Journal of the Korean Society of Clothing and Textiles
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v.33
no.4
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pp.598-610
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2009
The aim of this study was to present a flexible and satisfactory clothing design for girls aged 4 to 6 years of age, which can be worn comfortably for 3 years, during that age range. This study focuses attention on the need for well-fitting clothes in the young girls' market, and provides a basis for development of designs that can be worn for a long time, are comfortable for children to wear, and reflect preferences of both children and parents. Documentary research was executed to examine the history and changes of children's wear. Internet and market research were carried out to understand the current situation of girls' clothing in Korea. In-depth interview subjects were girls aged 4 to 6 and their guardians. Subjects were asked questions related to children's wear size and design, and measurements were taken of child subjects. Children's wear on the Internet was found to be trendy and inexpensive but of a low quality, as was children's wear at Dongdaemun market. Children's wear at department stores was of high quality and pretty, but did not consider size much and was expensive. One problem of the Korean children's wear market was lack of a unified size system. In-depth interviewees pointed out that there are not many clothes that fit their children perfectly. Problems included t-shirt, sleeve and pants length. Parents said they preferred simple and clean designs, and children interviewees all liked pink dresses and skirts. Children's physical measurements presented by Size Korea were compared and verified with measurements taken of child interviewees, and used as a basis for patterns. The study presented two designs for girls of ages 4 to 6 to wear all through that age range. A sample was made for one of the designs, and an evaluation showed very successful results.
The 21st century is as an age of culture, and cultural goods presenting the cultural spirit of one nation should reflect the tradition, culture, and techniques of that nation. The twelve horary signs of the gods are the creatures of our nation's native religion and thought have existed from the unified Silla period to today. Therefore, many things belong to the category of cultural goods, but in this study the guidelines for the design of cultural goods are limited to the characters of the twelve horary signs. For this study concept and classification of cultural goods, Korean traditional formative special qualities, concepts and composite elements, symbolic meanings and special qualities, personifications, and unique images of twelve horary signs of are researched. According to the results of the research guidelines for the design of cultural goods, images of cultural goods, classifications applying to each subject, the formative special qualities of Korean traditions, personifications, and concepts on the development of cultural goods are presented..
JSTS:Journal of Semiconductor Technology and Science
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v.15
no.1
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pp.48-59
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2015
In recent years, there are increasing threats of rootkits that undermine the integrity of a system by manipulating OS kernel. To cope with the rootkits, in Vigilare, the snoop-based monitoring which snoops the memory traffics of the host system was proposed. Although the previous work shows its detection capability and negligible performance loss, the problem is that the proposed design is not acceptable in recent commodity mobile application processors (APs) which have become de facto the standard computing platforms of smart devices. To mend this problem and adopt the idea of snoop-based monitoring in commercial products, in this paper, we propose a snoop-based monitor design called S-Mon, which is designed for the AP platforms. In designing S-Mon, we especially consider two design constraints in the APs which were not addressed in Vigilare; the unified memory model and the crossbar switch interconnect. Taking into account those, we derive a more realistic architecture for the snoop-based monitoring and a new hardware module, called the region controller, is also proposed. In our experiments on a simulation framework modeling a productionquality device, it is shown that our S-Mon can detect the rootkit attacks while the runtime overhead is also negligible.
Today's radical change of environment and technology spreaded high-technology art by cutting across a general idea of art, expressed machine aesthetic in fashion style by influencing materials and production processes of fashion. The purpose of this research is to take another look at the value and the importance of ornaments in terms of fashion design, to overcome the negative aspect of Technology Fashion by designing Retro Technology Fashion that harmonizes reason with sensibilities through floral patterns. The results of this study are as followings. 1. If Retro technology Fashion was analyzed by time and space element that are postmodernism techniques, there are Ethnic Technology Fashion that are based on space and historical Technology Fashion that are based on time. In terms of spare element, there is the hybrid of revival of exotic folklore with Technology fashion. In terms of time element, there is the hybrid of costumes of before 20th Century with Technology Fashion. It means unifying detail or silhouette of costumes of ancient time to modern time wit Technology Fashion. For another time element, the hybrid of retro fashion after 20th Century with Technology Fashion. The retro nostalgia is revived by the floral patterns or silhouette of Hippie fashion unified with Technology Fashion. 2. Based on above research, Retro Technology Fashion with floral pattern on CAD were designed. As the results, for Ethno Fashion that is spatial retro, 'Asian Technology fashion' was designed with bright colors, China collar that are oriental, and vinyl material. For historical Technology fashion that are based on time, 'Space Middle Age' was designed with tight silhouette, party colored pants and plastic material.
Journal of the Korea Fashion and Costume Design Association
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v.8
no.2
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pp.1-16
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2006
The purpose of this study was to find out the various impressions that tone-on-tone coloration of shirts and ties gives. This experiment was based on the $2{\times}4{\times}4{\times}2$ factorial design: colors(red and blue), shirt tones(vivid, light, dull, and dark); tie tones(vivid, light, dull, and dark) and perceivers' gender(male and female). The materials in the experiment developed for this study were composed of 32 upper body photographs which were color printed and 27 bi-polar adjectives, each of which was graded into seven in its degree, were used to evaluate the impression. We unified those colors of shirts and neckties, and then made shirt and necktie tone different. The subjects of this research were 192 male and 192 female college students in Gyeongnam province including Jinju City The data was analyzed by using SPSS program. Analyzing methods were one-way ANOVA and LSD test. The items of the adjectives were classified into 5 impression dimensions - potency, activity, attractiveness, visibility and tenderness. All the image by the match of shirt and tie could be possible to make various images by the color, the shirt tone and the tie tone. Blue was given more effective potent image, vivid or light tone shirt in blue was the active image. As shirt and tie had different tone, regarded as the attractive image. Vivid tone tie was evaluated the visible image, light tone shirt is the tend image.
JSTS:Journal of Semiconductor Technology and Science
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v.5
no.2
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pp.89-101
/
2005
Research on highly abstracted system modeling and simulation has received a great deal of attention as of the concept of platform based design is becoming ubiquitous. From a practical design point of view, such modeling and simulation must consider the following: (i) fast simulation speed and cycle accuracy, (ii) early availability for early stage software development, (iii) inter-operability with external tools for software development, and (iv) reusability of the models. Unfortunately, however, all of the previous works only partially addresses the requirements, due to the inherent conflicts among the requirements. The objective of this study is to develop a new system design methodology to effectively address the requirements mentioned above. We propose a new transaction-level system modeling methodology, called ViP (Virtual Platform). We propose a two-step approach in the ViP method. In phase 1, we create a ViP for early stage software development (before RTL freeze). The ViP created in this step provides high speed simulation, lower cycle accuracy with only minor modeling effort.(satisfying (ii)). In phase 2, we refine the ViP to increase the cycle accuracy for system performance analysis and software optimization (satisfying (i)). We also propose a systematic ViP modeling flow and unified interface scheme based on utilities developed for maximizing reusability and productivity (satisfying (ii) and (iv)) and finally, we demonstrate VChannel, a generic scheme to provide a connection between the ViP and the host-resident application software (satisfying (iii)). ViP had been applied to several System-on-a-chip (SoC) designs including mobile applications, enabling engineers to improve performance while reducing the software development time by 30% compared to traditional methods.
Kim, Cheong-Young;Park, Young-Keun;Lee, Jun-Kyu;Kim, Myun-Yeol;Reu, Tae-Kyu
Journal of the Korean Society for Aeronautical & Space Sciences
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v.36
no.11
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pp.1112-1120
/
2008
The real-time distributed simulation at the present age concentrates on the construction of a system development environment in order to accomplish a synthetic battlefield environment connected with Live-Virtual-Constructive simulation and to realize the Simulation Based Acquisition which supports the life cycle of weapon system. Accordingly this paper describes the development environment of the UML modeling and simulation which integrates the system analysis and design methods performed during the conceptual design phase of the reconnaissance UAV system development. An integrated framework linked with the UML simulation and X-plane visualization is suggested to efficiently perform the system analysis and design, and finally the implementation contents, the analysis of experiment results and concluding remarks are described.
The objective of MPEG Media Transport (MMT), which is on going standard, is to develop efficient delivery of media over packet based networks in an adaptive, progressive, download/streaming fashion over various IP based networks, including terrestrial, satellite and cable broadcast networks. In this paper we introduce utilization of signal strength information based on Cross Layer Design(CLD) to efficient multimedia delivery over wireless network in which in practice the wireless conditions can vary significantly. Many recent studies have shown that a significant improvement in wireless video throughput can be achieved by utilizing signal strength information on CLD [1][2]. Despite of its usefulness, however, it was difficult to employ signal strength information in rate adaptation applications due to different representation of signal strength information for each underlying wireless network. To that end, we proposed syntax and semantics of signal strength information in such a way that the information can be interpreted in the unified way. The proposed signal strength information was proposed for the MMT standardization.
Kim, Jung-Gyu;Jeon, Sang-Hyeon;Park, Mign-Yong;Lee, Sang-Bae
Journal of the Korean Institute of Telematics and Electronics
/
v.27
no.3
/
pp.86-94
/
1990
This paper suggests a unified packet telecommunication network, which is designed by applying network design algorithm and distribution network design algorithm, Proposed local network design algorithm is based on MST topology, and it can satisfy the limited capacity and get a distribution effect of communication flow, With the result of the comparison with Kruskal and Esau-Willams algorithm, an increase of 2.7% in cost and a decrease of 44.8% in average delay time are shown. Starting with MST topology, proposed distribution network design algorithm gradually increases its reliability, and proposes a conclusive algorithm to determine a topology with minimum cost. In compared with Cut-Saturation algorithm in the aspect of end-to-end delay time and communication flow restricted condition, this proposed algorithm results in 1/7 cost down and about 2.5 times increases in Throughput.
The presentation of the method by which the furniture and the architecture can be unified in one category, and the study and the verification on the mutual relation in the shape and the function are having been consistently made till the late twenties. The change of the social structure such as increasing the unit dwelling space with the small scale comes to need the efficiency in using space and the open dwelling space by the systematic spa-cial formation. Therefore, the understanding of the mean-ing and the characteristics of system furnitures as the design method which can meet such needs will be made here in this study. The application of the systematic consideration as the method of interior design means the formation of the firm image on the spacial environment through the mix-ture and link of the heterogeneous factors, the organic connection of each surface, the establishment of the natu-ral relation by linking the heterogeneous materials mutu-ally. and the easiness of the entire plan in the end. This study aims at analyzing and studying the typical charac-teristics by understanding the historical background and methodical principle which enabled the appearance of this kind of thought, and the adapted cases of the wood and metal material system furniture. There may be difference between the structural sub-stance and formative consideration. Transformative furni-ture which consists of the factors is the concept for the encrease of the multi purpose value by mixing the unit cabinets. One system can be separated horizontally, verti-cally, and to the drawers, and it gives us the disengage-ment from the artificial environment, since all the heights and width can be transformed as per each situa-tion of the space. The factors which can not be found in the other existing furniture are as follows. 1. disengagement from the artificial environment. 2. establishing the new productiosn trend as freed from the customers' fashion trend. 3. presenting the producing condition which leads the exact technology. 4. flexibility of the furniture which enables the reduction and enlargement in each situation.
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