• Title/Summary/Keyword: Screen Design

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Design and Implementation of Educational problem solving game (교육용 문제 풀기 게임 설계 및 구현)

  • Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.83-89
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    • 2010
  • The reality is that existing games are commercial or violent rather than informative. So, such a phenomenon resulted in many social problems. To solve such problems, I designed and implemented a game which is not violent but educative and child-friendly. In this thesis, an educative game is defined and its characteristics are described. I designed the user interface of the game for children, proposed relevant algorithms, and showed resultant screens of the game. Also, I compared the game with the existing games in order to prove that my game is non-violent, non-commercial, and rather educative. This ladder rejection game is different from the existing game in terms of design, functions, and contents of the screen. This paper contains specific explanations about the supplemented ladder rejection game. First, the design of this ladder rejection game extended fundamental principles of the existing game and added new diverse functions.

A Study on the Creative Pattern Elements of Dancheong in Yeongnamnu Pavilion, Miryang (밀양 영남루 단청의 창의적 조형요소에 관한 연구)

  • Goo, Mi-Ju;Kwok, Dong-Hae;Lee, Ho-Yeol
    • Journal of architectural history
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    • v.25 no.6
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    • pp.81-88
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    • 2016
  • The purpose of this study is to inquire original design and character of dancheong in Yeongnamnu P avilion which features unusual portraits of twisting dragons and four heavenly creatures. Its artistic value and originality can be found in the portraits of four heavenly creatures which are painted on the interior seonjayeon(fan shape rafter) and in the unique design of crossbeam meoricho(flower decorations on each side of pillars). Yeongnamnu's crossbeam meoricho is janggu-meoricho type(meoricho with hourglass figure) with full-shape lotus and half-shape flower decorations. And it can be said that, dragon portrait painted on the border of lotus and flower decorations in green and yellow is a very unique style of dancheong, for the reason that it has scarcely been used before and ever since. The portrait of four heavenly creatures painted on each corner of seonjayeon is also found to be unique in design, for the reason that the design has rarely been used throughout history, with only two exceptions in mural tombs of Goguryeo and folding screen in Injeongjeon Hall of Changdeokgung P alace. With its unique and authentic feature along with its rarity in number, the portrait of four heavenly creatures painted on Yeongnamnu can be considered as quite symbolic and important.

Design of the menu on a multi-line display (Multi-line Display를 이용하는 제품의 메뉴 설계방안)

  • 유승무;한성호;곽지영
    • Journal of the Ergonomics Society of Korea
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    • v.15 no.1
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    • pp.1-14
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    • 1996
  • Menu-driven interfaces are frequently employed for user interfaces on many electronic products. Due to space constraint, a single or multi-line display is popularly used to show menu items unlike the software interfaces. Single or multi-line display present 8 .approx. 21. characters on an LCD screen and the user selects items using a series of button pushes. Multi-line displays are different from the single-line ones in the following aspects. First, they can present multiple line of information at the same time. Second, they can present menu items in a various way compared to single-line ones. However, due to their space constraint multi-line displays have many limitations compared to ordinary displays which usually use 14" screens. Therefore, guidelines are necessary for designing efficent multi-line display menus interfaces. In this study, a human factors experiment was conducted to examine the effects of three design variables which might affect the usability of a multi-line display menus. Factors investigated include menu structure, number of lines on the display, and item presentation method. Usability of the multi-line display menus was measured quantitatively in terms of four different aspects: speed, accuracy, inefficiency and preference. The analysis of variance was used not only to analyze the main effects of the factors and their interactions but also to see the differences between the single-line display menus and multi-line display ones. A set of design guidelines drawn from this study can be applied to the design of the user interfaces of a various types of electronic consumer products.

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Ergonomic(Cognitive) Evaluation of the Traffic Sign System around Seoul Metropolitan Area (수도권 도로 교통 표지판의 인지 공학적 평가 분석)

  • Kim, Jeong-Ryong;Gwak, Jong-Seon;Lee, Don-Gyu
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.1
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    • pp.133-147
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    • 1999
  • Traffic signs without a cognitive consideration in their design may cause information-processing problem that could result in a mental confusion among drivers often lead to a serious traffic accident. Therefore, in this study, several traffic signs currently used in Seoul Metropolitan area have been sampled and analyzed to identify design problems that usually caused by neglecting drivers cognitive ability. To classify the practical design problems, five major information-processing problems have been suggested: indistinguishable information, information conflict, missing information, sign-load mismatch, and information overload. In order to solve these cognitive problems, new traffic signs have been suggested in this study. An experiment was also performed to validate the new traffic sign. Twenty-four healthy subjects participated in the experiment. They were asked to answer the Question after observing the traffic signs continuously displayed on computer screen. The result indicated that subjects improved the accuracy in understanding the signs by 1.4 times when they used the suggested traffic sign compared to the old one. Based upon the results, a cognitive guideline was suggested for correct and speedy reading of traffic signs by improving information processing and reducing of human error. In conclusion, the traffic sign may well be applied to design an intelligent traffic sign system to increase the safety and comfort of drivers, especially in complex load condition.

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A Study on the Development and Commercialization Trends of Wearable Fashion Products Using Flexible Displays (플렉시블 디스플레이가 이용된 웨어러블 패션 제품 개발 및 상용화 동향에 관한 연구)

  • Lee, Hyewon
    • Journal of Fashion Business
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    • v.25 no.4
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    • pp.125-140
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    • 2021
  • Recently, flexible displays have been used as part of fashion beyond the concept of parts for electronic products. The flexible display applied to wearable fashion products flexibly bends according to the wearing position of the human body and, at the same time, decorates the fashion product more splendidly through the screen on which images or videos are displayed. Flexible displays, which are used for clothes and accessories, combine analogue fashion sensibility with digital screens to create a new level of convergence product design and expand the range of fashion design and fashion materials. This study aims to analyze the trends of the development and commercialization of fashion products that use flexible displays. As a research method, theoretical research and empirical research through case analysis were conducted in parallel. First, as a theoretical study, the morphological and technical characteristics of flexible displays were examined. Through theoretical studies, the effect of the characteristics of flexible displays on the development of wearable fashion products was investigated. Second, as an empirical case study, the design of wearable fashion products using flexible displays over the past 10 years and the characteristics of the displays used in the products were analyzed. Based on the characteristics analyzed, the product design, display and product integration methods and the commercialization stages of wearable fashion products using flexible displays were analyzed.

A Study on the Development of Computer-Aided Automatic Design System for Gears (기어의 자동설계 시스템 개발에 관한 연구)

  • Cho, Hae Yong;Kim, Sung Chung;Choi, Jong Ung;Song, Joong Chun
    • Journal of the Korean Society for Precision Engineering
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    • v.13 no.5
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    • pp.95-103
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    • 1996
  • This paper describes a computer aided design system for spur and helical gears. To establish the appropriate program, an integrate approach based on a rule-base system was adopted. This system is implemented on the personal computer and its environment is a commercial CAD package called AutoCAD. This system includes a main program and five sub-modules such as data input module, tooth profile drawing module, strength calculation module, and drawing edit module. In the main program, all the sub-modules are loaded and the type of gear and tooth profile are selected. In the data input module, the variables which are necessary to the design of gear are selected from the database. In the drawing module, from the calculated results, the required gear tooth is produced on the screen. The developed system that aids gear designer provides powerful capabilities for gear design.

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A Study on the Application of 3D Digital Animation Model for Fashion Design I (3D 디지털 애니메이션 모델을 활용한 의상 시뮬레이션에 관한 연구 I)

  • 김혜영
    • Journal of the Korean Society of Costume
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    • v.50 no.2
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    • pp.97-109
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    • 2000
  • The purpose of this study is to apply 3D computer graphics in fashion design as a creative medium and it attempts to fine out what advantages 3D technique can offer to fashion design. For this purpose, this study, first, tries to develop a 3D digital model in which designer can select design, color , pattern and fabric palette whatever necessary . This study uses of the software named 'Poser of Fractal Design' and the and the 3D digital model comprises four stages ; body modeling, item design (item coordination), color design (color coordination), pattern and fabric design (pattern and fabric coordination). Secondly, this study seeks to accumulate a data base which was produced in the course of case studies, which have applied 3D digital model to design. The outcome of the case studies shows that 3D digital model can enhance designing in the following four aspects. ⅰ) It can give more freedom to designer to try various ideas, revise and modify them, It can also produce random generation. Through this process, the designer test various input and output without damage on fabric after revision and alteration. ⅱ) It can help designers to enhance their accuracy. Since fault in the design developed by the 3D digital model can be detected in advance, designers can make correlation before actual work begins. In the end, designers can express their ideas and intention accurately as well as freely. ⅲ) Since design developed by the 3D digital model can be shared on screen by various actors in the course of priduction such designers , merchandisers, and supervisors, it can help communication between and cut the time of feedback.ⅳ) By using the 3D digital model, designers can work from the begining with awareness of actual outcome their design, since the 3D digital model provide animation, which helps designers to envisage visual changes as they apply various items, colors, pattern and fabrics.

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Design Evaluation of Parent-child Interactive Game Furniture Based on AHP-TOPSIS Method (AHP-TOPSIS 방법에 기초한 부모-자식 인터랙티브 게임 가구의 설계 평가)

  • Wang, Jiaqi;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.235-248
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    • 2022
  • Through the research on the design evaluation index of parent-child interactive game furniture, it is convenient for designers to quantitatively analyze the design advantages and disadvantages of related products, which is of positive help to control and improve the design quality. Combined with AHP and TOPSIS, this study proposes the evaluation model of three design criteria and 26 design indexes. After expert scoring, calculation, and consistency test of each index, the weight value of each design index is obtained, and the index is classified according to the importance of each index. Finally, eight essential indicators, eleven secondary indicators, and seven general indicators are classified. A case study was conducted with TOPSIS, and the design samples of three parent-child climbing game furniture were analyzed. Finally, the three samples' relative proximity was 0.505, 0281, and 0.640, respectively. The research shows that the AHP-TOPSIS method can scientifically and effectively sort and screen the advantages and disadvantages of design schemes and provide a reference for the research and development of related products.

A Study on Comparison Analysis of the Design Factors between Korea and China Shopping mall Websites (한·중 쇼핑몰 웹 사이트의 디자인 요인에 대한 비교분석)

  • Kwon, Young-Jik
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.4
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    • pp.133-146
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    • 2014
  • This paper mainly focuses on the design factors of a website targeted at shopping mall websites in China and Korea. We formulated 15 different hypotheses regarding how those design factors are different. The targeted websites are "Gmarket" in Korea and "Taobao" in China. The selected design factors of a shopping mall website are (1) color and design, (2) photo, graphic, and font size, (3) the clarity of information delivery, (4) website structure, (5) screen balance, (6) product display, (7) product harmony, (8) a form of font and icon, (9) visual atmosphere, (10) differentiated color, (11) interesting words, (12) technical skills, (13) entire visual design and atmosphere, (14) navigation, (15) search function for products or information. As a result of analyzing the result using the SAS 9.2 package tool, we figured out that there was a difference between design factors. Additionally, we analyzed this difference and suggested a strategy to design the effective shopping mall web sites.

A Study on the Computer-Aided Design of Dies for Hot Extrusion of Structural Shapes from Aluminum Alloys (알루미늄합금 형재의 열간압출 금형설계 자동화에 관한 연구)

  • Choe, Jae-Chan;Kim, Byeong-Min;Lee, Jin-Hui;Jo, Hae-Yong;Lee, Jong-Su;Hong, Seong-Seok;Jo, Nam-Chun
    • Journal of the Korean Society for Precision Engineering
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    • v.7 no.3
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    • pp.26-36
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    • 1990
  • This paper describes the Computer Aided Design (CAD) of dies for direct hot extrusion of structural shapes such as Z's and U's from aluminum alloys. A simple analysis of the direct extrusion process is developed and used to formulate a disign procedure for determining the optimal shape of the extrusion dies. A computer software system has been developed to design flat-faced dies for non-lubricated hot extrusion process. This software is a system of computer programs which are written to logical design procedure. Computer programs are based on empirical and analytical relationships, as well as on established knowledge based system. In the interactive mode of operation, the reaults at various tages of the design process are plotted on a screen. At any stage, the designer can interact with the computer to change or modify the design, based on his experience. The output from the program is (a) the design of the flat-faced die, (b) information on extrusion load, reduction ratio, and other process variables, etc. The implementation of this CAD system is expected to (a) provide scientific basis and rationalize the die design procedure, (b) optimize extrusion variables to maximize yield and production rate, (c) improve utilization of existing press capacity, etc.

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