• Title/Summary/Keyword: Print-Design

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Assistive Technologies (AT) Preferences of People Living with Visual Disability as Information Access Tools in Academic Libraries

  • Adefunke Olanike Alabi;Olatokunbo Christopher Okiki
    • International Journal of Knowledge Content Development & Technology
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    • v.13 no.2
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    • pp.35-50
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    • 2023
  • Assistive technologies are necessary for ensuring independent living and equal participation in an information-based society for people living with disabilities (PLWD). This study investigated the assistive technology preference of students with visual disabilities, and the approach academic libraries should adopt in procuring assistive technologies. The study adopted a quantitative research method, with a survey as the research design. The study was conducted among visually disabled students in four public universities in Nigeria. Using the total enumeration method, an online questionnaire was used to obtain information from 151 students who voluntarily agreed to partake in the survey. The study found that access to electronic resources, scanning/conversion of print resources to electronic formats and access to information on the Web were among the technology-based services provided to visually disabled students. COBRA, ZoomText, Supernova and Dragon Naturally Speaking are the most preferred assistive technologies (software). At the same time, handheld scanners ($\bar{x}=4.40$) and braille keyboards ($\bar{x}=4.60$) are the most preferred assistive technologies in the hardware category by visually challenged students. The study further revealed that the library management should consult with students living with a visual disability before procuring assistive technology. Findings from this study thus provide further evidence of the need for librarians to fulfil their moral and legal obligation in advocating the provision of assistive technologies. Library administrators and university stakeholders should expedite actions on meeting the assistive technology needs of people living with visual disabilities. These actions should transcend mere policy formulation on the provision of assistive technologies to restructuring their services and spaces to accommodate assistive technologies as information service delivery tools for people with visual disabilities.

TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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Optimization Method for the Design of LCD Back-Light Unit (LCD Back-Light Unit 설계를 위한 최적화 기법)

  • Seo Heekyung;Ryu Yangseon;Choi Joonsoo;Hahn Kwang-Soo;Kim Seongcheol
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.3
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    • pp.133-147
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    • 2005
  • Various types of ray-tracing methods are used to predict the quantity measures of radiation illumination, the uniformity of illumination, radiation performance of LCD BLU(Hack-Light Unit). The uniformity of radiation illumination is one of the most important design factor of BLU and is usually controlled by the diffusive-ink pattern printed on the bottom of light-guide panel of BLU. Therefore it is desirable to produce an improved (ideally, the optimal) ink pattern to achieve the best uniformity of radiation illumination. In this paper, we applied the Welder-Mead simplex-search method among various direct search method to compute the optimal ink pattern. Direct search methods are widely used to optimize the functions which are often highly nonlinear, unpredictably discontinuous, and nondifferentiable, The ink-pattern controlling the uniformity of radiation illumination is one type of these functions. In this paper, we found that simplex search methods are well suited to computing the optimal diffusive-ink pattern. In extensive numerical testing, we have found the simplex search method to be reasonably efficient and reliable at computing the optimal diffusive-ink pattern. The result also suggests that optimization can improve the functionality of simulation tools which are used to design LCD BLU.

A Survey on the 3D Printer Users' Experiences of 3D Modelling Software and Proposal of 3D Modeling Software Development for Koreans (3D프린터 사용자들의 3D모델링 소프트웨어 사용경험 탐색 및 한국인을 위한 3D모델링 소프트웨어 개발제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.21-29
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    • 2017
  • While the second and the third industrial revolutions made it possible a few standardized designs to be extracted and produced in large quantities, the recent development of the 3D printing technology allowed many individuals to reflect their unique personal characteristics on their creative works and produce them in large quantities-i.e., personally customized designs and mass production of various designs. However, for the customized designs and the mass production of various designs through the 3D printing technology, the individuals should use a 3D modeling software and the supporting features of the software can significantly affect the type and shape of a creative work. In this study, we surveyed the individuals who design the creative works using 3D printers about the type of software that they use and the type of creative works that they design using the software, to propose a possible direction of new software that supports their activities. To do this, we first surveyed sixty members of the OpenCreators, which is the largest 3D printing creator community in South Korea, about the 3D modelling Software that they use for their 3D printing creations, the best 3D modelling software for the 3D printing, and the type of frequently printing creation using the best 3D modelling software. We then analysed the response results. As a result, we found that most of 3D printing creators in South Korea use Rhino and 123D Design. More specifically, the Rhino was being widely used by the people in the 3D printing industry to print prototypes, samples, and mock-ups, while the 123D Design was being mainly used for general purposes such as educational tools, accessories, and home interior accessories. Therefore, we believe it is necessary to develop the software in two separated categories, i.e. for the business, like the Rhino, and for the beginners, and educational and personal purposes, like the 123D Design. Finally, we stressed and proposed the necessity to support individual creators by developing an industry-specific 3D modeling software.

Study on the Surface Design Used in S.F.A.A. Collection (SFAA 컬렉션에 활용된 서페이스 디자인연구)

  • 김주희;금기숙
    • Journal of the Korean Society of Costume
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    • v.52 no.1
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    • pp.129-143
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    • 2002
  • Patterns are something that comes out of necessity in human life, which is closely associated with it. Thus come the SFAA (Seoul Fashion Artists Association) collection which uses patterns varying in form, color, way of expression and material. For this research, I first categorized the patterns the SFAA designers used into: natural patterns, symmetric patterns, traditional patterns, stripe, plaid, dot and abstract patterns. As a result of the process. the designers most favored the natural patterns and symmetric patterns, and dot patterns were rarely used. The designer who most favored patterns in general was Sul Yun-hyoung, and the designer Kim Chul-ung rarely favored the surface effect. The seven kinds of patterns naturally differ according to the designer. as Park Hang-chi liked to use the plaid patterns along with yam dyeing material, whereas Jin Teok expressed stripe patterns using the yarn dyeing fabric. Natural patters were presented in a bizarre way with Lie Sang-bong. who took the motives appearing in Eastern ceramic and paintings into the clothes, using the print method. The symmetric patterns, which the SFAA designers most preferred. was used evenly among designers like Chang Kwang-hyo, Gee Choon-hee. Rubina, and Haneza. In contrast. Lie Sang-bong. who used abstract patterns that do not give out meaning of the actual form of the pattern. rarely used symmetric patterns. The dot patterns were most often used by Park Youn-soo. and traditional patterns were overwhelmingly chosen by Sul Yun-hyoung. Secondly. in expressing the colors, SFAA designers were much more likely to choose achromatic colors. not choosing to show off colors. This is especially apparent in works by Haneza and Lie Sang-bong. In the SFAA collections, numerous methods were used to create. For instance, Sul Yun-hyoung used the oriental embroidery method. and Rubina and Lie Sang-bong used many unique dying methods. In terms of materials, Sul Yun-hyoung preferred silk. due to her methods, and Lie Sang-bong was one of the designers that used a number of different materials such as vinyl. Jacques Mueclier of the Paris Clothes Association in France, who was invited to SFAA collection once, remarked. "While the choice of material and the actual sewing done were excellent, there lacked much difference among the designers, as most of them choose flowing silhouette In terms of composition," which is all too correct. In addition, there were cases in the collection where the inherent feelings of cultural artifacts was expressed without alteration. Summing up, the research aimed to analyze the surface expression methods, forms and color of SFAA designs. and I hope that it can open up ways for new projects in the future.he future.

Effect of Health Education Method for Korean Patients with Essential Hypertension on Their Compliance with Health Behaviors (보건교육방법이 본태성 고혈압 환자의 건강행위 이행에 미치는 효과)

  • 손경욱;유왕근
    • Korean Journal of Health Education and Promotion
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    • v.21 no.2
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    • pp.215-231
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    • 2004
  • The purpose of this study was to examine what factors affected patients who suffered from essential hypertension compliance with health behaviors, to help build a successful strategy to step up their compliance with health behaviors, and to seek effective ways to implement health education programs for patients with chronic disease. The subjects in this study were 60 people selected from among the patients who were diagnosed by physicians as having essential hypertension in S General Hospital in the city of P from April 10 through July 30, 2000, after health education was provided four times a month. The quasi- experimental design based on a control group pretest-posttest design was employed. The subjects were divided into three groups of 20 patients each: one was an experimental group to receive education in one-to-one interview, another was an experimental group to receive education as a group, and the third was a control group. The two experimental groups learned the same material through different methods, and the control group was given the same teaching materials and asked to comply with health behaviors on their own without instruction. After the three-week education was implemented in different ways, their compliance with health behaviors was measured. Collected data was analyzed by t-test, paired test, one-way analysis of variance, correlation analysis and regression analysis procedures. The findings of this study were as follows: 1. Concerning the effective type of health education, the group education produced the best results, followed by the one-to-one interviews and the sole use of print media. 2. Regarding the effect of compliance with health behaviors, the group- educated group got the highest score in compliance with health behaviors, but blood pressure lowered more significantly in the individual interview group. And the compliance with health behaviors had a significant negative correlational relationship with both systolic and diastolic blood pressure. 3. Parameter that had most significant correlational relationship with compliance with health behaviors was health locus of control, followed by self-efficacy and health perception. But there was no significant correlational relationship between compliance with health behaviors and knowledge of hypertension. 4. As a result of analyzing the impact of knowledge of hypertension, health locus of control, self-efficacy and health perception on compliance with health behaviors, self-efficacy was found to exercise most influence. Above-mentioned findings suggested that group education or one- to-one discussion would be more effective for health care for hypertension in koreans, as they could serve to have patients realize their own responsibility for health and to motivate their compliance with health behaviors, and there was a need to more positively utilize educational intervention for patients with chronic diseases, which could elevate not only compliance with health behaviors but self-efficacy.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Development of Nursing Activity Cost Calculation Program Using Time-Driven Activity-Based Costing (TD-ABC) (병동 간호활동 원가계산 프로그램 개발 :시간동인 활동기준원가계산 기반으로)

  • Lim, Ji Young;Kang, Sung Bae;Lee, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.480-494
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    • 2018
  • The purpose of this study is to develop a nursing activity cost calculation program based on Lee's doctoral dissertation using TD-ABC. The developed program has been supplemented with data storage, print out, and graph conversion functions to expand the application possibility. The development of the program consisted of three steps: program requirements analysis, program design and development, and program validation. This program was designed not only to do the cost calculation, but also to compare the cost-effectiveness and cost consumption trends. Consequently, this program is meaningful in that the nursing manager can obtain the cost information necessary for nursing unit management and extend the utilization so that the cost management strategy can be established based on the cost information. Therefore, we propose that the cost-management capacity of clinical nurses should be strengthened and the nursing performance measurement research should be expanded by applying it to various actual clinical nursing management settings. It is suggested that this program should be used as a training medium to strengthen nurse cost management capacity by combining nursing management curriculum at undergraduate level.

Strategic Approaches to Solid Ranking International Journals: KODISA Journals (국제저널 육성 방향과 전망: KODISA Journals를 중심으로)

  • Youn, Myoung-Kil;Kim, Dong-Ho;Lee, Jong-Ho;Hwang, Hee-Joong;Lee, Jung-Wan
    • Journal of Distribution Science
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    • v.12 no.6
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    • pp.5-13
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    • 2014
  • Purpose - The purposes of this editorial review are twofold: firstly, to introduce the four flagship international journals of the Korea Distribution Science Association(KODISA): the Journal of Distribution Science(JDS), the Journal of Industrial Distribution & Business(JIDB), the East Asian Journal of Business Management(EAJBM), and the Journal of Asian Finance, Economics and Business(JAFEB), and secondly, to identify the direction of the KODISA journals and the roles and responsibilities of the editors of the KODISA journals. Research design, data, and methodology - To achieve the goals, firstly, this review paper addresses the current progress of the four KODISA journals: JDS, JIDB, EAJBM, and JAFEB. Secondly, this paper defines the aims and missions of the four KODISA journals. JDS publishes the articles of examining past, current, and emerging trends and concerns in the area of distribution science and economics, logistics and SCM, transportation, distribution channel management, distribution innovation and information technology, merchandising and procurement, distribution and marketing, consumer behavior, and manufacturing, wholesaling, and retailing. JDS publishes both quantitative and qualitative research as well as scholarly commentaries, case studies, book reviews and other types of reports relating to all aspects of distribution. JIDB publishes the articles of examining past, current, and emerging trends and concerns in the areas of industry and corporate behavior, industry policy making, industrial distribution and business, e-commerce, and service industry. EAJBM publishes empirical and theoretical research papers as well as scholarly commentaries, case studies, book reviews, and other types of reports relating to all aspects of East Asian business and economy. JAFEB publishes original research analysis and inquiry into the contemporary issues of finance, economics and business management in Asia, including Central Asia, East Asia, South Asia, Southeast Asia, and Middle East. The mission of JAFEB is to bring together the latest theoretical and empirical finance, economics and business management research in Asian markets. The audiences of the KODISA journals include higher education institutions, scholars, industry researchers and practitioners, scientists, economists, and policy makers throughout the world. The main mission of the KODISA journals is to provide an intellectual platform for international scholars, promote interdisciplinary studies in social sciences and economics, and become leading journals in the social science and economics category in the world. Thirdly, this paper addresses the current status of indexing in major databases of the KODISA journals, namely: Cabell's Directories, EBSCO, SCOPUS (Elsevier), and Social Sciences Citation Index® (SSCI, Thomson Reuters). Fourthly, this paper identifies the roles and responsibilities of the editors of the KODISA journals as the following: (1) Make sure that the journal be published in a timely manner and in international standards both in print and online versions. (2) Maintain the online homepage of the journal is always accessible to, and (3) Make sure that every article should go through a peer review process that meets international standards. Findings and conclusion - To accomplish the goals and missions of the KODISA journals, the editors of the KODISA journals must work together to publish high scholarly journals that meet international standards of journal publications.

Comparison and Analysis on Risk Assessment Models of Coastal Waters considering Human Factors (인적요인을 고려한 연안해역 위험도 평가모델 비교·분석)

  • Kim, In-Chul;An, Kwang
    • Journal of Navigation and Port Research
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    • v.40 no.1
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    • pp.27-34
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    • 2016
  • For the prevention of marine casualties, international bodies have mainly focused on strengthening ship's stability and design, maritime education and training, and improving maritime traffic environment. Statistics analysis on marine casualties showed that most of casualties occurred in coastal waters, especially by human elements. In order to review the conformity of existing prevention measures with the result of the statistics analysis, the IMO's SHELL model was applied to the established measures. As a result, ergonomic approaches were needed for the prevention of human errors in coastal waters, so that the priority should be given to the interface between ship's operator and navigational environment. For this study, Rasmussen's SRK pyramid, which showed decision making mechanism of human, and the US Coast Guard's investigation manual on marine casualties concerning the collapse of safe maritime transportation system were reviewed, and the merits and demerits within the risk assessment tools such as IWRAP, PAWSA, ES model, PARK model, and NURI model were also studied. Although the effectiveness of the existing risk assessment models was proved in ports and approaching channels, it is concluded that the need of new models for converting Korean seafarers' qualitative risk to quantitative risk was proposed so as to print hazard maps which make seafarers instinctively recognize comparative hazard levels of coastal waters.