendered responses to childbearing and other family demands, arguing that women are more likely to seek jobs which are in some sense compatible with motherhood, either because they are family friendly (flexible, low intensity work) or because they are easy to exit and re-enter. In this paper, I examine the effect of occupational sex segregation on job exits into the labor market among women, with a special attention to the role of childbearing and child rearing. I use data from detailed employment histories gathered from the National Longitudinal Survey of Youth (NLSY) in continuous time event history models. My results indicate that women in female dominated jobs are less likely to exit their jobs than women in other types of occupations. Further this relationship is not shaped by motherhood. While mothers or pregnant women are more likely to leave work, mothers in female-dominated occupations are slightly less likely to leave employment than mothers in other occupations. These results are not consistent with the ideas that women's choice of female-dominated occupations expresses a gendered identity and women strategically seek jobs which accommodate maternal roles. Taken together, my findings do not provide support to the idea that women choose female-dominated occupations because they are easier to integrate with motherhood (except for the pregnancy period).

A study on the preference between emotion of human and media genre in Smart Device (스마트 디바이스 기반의 인간의 감정과 미디어 장르 사이의 선호도 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.59-66
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    • 2015
  • To date, contents' usability of most multimedia devices has been focused on developer not on user, which made difficult in solving the problems or fulfilling the needs while people using real system. Although user-centered UX and UI researches have been studied and have resulted in innovation in some part, it does not show great effect on usability as it is not easy to interpret human emotions and needs and to apply those to system. Usability is the matter on how deeply smart devices can interpret and analyze human mind not on how much functions and technologies are improved. This study aims to help with usability improvement based on user when people use smart devices in multimedia environment. We studied the interaction between human and contents by analyzing the effect of human emotions and personalities on preference and consumption of contents' type. This study was done by assuming that proper analysis on human emotions may increase user satisfaction on multimedia environment. We analyzed contents preference by gender and emotion. The results showed that there is significant relationship between 'Happy' emotion and 'Comedy Program' preference and men are more prefer it than women. However, it does not reveal any significant relationship between 'Sad' emotion and contents preferences but women are slightly more prefer 'Comedy Program' than men. This result supports the Zillmann's 'mood based management', which suggests that the needs for pleasant contents are revealed to relieve sadness when people are in a sad mood. In addition, our finding corresponds with Oliver's insistence on meeting all four factors, insight, meaningfulness, understanding and reflection, rather than just pleasure for more satisfaction. This study focused on temporary emotional factors and contents and additionally on effect of users' emotion, personality and preference on type of contents consumption. This relationship between emotions and contents study would suggest the better direction for developing smart devices with great contents usability and user satisfaction in the future.

An Interface Technique for Avatar-Object Behavior Control using Layered Behavior Script Representation (계층적 행위 스크립트 표현을 통한 아바타-객체 행위 제어를 위한 인터페이스 기법)

  • Choi Seung-Hyuk;Kim Jae-Kyung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.751-775
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    • 2006
  • In this paper, we suggested an avatar control technique using the high-level behavior. We separated behaviors into three levels according to level of abstraction and defined layered scripts. Layered scripts provide the user with the control over the avatar behaviors at the abstract level and the reusability of scripts. As the 3D environment gets complicated, the number of required avatar behaviors increases accordingly and thus controlling the avatar-object behaviors gets even more challenging. To solve this problem, we embed avatar behaviors into each environment object, which informs how the avatar can interact with the object. Even with a large number of environment objects, our system can manage avatar-object interactions in an object-oriented manner Finally, we suggest an easy-to-use user interface technique that allows the user to control avatars based on context menus. Using the avatar behavior information that is embedded into the object, the system can analyze the object state and filter the behaviors. As a result, context menu shows the behaviors that the avatar can do. In this paper, we made the virtual presentation environment and applied our model to the system. In this paper, we suggested the technique that we controling an the avatar control technique using the high-level behavior. We separated behaviors into three levels byaccording to level of abstract levelion and defined multi-levellayered script. Multi-leveILayered script offers that the user can control avatar behavior at the abstract level and reuses script easily. We suggested object models for avatar-object interaction. Because, TtThe 3D environment is getting more complicated very quickly, so that the numberss of avatar behaviors are getting more variableincreased. Therefore, controlling avatar-object behavior is getting complex and difficultWe need tough processing for handling avatar-object interaction. To solve this problem, we suggested object models that embedded avatar behaviors into object for avatar-object interaction. insert embedded ail avatar behaviors into object. Even though the numbers of objects areis large bigger, it can manage avatar-object interactions by very efficientlyobject-oriented manner. Finally Wewe suggested context menu for ease ordering. User can control avatar throughusing not avatar but the object-oriented interfaces. To do this, Oobject model is suggested by analyzeing object state and filtering the behavior, behavior and context menu shows the behaviors that avatar can do. The user doesn't care about the object or avatar state through the related object.

Design of MAHA Supercomputing System for Human Genome Analysis (대용량 유전체 분석을 위한 고성능 컴퓨팅 시스템 MAHA)

  • Kim, Young Woo;Kim, Hong-Yeon;Bae, Seungjo;Kim, Hag-Young;Woo, Young-Choon;Park, Soo-Jun;Choi, Wan
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.2
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    • pp.81-90
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    • 2013
  • During the past decade, many changes and attempts have been tried and are continued developing new technologies in the computing area. The brick wall in computing area, especially power wall, changes computing paradigm from computing hardwares including processor and system architecture to programming environment and application usage. The high performance computing (HPC) area, especially, has been experienced catastrophic changes, and it is now considered as a key to the national competitiveness. In the late 2000's, many leading countries rushed to develop Exascale supercomputing systems, and as a results tens of PetaFLOPS system are prevalent now. In Korea, ICT is well developed and Korea is considered as a one of leading countries in the world, but not for supercomputing area. In this paper, we describe architecture design of MAHA supercomputing system which is aimed to develop 300 TeraFLOPS system for bio-informatics applications like human genome analysis and protein-protein docking. MAHA supercomputing system is consists of four major parts - computing hardware, file system, system software and bio-applications. MAHA supercomputing system is designed to utilize heterogeneous computing accelerators (co-processors like GPGPUs and MICs) to get more performance/$, performance/area, and performance/power. To provide high speed data movement and large capacity, MAHA file system is designed to have asymmetric cluster architecture, and consists of metadata server, data server, and client file system on top of SSD and MAID storage servers. MAHA system softwares are designed to provide user-friendliness and easy-to-use based on integrated system management component - like Bio Workflow management, Integrated Cluster management and Heterogeneous Resource management. MAHA supercomputing system was first installed in Dec., 2011. The theoretical performance of MAHA system was 50 TeraFLOPS and measured performance of 30.3 TeraFLOPS with 32 computing nodes. MAHA system will be upgraded to have 100 TeraFLOPS performance at Jan., 2013.

Studies of Eri-Silk Cultring in Korea (한국피마잠사개발에 대한 연구)

  • 최병희;김재두;박창준
    • Journal of Sericultural and Entomological Science
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    • v.9
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    • pp.49-66
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    • 1969
  • Eri-silkworm is known as a tropical insect where as poly-voltine type in that area. It eats caster oil plant leaves which are cultivated as an every year cultivatable seed oil use in this country, even though it grows for many years in tropical countries. That is why, farmers have freedom for its cultivation in any year if they want. Therefore, eri-silkworm rearing service is flexible for its diet procurment as wish of farmer. The eri-cocoon price or economical fluctuation may be reactable for the rearing work not like as mulberry cocoon. Fortunately, it also eats cynthia tree leaves. Standing from such a easy condition, the authors have studied about this problem since 1963 to develope a culturing method of eri-silkworm rearing in this country and the authors brought out the matters to be produced as an industry scale. Here, the authors summarized their works of the results covering with thirty three work tables. The obtained results are as follows.

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