• Title/Summary/Keyword: GUI 디자인

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Analysis of the Fashion Customization Platform Design Cases (패션 커스터마이징 플랫폼 디자인 사례분석 연구)

  • Jeong, Je-Yoon;Lee, Saem;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.23-30
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    • 2021
  • Various customizing services are also being introduced in the fashion industry in line with the diversification of consumer tastes and the demand for small production of multiple varieties. However, barriers to entry are high for consumers who are not customized, and various functions are rather complicated. This study selected the three platforms that provide the most similar services to Marple, the No. 1 fashion platform sales, as comparative models and used them as a basic study for web-based fashion customization platform design through case analysis. As a research method, theoretical examinations were conducted through literature surveys, followed by web analysis based on layout, menu, color, icon, and interaction. The study found that the placement of options, the composition of menu windows, the number of point colors, and the use of icons without functions of metaphores hindered the use of customizing platforms. This work proposes a solution, and aims to contribute to increasing the usability of future customizing web by comprehensively analyzing the visual shaping elements of web platform design.

A Case Study On Digital Media Design Of Education In Foreign Countries (디지털 교육매체 디자인에 관한 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.27
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    • pp.177-198
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    • 2012
  • Development of digital media and interest in education bring big progress at digital device of education globally. UK which is advanced country of education is using digital education devices such as digital chalkboards, digital desks etc. and Japan plan digital text book's through the state. At 2011, Korea which is advanced country of internet adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital textbook is in a transition period, that needs case-study of advanced country of education for setting design guide and educational effect to Digital text book plan. All researches are based on LG europe design center at London, UK and target countries are UK and Sweden which is advanced country of education and a welfare state. Analysis by using FGI, KJ, survey of questionnaire, heuristic method, concentration observation. Through analytical researches prefer using digital text book with paper text book to using solo that can offer each advantage to user and teacher. Especially Interactive GUI design of digital text book to easy to access for teacher whom not friendly with digital device. When plan Digital text book content and design needs methodical design guide for target who students and teachers 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 text book and digital educational media in industrial aspect.

The Virtual Review System for Car Interior/Exterior Design Review (자동차 내.외관 품평을 위한 가상 디자인 품평 시스템)

  • Ghyme, Sang-Won;Shin, Seon-Hyung;Son, Wook-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1069-1074
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    • 2006
  • 자동차/선박/정보통신기기 등의 각종 제조 산업 분야에서 신제품 개발기간과 비용단축을 위해 제품의 설계/스타일링 단계에서 디자인 및 사용자 사용성/편이성 등에 대해 가상으로 품평하는 기술에 대한 관심이 날로 증가하고 있다. 이상적인 가상 품평 기술은 사용자가 실물에 대한 품평 상황과 동일한 체험을 얻을 수 있도록 해야 한다. 이를 위해서 품평 대상물을 사실적으로 표현할 수 있도록 하는 실사 수준의 고품질 가시화 기술과 사용자가 품평 대상물을 자연스럽게 조작할 수 있는 상호작용 기술이 필요하다. 본 연구는 자동차의 내 외관 디자인 품평을 위한 가상 디자인 품평 시스템의 개발에 관한 것으로, 사실적인 자동차 가시화를 위한 환경 반사, 빛 산란, 범프 매핑등의 고품질 쉐이더 구현 및 저작 기술, 몰입환경에서 품평 작업을 위한 3D GUI 지원, 자동차 각 부품의 사용성/편이성 평가를 위한 운동성 조작 기능, 멀티프로젝션 디스플레이 시스템 및 3 차원 인간 모델, 장갑형 입력장치 지원을 통한 몰입형 가상 품평 환경 구축에 관한 기술 및 구현 방법을 제시하고자 한다.

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Research of the Toolkit for easy and rapid prototyping (구동형 프로토타입의 쉽고 빠른 제작을 위한 인터랙티브 툴 킷 -상용 소프트웨어와 연동이 되는 모듈 형 하드웨어 툴 킷 개발을 중심으로-)

  • Jang, Sun-Yeon;Lim, Soo-Hyun;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1020-1023
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    • 2009
  • It had been longer that the design mock-up was made mainly in order to test products. These days, it seems to be main stream that the working mockup is done because designers consider not only the design but also usability. In this study, the modular hardware toolkit, complimentary with Adobe Flash, was developed so that it solves the problem, the electronic hardware which the designers should struggle to make by themselves. This result thing could help the time of the design process to be short and contribute to make robust system rapidly.

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Design and Implementation of Progress Management System Using Swing Component Based on Internet (Swing 컴포넌트를 이용한 인터넷 기반 공정관리시스템 설계와 구현)

  • Kim, Tai-Suk;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.13 no.8
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    • pp.1163-1170
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    • 2010
  • In this paper, in order to develop a remote progress management system through the Internet, we show a design method to make easy maintenance by developing the system with both the JAVA language and GoF Design Patterns. For the system implementation, we added the RS232C and RS422/RS485 communication modules to PLC(Programmable Logic Controller) in the control box which provide the real time status data of machines. Also we set up the RS232C to Ethernet converter based on wireless environment to communicate the PLC control data. We use JAVA Swing components to implement the multi-tier architecture system supported the GUI of the Applet and Frame at the same time so that the manager grasps the progress of work easily at the remote machines through the Internet. The key objective of the multi-tier architecture is to share resources among clients, this proposed system can help to develop the software to control the remote machine, and also it has the advantage that developer who wants to make a similar software can make easy to add new function reusing the existing codes.

A Design of Design Pattern Retrieval System using Pattern Information (패턴정보를 이용한 디자인패턴 검색 시스템 설계)

  • Kim, Gui-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.440-443
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    • 2006
  • In this paper, we implemented design pattern retrieval system for efficient management and reusability of design patterns. Pattern is consisted of property information and meta information. Property information is used for similarity measurement on classification and retrieval of patterns. Meta information is used for UML modeling of patterns. We classified design patterns with the empirical scope in addition to Gamma's basic classification.

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Novel Kernel Design for Implementing Volume Rendering in the PyCUDA Framework (PyCUDA 프레임워크에서 볼륨 렌더링을 구현하기 위한 새로운 커널 디자인)

  • Lee, SooHo;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.349-351
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    • 2022
  • 본 논문에서는 계산양이 큰 볼륨 렌더링을 구현할 수 있는 파이썬 기반의 CUDA(Computed Unified Device Architecture) 커널(Kernel) 디자인에 대해서 소개한다. 최근에 파이썬은 인공지능뿐만 아니라 서버, 보안, GUI, 데이터 시각화, 빅 데이터 처리 등 다양한 분야에서 활용이 되고 있기 때문에 인터페이스만을 위한 언어라는 색을 탈피한지 오래이다. 본 논문에서는 대용량 병렬처리 기법인 NVIDIA의 CUDA를 이용하여 파이썬 환경에서 커널을 디자인하고, 계산양이 큰 볼륨 렌더링이 빠르게 계산되는 결과를 보여준다. 결과적으로 C언어 기반의 CUDA뿐만 아니라, 상대적으로 개발이 효율적인 파이썬 환경에서도 GPU(Graphic Processing Unit)기반 애플리케이션 개발이 가능하다는 것을 볼륨 렌더링을 통해 보여준다.

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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.

A Study on the Efficient Human-Robot Interaction Style for a Map Building Process of a Home-service Robot (홈서비스로봇의 맵빌딩을 위한 효율적인 휴먼-로봇 상호작용방식에 대한 연구)

  • Lee, Woo-Hun;Kim, Yeon-Ji;Kim, Hyun-Jin;Yang, Gyun-Hye;Park, Yong-Kuk;Bang, Seok-Won
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.155-164
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    • 2005
  • Home-service robots need to have sufficient spatial information about the surroundings for interacting with human intelligently and performing services efficiently. It is very important to investigate the efficient interaction style that supports map building task through human-robot collaboration. We first analyzed map building task with a cleaning robot and drew 4 design factors and tentative solutions, including map building procedure (task-preferred procedure/space- preferred procedure), LCD display installation (robot/robot+remote control), navigation method (push type/pull type), feedback modality(GUI/GUI+TTS). The design factors and tentative solutions were defined as independent variables and levels. This research investigated how those variables affect to the human task performance and behavior in map building tast. 8 kinds of experiment prototypes were built and usability test among 16 house wives was conducted for acquiring empirical data. As the experiment result, in terms of map building procedure, space-preferred procedure indicated better task performance than task-proffered procedure as we expected. For the LCD display installation factor, remote control with LCD display indicated higher task performance and subjective satisfaction. In robot navigation method, it was very difficult to find a significant difference between push type and pull type which contrary to our expectation. In fact, push type indicated higher subjective satisfaction. Also in feedback modality, we have acquired negative feedback an additional TTS operation guidance. It seems that robot's autonomy before achieving spatial information is rudiment condition which means users are just interacting with a mobile appliance. Thus they prefer remote-control-based interaction style in robot map building process as they used in traditional appliance control.

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Overview of Design Rhetoric (디자인 수사학의 논의와 전망)

  • 강현주
    • Archives of design research
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    • v.15 no.3
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    • pp.181-190
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    • 2002
  • Rhetoric, simply defined, is the art of persuasion. Gui Bonsiepe, Robin Kinross, Hanno, Ehses and Richard Buchanan have all spoken of rhetoric as an element of the theory of design. St. Joost Academy in the Netherlands has tried to present the theory and practice of a new kind of designing based on rhetoric since 1995. Post-St Joost was the name of the experimental graduate programme. They adopted visual rhetoric as a matrix for setting up a new type of exercise and assignment in design education. In this paper, 1 have tried to show that rhetorical approach can play an important role in the development of a view of design as a discipline in its own right. The first chapter looks at the brief history of rhetoric in western culture. And the following chapter focuses on the development of design rhetoric and visual rhetoric in the twentieth century. 1 hope this essay will contribute to find the designerly way of knowing, thinking and doing.

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