Security vulnerabilities have been reported in major design software systems such as Adobe Photoshop and Illustrator, which are recognized as de facto standard design tools in most of the design industries. Companies need to evaluate and manage their risk levels posed by those vulnerabilities, so that they could mitigate the potential security bridges in advance. In general, security vulnerabilities are discovered throughout their life cycles repeatedly if software systems are continually used. Hence, in this study, we empirically analyze risk levels for the three major graphical design software systems, namely Photoshop, Illustrator and GIMP with respect to a software vulnerability discovery model. The analysis reveals that the Alhazmi-Malaiya Logistic model tends to describe the vulnerability discovery patterns significantly. This indicates that the vulnerability discovery model makes it possible to predict vulnerability discovery in advance for the software systems. Also, we found that none of the examined vulnerabilities requires even a single authentication step for successful attacks, which suggests that adding an authentication process in software systems dramatically reduce the probability of exploitations. The analysis also discloses that, for all the three software systems, the predictions with evenly distributed and daily based datasets perform better than the estimations with the datasets of vulnerability reporting dates only. The observed outcome from the analysis allows software development managers to prepare proactively for a hostile environment by deploying necessary resources before the expected time of vulnerability discovery. In addition, it can periodically remind designers who use the software systems to be aware of security risk, related to their digital work environments.
International conference on construction engineering and project management
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2017.10a
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pp.153-158
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2017
Procurement system of public construction projects in Japan is changing with diversity in rapid pace. The quality assurance and risk management of construction projects should be more certain as the projects are turning into larger scale and more complexed. The clients in the public sector will want to make the relation of responsibility among the client, the designer (architects and engineers), and contractor clearer in terms of role and risk. Public-Private Partnership (PPP) is one of the methods for collaboration of the public sector and the private sector in public construction projects where the public utilizes the ability and suggestion of the private. Private Finance Initiative (PFI), Design-Build-Operate (DBO), market testing, designated manager system, outsourcing of tasks in local governments are well-known as examples of PPP in Japan. Indeed, there is an obvious trend that Design-Build (DB) is adopted in public construction projects in many countries including Japan. In this paper, the public construction projects in various procurement systems are surveyed and analyzed. They are not limited within the traditional procurement, Design-bid-Build, a separate order system of design and construction. Design-Build or PFI are adopted. In particular, contract by wide range including maintenance of equipment can be found. On the other hand, modification from originally typical PFI is taking place, such as concept design and project finance are removed from the roles and the tasks of the special purpose company (SPC) in PFI. Standard roles and tasks in a construction project are modeled in this paper.
Design for improved usability is to understand products from the user's point of view so eventually to enhance the pleasantness users by reflecting it into the design. The philosophy of user-oriented design is an essence of human-centered product planning, and its application is more important for railway vehicle design, which is closely connected with everyday life. This study focused to define basic elements of train interior design concept, which considers convenience and comfort for passengers, by extracting and interpreting ergonomic requirements, as usability factors, of train toilet design. The study on user-oriented design of trains consists of the practice of sensibility engineering for the management of customers' emotions and its harmonious use on design, and aims on the embodiment of new ergonomic design. In the center, it has analyzed the criteria and characteristics of the user-oriented design and has concluded the design direction and components to a concrete idea and proposed prototypes, which may become a good example for train interior design later on. In addition, it proposes a direction, which may become a guideline of ergonomic design, to secure competition capacity. Moreover this study is concentrated on the physical environment and human behavior of train toilet users, on the analysis of factors necessary for adequate toilet design, and on the understanding of interface between its users. What is more, it proposes a module of development process and methods of approaching the interface. The study presents a design standard, under which the concrete data of the characteristics and practicable range and the convergent demands accelerate to the module could be confirmed and criticized. The study on the usability is going to contribute to more pleasant and comfortable train environments and consequently, it's going to create new values of increased railway competitiveness by design.
In today's knowledge economy, various schemes are being devised in order to attain knowledge and understanding in the most effective ways possible. In an office environment, spatial concepts that encourage 'smart working' is becoming more prevalent; therefore allocating of space according to the types of work being performed, ways to maximise the work efficiency, and furniture arrangement to accelerate liaison among the users are being carefully considered. Especially in a space where its members are encouraged to communicate and collaborate, the furniture within that space need to be attractive and practical for its users, as well as efficient and effective for the firm the service is being provided for. In this study, we aim to offer furniture design service that satisfies such demands of the present time. Thus, instead of merely following a standard design process in which one approaches a project from design planes to an outcome, various aspects of the working environment will be considered such as the relationship between the space and the users, their needs, and the features of work being performed within the space. After attentive research and analysis, the results will be put into production from the user's point of view in mind. This study is intended to propose furniture design that embodies the characteristics of integrated working environment that can facilitate efficient use of the limited working space, productivity among the users, and promoting valuable corporate culture.
Journal of the Society of Naval Architects of Korea
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v.29
no.1
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pp.1-13
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1992
The objective of this study is to develop knowledge-based system for the preliminary design and midship section design of bulk carrier and to enhance the applicability of knowledge engineering in the field of Naval Architecture. First, expert system shell called E.1 is developed in C language. E.1 supports backward-chaining, automatic iteration procedure and reiterative inference mechanism for efficient application of knowledge-based system in structural design. Knowledge representation in E.1 includes IF-THEN rules, 'facts'and 'tables'. Second, knowledge bases for the principal particulars and midship section design are developed by experimental formula, design standard and experiential knowlege. Third, hybrid system combined this knowledge-based system with the optimization program of midship section is developed. Finally, the simplified design method utilizing the regression analysis of the optimum results of stiffened plate is developed for facilitating the design process. Using this knowledge-based system, the design process and results for Bulk carrier and stiffened plates are discussed. It is concluded that knowledge-based system is efficient for preliminary design and midship section design of the ship. It is expected that the performance of the CAD system would be enhanced if the better knowledge-base is accumulated in the E.1 tool.
Journal of the Architectural Institute of Korea Planning & Design
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v.36
no.5
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pp.83-91
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2020
Environmental conditions are known to impact human health and behavior, emotions such as pleasure, anxiety, and depression, and reduce stress. Interior design that elevates emotional comfort and satisfaction can help improve mental health and well-being. This study is a systematic review that analyzed previous empirical studies that explored the effect of interior design elements on the user's emotional response which is quantitatively evaluated by bio-signal and qualitatively evaluated through self-reported questionnaire surveys. This paper aims to derive the attributes of interior design and biometric indicators that affect the user's positive emotion through the synthesis of previous studies and to confirm the feasibility of measuring bio-signals as an objective evaluation tool for architectural design and as a quantitative research method. As a result of the review, the biometric data from EEG, fMRI, ECG, EMG, GSR, and eye-tracking were used to measure the participants' emotional responses, which were manifested as positive or negative depending on certain attributes of interior design such as the form, color, lighting, material and furniture. The attributes of interior design related to the positive emotional response were the curved shape, high ceiling, openness of space, and subdued tone colors. Standard lighting conditions and wooden spaces were related to stress reduction in terms of comfort and relaxation. The free arrangement of furniture was related to the user's positive emotions. On the other hand, consistent experimental protocols could not be found, and although the sample sizes of the studies were small, the studies have demonstrated the feasibility of the emotional response measurement by using the biometric data. Therefore this method can be a useful objective tool in the measurement of human-centric data in architectural design, and to develop the evidence-based design to induce positive emotions and minimize stress.
Journal of the Earthquake Engineering Society of Korea
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v.26
no.5
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pp.211-217
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2022
New buildings have been designed using different seismic design standards that have been revised. However, the seismic performance of existing buildings is evaluated through the same performance evaluation guidelines. Existing buildings may not satisfy the performance targets suggested in the current guidelines, but there are practical limitations to discriminating the existing buildings with poor seismic performance through a full investigation. In this regard, to classify buildings with poor seismic performance according to the applied standard, this study aimed to evaluate performance-based investigation of the seismic design proposals of buildings with different design standards. The target buildings were set as RC ordinary moment frames for office occupancy. Changes in seismic design criteria by period were analyzed, and the design spectrum changes of reinforced concrete ordinary moment resisting frames were compared to analyze the seismic load acting on the building during design. The seismic design plan was derived through structural analysis of the target model, compared the member force and cross-sectional performance, and a preliminary evaluation of the seismic performance was performed to analyze the performance level through DCR. As a result of the seismic performance analysis through the derived design, the reinforced concrete ordinary moment frame design based on AIK 2000 has an insufficient seismic performance level, so buildings built before 2005 are likely to need seismic reinforcement.
Journal of the International Relations & Interdisciplinary Education
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v.2
no.1
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pp.29-41
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2022
In recent years, visual design has become an emerging industry that creates production value in various countries, and visual design teachers have become a key factor affecting the development of designers and even the trend of the design industry. Therefore, the requirements for the ability of visual design teachers have become particularly important. This study takes the visual communication teachers in colleges and universities as the research object. Focus on the composition of competencies that teachers have when performing their duties. First of all, through document sorting, it is based on the five aspects of knowledge ability, teaching ability, practical ability, management ability and professional ethics. A Likert scale questionnaire was developed on the evaluation of visual design teachers' competencies by interviewing 10 visual design industry experts and conducting two Delphi method interviews. This research refers to the relevant literatures such as curriculum research and teaching objective research of design major, and discusses the evaluation standards of visual design teachers' abilities in colleges and universities. Expert interviews have sorted out 12 criteria and 36 sub-criteria about visual design teachers' abilities, and verified their rationality through expert return visits. The establishment of this evaluation standard provides a certain theoretical basis for visual design teachers' ability evaluation and self-cognition.
This paper presents a model for durability evaluation of concrete structures exposed to marine environment, considering mainly a build-up of surface chloride $(C_s)$ as well as diffusion coefficient (D) and chloride threshold level $(C_{lim})$. In this study, time dependency of $C_s$ and D were extensively studied for more accurate evaluation of service life of concrete structures. An analytical solution to the Fick's second law was presented for prediction of chloride ingress for time varying $C_s$. For the time varying $C_s$, a refined model using a logarithm function for time dependent $C_s$ was proposed by the regression analysis, and averaging integrated values of the D with time over exposed duration were calculated and then used for prediction of the chloride ingress to consider time dependency of D. Durability design was also carried out for railway concrete structures exposed to marine environment to ensure 100 years of service life by using the proposed models along with the standard specification on durability in Korea. The proposed model was verified by the so-called performance-based durability design, which is widely used in Europe. Results show that the standard specification underestimates durability performances of concrete structures exposed to marine environment, so the cover depth design using current durability evaluation in the standard specifications is very much conservative. Therefore, it is found that utilizing proposed models considering time dependent characteristics of $C_s$ and D can evaluate service lift of concrete structures in marine environment more accurately.
As the spread of COVID19 has compelled activities in various fields to transform to adapt to the non-face-to-face environment, various activities have either already been transitioned into non-face-to-face methods or been searching for alternative methods to carry out activities in a non-face-to-face manner. However, there are apparent limits in handling this transition with the pre-existing digital technology. Ironically, said limitations are more apparent in the UX design field that has thus far emphasized resolutions based on digital technology. The reason for this stems from the nature of UX design which strongly emphasizes the importance of collaboration. Especially, in the field of UX design, problems are expected to surface under areas of communication and collaboration in workshops, which are productive means of collecting the ideas of interested parties and coming up with other new ideas. Based on the aforementioned rise of necessity, this study aims to assess the characteristics of workshops in the field of UX design and suggest an effective method of transitioning UX workshops into a non-face-to-face environment. Along the line of this process, this study has created a standard process in regards to design workshops with active creation, suggestion, and acceptance of ideas, among the various types of workshops defined by the Nielsen Norman Group. This study also developed a framework consisting of non-face-to-face workshops by combining with the standard process the methodologies of workshop activation and non-face-to-face services meant for communication and designing activities, and confirmed the adaptability and the effectiveness of said transition against various types of workshops. Application of the results of this study is expected to effectively lead the transition into the non-face-to-face environment and improve the collaborative efforts of the interested parties via workshops.
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