• Title/Summary/Keyword: digital designing

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A Case Study on Construction Management Based on BIM Data (BIM 데이터 기반 현장 시공관리 사례 분석 연구)

  • Lee, Dong-Jun;Hyun, Jin-Oh;Min, Sung Gyu;Lim, Ji-Yong;Shin, Min Cheol;Kwon, Suk Hyun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.44 no.2
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    • pp.223-229
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    • 2024
  • The Ministry of Land, Infrastructure and Transport presented the "Construction Industry BIM Enforcement Guidelines Constructors Edition" to reflect the design BIM data in the construction stage. The enforcement guidelines were prepared with the aim of providing guidelines for detailed common implementation plans such as minimum BIM business methods and procedures necessary for ordering, designing, and construction stages for the full-scale BIM application in all fields of the construction industry. In this study, interference and design errors were examined based on the enforcement guidelines, and the application effects were grasped for various sites where equipment placement and operation plans were established. As a result, intuitive examination was possible by comparing the digital field 3D model and the planned model in one space, and the optimum equipment arrangement and operation plan were derived through simulation examination according to the execution stage.

Validity analysis of the social emotion model based on relation types in SNS (SNS 사용자의 관계유형에 따른 사회감성 모델의 타당화 분석)

  • Cha, Ye-Sool;Kim, Ji-Hye;Kim, Jong-Hwa;Kim, Song-Yi;Kim, Dong-Keun;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.283-296
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    • 2012
  • The goal of this study is to determine the social emotion model as an emotion sharing relationship and information sharing relationship based on the user's relations at social networking services. 26 social emotions were extracted by verification of compliance among 92 different emotions collected from the literature survey. The survey on the 26 emotion words was verified to the similarity of social relation types to the Likert 7-points scale. The principal component analysis of the survey data determined 12 representative social emotions in the emotion sharing relation and 13 representative social emotions in the information sharing relation. Multidimensional scaling developed the two-dimensional social emotion model of emotion sharing relation and of information sharing relation based on online communication environment. Meanwhile, insignificant factors in the suggest social emotion models were removed by the structural equation modeling analysis, statistically. The test result of validity analysis demonstrated the fitness of social emotion models at emotion sharing relationships (CFI: .887, TLI: .885, RMSEA: .094), social emotion model of information sharing relationships (CFI: .917, TLI: .900, RMSEA : 0.050). In conclusion, this study presents two different social emotion models based on two different relation types. The findings of this study will provide not only a reference of evaluating social emotions in designing social networking services but also a direction of improving social emotions.

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A Study on Integrated Information System for Marine Leisure Industry (해양레저 산업의 통합 정보 시스템 구축에 관한 연구)

  • Kim, Y.S.;Kim, D.J.
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.16 no.1
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    • pp.17-24
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    • 2013
  • In order to have market competitiveness in local and global areas, Domestic Marine Leisure Industry business, which is a latecomer in the Marine Leisure industry, should retain a strong market adaptability by reducing time and cost that are required for work of planning, designing, and preparation for product development. To meet above requirements, it is essential that integrated system control extensive marine leisure industry. After ensuring integrated information by figuring out the systematic link between related-industries, the core of this research is to secure information classifications that are not just in the flow of simple serial order, but in that of integration and object-oriented information classifications. For this end, we examine other similar cases in industries using real information system applied to industrial production and Product Lifecycle Management (PLM), Product Data Management (PDM), Digital Manufacturing (DM) and applying the same methodology to review practical application in order to construct the information system, and Work Breakdown Structure (WBS), compared with the case studies. Through this basic task for the marine leisure industry classification system configuration (Work Breakdown Structure, WBS) and utilizing information of driving real companies of marine leisure industry, a unique area of MLWBS (Marine Leisure Work Breakdown Structure, MLWBS) is configured. This Marine Leisure Work Breakdown Structure can be used in various areas of applications like products, design information, engineering, production, purchasing, sales, marketing, AS, utilizing various forms of customer support.

Effect of Life Stress and Anger Expression in College Students on Suicidal Ideation (대학생의 생활스트레스, 분노표현이 자살생각에 미치는 융복합적 영향)

  • Chin, Eun-Young;So, Sung-Sup;Lee, Myung-In
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.409-418
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    • 2015
  • The study was conducted to identify the effects of life stress and anger expression in college students on suicidal ideation. In order to get the data by self-report questionnaires, 219 subject were selected from 14th of November to 6th of December, 2014. The collected data were analyzed using SPSS/Win 18.0 and descriptive statistics, t-test, one-way ANOVA, Pearson correlation coefficient, and hierarchical regression analysis. The findings reveal that suicidal ideation of college students was low which is average score $5.74{\pm}6.38$(possible range 0~38). This study determined that suicidal ideation is positive correlated with life stress and anger expression(anger-out, anger-in). The extent of anger-out, anger-in, family relationship and major satisfaction was a significant predictor of suicidal ideation and accounted for 24% of the explanation of suicidal ideation of college students. Base on the outcomes of this study, designing an intervention program that emphasizes stress and anger management in order to decrease suicidal ideation.

A Comparative Study on Influencing Factors of Health Related Quality of Life of the Elderly in Senior Center by Region : Focus on Urban and Rural Areas (도시와 농촌 경로당 이용 노인의 건강관련 삶의 질 영향요인 비교 연구)

  • Yang, Soon-Ok;Cho, Hae-Ryun;Lee, Seung-Hee
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.501-510
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    • 2014
  • Purpose: The purpose of this study was to compare urban-rural differences on influencing factors of health related quality of life(HRQoL) of the elderly in senior center. Methods: The subjects were 902 older adults (571 from urban areas, 331 from rural areas). Data were collected using a questionnaire from 20 July to 31 August, 2011. The SPSS/WIN program was used for data analysis. Results: For older adults of urban areas, the influencing factors of HRQoL were depression, age, subjective health, drinking, number of chronic disease, and smoking. On the other hand, the influencing factors of HRQoL of older adults of rural areas were depression, subjective health, number of chronic disease, and educational level. The significant factors of HRQoL were depression, subjective, and number of chronic disease in both urban and rural areas. Conclusion: Public health nurses should consider urban-rural differences when designing HRQoL enhancing program for the elderly in senior center.

A Study on Game Moral System Plan for the Moral Improvement of the Children and Teenagers (아동 및 청소년의 도덕성 향상을 위한 게임 도덕시스템 연구)

  • He, Yu-Xuan;Lee, Dong-Yeop;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.359-366
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    • 2015
  • In Pingyu, China, 2003, murders caused by the game occurred. The perpetrator murdered 17 people under 20 years old by imitating the character of warrior of the game in the real world. This event was to draw the public's attention to a change of mentality and morality of the youth from the game. People have pointed to the problem of emotional design in the process of designing online games. Game designers have not considered making the game in the most ethical component. The moral element of the game design is a very important factor in forming the psychological changes and outlook on life and values of gamers. Therefore, to understand the rational moral standards is an important part of the online game design. This paper aims the design of a "moral system" role, contents and tasks settings and community game design elements of the game by using a systematic process of the moral element in online gaming. Hence the result is the formation of moral attitudes and values to the user of the online game allows the gamers to introduce a moral system in online games.

Designing and Implementing IOT-based Casino Information System (Windows OS, Windows Server) (IOT 기반의 카지노정보시스템 설계 및 구현(Windows OS, Windows Server))

  • LEE, Dae Kun;NA, Seung You
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.151-160
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    • 2015
  • As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.

A research on the emotion GUI design of touch mobile for Grooming user by using a multidimensional standard analysis (다차원 척도 분석법을 통한 Grooming 사용자의 터치폰 감성 GUI 디자인에 대한 연구)

  • Kim, Ji-Hye;Whang, Min-Cheol;Kim, Yong-Woo;Lim, Joa-Sang
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.501-510
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    • 2009
  • This study is to establish GUI (graphic user interface) in mobile touch phone for grooming user by using two dimensional emotion model determined by multi-dimensional scale method. The processes conducted in the research were as the followings: First of all, visceral, behavioral, and reflective factors of emotion (Norman, 2002) was defined from investigating the life styles of the Grooming users. Secondly, factor analysis was performed to extract the representative emotional words. In the third step, they were mapped into the two-dimensional emotion model through multi-dimensional scaling. Finally, the mapped emotional words were tried to be related to GUI factors of touch phones and normalizing their relation degree between 0 and 1. This study determined GUI factors significantly related to representative emotions described as special, self-centered, sophisticated, free, passionate, neat for application to mobile touch phone. This study determined the major emotion factors that should be considered the most important while designing the GUI factors.

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Design and Implementation of Wrapper to Support POSIX Standards on UbiFOSTM Real-Time Operating System (UbiFOSTM 실시간 운영체제에서 POSIX지원을 위한 래퍼의 설계 및 구현)

  • Song, Ye-Jin;Cho, Moon-Haeng;Lee, Cheol-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.31-40
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    • 2007
  • Recently, Embedded systems are different with the past as loading of a simple application program that executed specific functions according to the use and are evolved in the digital convergence integrated multimedia functions and then the complication of the application program is remarkably increased. This application program is combined and evolved with many application program in accordance with the demand of the age. For develope and manage this developing application is necessary standardized interface between developer and manager. POSIX was developed as the standard of the operating system in the standard interface which has the open system structure in computing system, and there is a posix.4 to standard for the system demands the loading of real-time operating system like a digital convergence devices. In this paper, we present the contents of designing and implementing the real-time operating system UbiFOSTM to wrapper for supporting the POSIX.4. Also, Experimental results show that implemented wrapper to application program standardizing POSIX.4 in linux and UbiFOSTM is slight only $3{\sim}9{\mu}s$.

A Study on the Role of Service Design in Creating Resident-driven Safe Community (주민주도형 안전 공동체 조성에 있어 서비스디자인의 역할 탐색)

  • Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.407-414
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    • 2017
  • With an increase in urban crimes in various forms, this study is intended to analyze the effectiveness of the service design that presented a new model resolving crime risks through differentiated thinking paradigm and problem approaches. The empirical case addressed in this study is 'the project to create resident-driven safe community in Duryu-dong, Dalseo-gu, Deagu though service design'. This project is evaluated as having prepared a prevention-oriented local safety system through a preemptive and resident-centered process. The project was promoted as a 'natural monitoring capacity building program' for residents to prevent local crimes, a 'social role expansion program' for local safety, and 'crime prevention environment design', which provides comprehensive solutions for residents' safety. Here, designers act as exerts in designing a task-based platform that can be driven by residents rather than a visual environment improver, and reorganizing the local ecosystem by expanding the opportunities for residents to interact. This case identifies the role of service design as binding the solidarity of local residents beyond the improvement of the crime environment and giving them the potential capacity to maintain a safe living space in relation to a safety issues of community.