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1

4,000원

The purpose of this study was to develop design strategies for recycled glass block by means of parametric design tools. Currently the construction method for recycled glass block is limited. First of all, the pattern shape with several colors can be obtained with parametric tools for the pedestrian paving, current main market, and the installation process can be improved with it as well. Secondly, the dry construction method could be adopted for enhancing sustainable features of reuse after the construction. Projection type with steel joint and two hole block type with steel pipe is analyzed for the proper method to make diverse design types. The block design pattern can be diversified with help of parametric design process of dividing surface, rearrangement of block grid for each construction method, and allotment of units into surfaces.

2

고전주의 조형 특성을 활용한 현대 웨딩드레스 디자인 개발

바이웨디, 김지현, 나미향

한국문화스포츠학회 한국문화스포츠학회지 제2권 제1호 2026.06 pp.1-15

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4,800원

This study aimed to develop contemporary wedding dress designs by applying the formative characteristics of Western artistic styles. Through a literature review, the historical development of Western wedding dresses and the characteristics of Classicism, Baroque, Neoclassicism, and Romanticism were examined. Design elements related to silhouette, form, decoration, and materials were extracted and analyzed. The findings revealed that Classicism, characterized by order, balance, proportion, and harmony, showed the greatest applicability to contemporary wedding dress design. Based on these characteristics, two wedding dress designs were developed. Design 1 emphasized elegance and balanced body proportions through a mermaid silhouette for garden weddings, while Design 2 expressed architectural order and symmetry through an A-line silhouette for formal wedding venues. The designs were evaluated using CLO 3D virtual fitting simulations. Pressure and strain analyses confirmed satisfactory wearability and structural stability. The results demonstrated that the formative characteristics of Classicism can be effectively reinterpreted in contemporary wedding dress design. This study suggests the potential of historical artistic styles as creative resources for modern fashion design and highlights the applicability of digital fashion technology in the design development process.

3

Development and Evaluation of an Online Oncology Nursing Septic Shock Simulation Module for Nursing Students: A Mixed Methods Experimental Design

강지영

[NRF 연계] 대한종양간호학회 Asian Oncology Nursing Vol.25 No.3 2025.09 pp.169-182

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원문보기

Purpose: This study aimed to develop an online oncology nursing simulation module focused on septic shock care for cancer patients. Additionally, it sought to evaluate the module’s effectiveness in improving nursing students’ clinical performance, clinical confidence, learning satisfaction, and learning flow. Methods: A mixed-methods experimental design was employed. The simulation module was developed using the ADDIE model and delivered via a web-based platform. Fifty nursing students were randomly assigned to an experimental group (n=25) or a control group (n=25). As normality assumptions were not met, the Mann-Whitney U test was used for group comparisons, and Spearman’s rank correlation was employed to examine relationships among dependent variables. Additionally, three focus group interviews were conducted with the experimental group, and qualitative data were analyzed using a thematic analysis approach. Results: The experimental group showed significantly higher scores in clinical confidence, learning satisfaction, and learning flow compared with the control group (all variables p<.001). Clinical performance also improved, but the difference was not significant (p=.070). Exploratory correlation analysis indicated strong interrelationships among clinical confidence, learning satisfaction, and learning flow (ρ=.53-.76, p<.001), whereas clinical performance was only weakly related to learning flow (ρ=.28, p=.047). Qualitative findings supported these results, highlighting immersive learning and enhanced clinical reasoning. Conclusion: The online oncology nursing simulation module effectively enhanced core competencies, particularly clinical confidence, while also supporting interrelated experiences of learning satisfaction and learning flow, as indicated by exploratory correlation analysis. These findings suggest that web-based simulation is a practical and scalable strategy for nursing education in the digital era.

4

4,800원

5

4,000원

현대인들은 시각적 욕구가 다양해지고 개성화되면서 감성적인 수준의 향상은 예술과 디자인 분야의 관심이 증폭되었으 며 그로 인해 미용 또한 단순한 아름다움을 표현하고자 하는 디자인이 아닌 인간의 내적 외적인 자기표현수단으로 중요 하게 부각되어 미용디자인과 예술의 융합은 앞으로도 지속적으로 요구될 것이다. 따라서 예술은 네일 디자인의 창작에 큰 영향을 미치고 있다고 볼 수 있으며 특히 조형적 요소 중 점, 선, 면, 색채는 네일 아트에도 매우 중요한 디자인의 요소로 작용하고 있다. 이에 본 연구는 네일아트와 조형예술의 통합을 네일 디자인에 적용하고자 추상주의의 선구자이 며 신조형주의의 이론을 확립한 몬드리안의 작품을 조형적으로 분석하고 수직, 수평선과 삼원색의 모티브를 응용하여 네일아트 디자인에 접목하여 제작하고자하였다. 이러한 디자인 발상은 좀 더 차별화된 네일아트디자인에 대한 요구와 네일아트 디자인 발전에 기여할 것이라 사료된다.

In modern society, people’s visual desires have become more unique and diverse. The improvement of the level of sensitivity has increased the interest in art and design, which has resulted in design targeted cosmetology or the expression of beauty emerging as a self-expressive means of both inner and outer beauty. Therefore, it is anticipated that demand for the convergence between cosmetology design and art will continue. For this reason, it appears that art will continue to have a significant influence on the creation of nail designs. Among plastic elements, point, line plane, and color play significant roles in nail art. Due to these circumstances, this study attempted to apply the integration of nail art and plastic art to nail design. For this, it analyzed the works of Piet Mondrian, a pioneer of abstract painting, who established the theory of Neo-Plasticism and applied horizontal and vertical lines and three primary colors to nail design. It is expected that such design ideation would contribute to the request for more differentiated nail designs and the development of nail art.

6

Design and Development of Room Escape Horror Game ‘The Ampoule’ KCI 등재

Seung Beom KIM, Soon jae KWON, Jeong Sik GEUM, So Young PARK

한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제36권 제4호 2023.12 pp.37-42

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4,000원

본 논문에서는 몬스터에게 붙잡히지 않고 키를 찾아서 연구소를 탈출하는 공포 방탈출 게임을 제안한다. 제 안하는 게임을 진행한30명의 게임 플레이 로그 데이터 분석 결과와 설문조사 결과를 바탕으로, 제안하는 게 임의 특징을 분석한 결과는 다음과 같다. 첫째, 제안하는 게임은 다양한 아이템, 액션, 탈출 경로를 제공한다. 제안하는 게임이 숨을 곳도 많고 다양한 상호작용을 제공한다고 설문에서4점 이상 주었다. 또한, map의 footprint를 분석한 결과, 플레이어는 다양한 경로를 통해 키를 찾아서 탈출하였다. 둘째, 제안하는 게임은 외 관으로 기능을 추론할 수 있는 직관적인 오브젝트를 제공한다. 따라서, 플레이어는 시각적 공간 및 게임 아 이템 용도를 쉽게 파악하여 조작할 수 있다. 설문조사 결과에서, 플레이어는 조작감 관련 항목의 점수를4점 이상을 주었다. 셋째, 제안하는 게임에서 플레이어는 아이템이 충분할 때보다는 부족할 때 더 몰입을 잘 한 다. 게임 플레이 로그 데이터 분석 결과와 설문조사 결과에 따르면, 플레이어는 아이템이 부족할 때 더 크게 공포를 느끼고 상황에 몰입하여, 더 적극적으로 행동하게 되고 더 민감하게 반응한다.

In this paper, we propose a room escape horror game where a player must find the key and escape the laboratory without being captured by the monster. According to the game play log data analysis and the survey response results of 30 people playing the proposed game, its characteristics are as follows. First, the proposed game provides various game items, actions, and escape paths. The players gave the score of 4 or higher to the related questions in the survey response results; because the proposed game has many hiding places and offers a variety of interactions. As a result of analyzing the game map's footprint, the player found the key and escaped through various paths. Second, the proposed game provides the intuitive objects whose functions can be inferred from their appearance. Therefore, the players can easily understand and manipulate the visual space and the game items. In the survey response results, the players gave the scores of 4 or more in the questions related to the operation feeling. Third, the players are more immersed when they have the less game items rather than the enough game items in the proposed game. According to the game play log data analysis and the survey response results, the players with the less game items feel more fearful, become more immersed, run away more actively, and react more sensitively.

7

Design and development of a secure non-face-to-face system using QR code KCI 등재

Kyoung Hwan KIM, Ok Hue CHO, Hyung Gi KIM

한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제36권 제3호 2023.09 pp.67-74

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4,000원

이 문서에서는 QR(Quick Response) 코드를 핵심 구성 요소로 활용하는 안전한 비접촉식 시스템의 설계 및 구 현에 대한 연구를 제시한다. 이 시스템의 주요 목표는 디지털 상호 작용 영역 내에서 강력한 보안과 향상된 사용자 경험 사이의 격차를 해소하는 것이다. 시스템의 다양성은 다양한 애플리케이션과의 폭넓은 호환성으로 확장될 수 있다. 비접촉식 결제, 전자 발권, 보안 신원 확인, 의료 기록에 대한 편리한 액세스 등의 영역으로 유틸리티를 확장할 수 있다. QR 코드의 국제 표준화는 원활한 크로스 플랫폼 호환성을 보장하여 디지털 생태 계에서의 역할을 강화한다. 실제적으로 비접촉 보안 QR코드 시스템을 만들어 개발하고, 시스템의 확장 가능 성을 확인한다. 이 연구는 보안 비접촉식 시스템 영역 내에서 QR 코드의 중추적인 역할을 강조한다. 디지털 보안과 사용자 편의성의 효과적인 균형을 통해 QR 코드는 안전하고 사용자 친화적인 디지털 환경의 지속적인 발전에 중요한 요소로 부상하고 있어, 향후 연구의 잠재력은 보안과 사용자 중심 설계를 모두 향상하는 보다 복잡한 사용 사례와 추가 발전을 탐구하는 데 있게 될 것이다.

This paper presents a study on the design and implementation of a secure contactless system leveraging Quick Response (QR) codes as a core component. The main goal of this system is to bridge the gap between strong security and improved user experience within the realm of digital interaction. The system's versatility can be expanded with broad compatibility with a variety of applications. Utility can be expanded to areas such as contactless payments, electronic ticketing, secure identity verification, and convenient access to medical records. The international standardization of QR codes ensures seamless cross-platform compatibility, strengthening their role in the digital ecosystem. We actually create and develop a non-contact security QR code system and check the expandability of the system. This study highlights the pivotal role of QR codes within the realm of secure contactless systems. Through its effective balance of digital security and user convenience, QR codes are emerging as an important element in the continued development of a secure and user-friendly digital environment. The potential for future research lies in exploring more complex use cases and further advancements that improve both security and user-centered design.

8

Design and Development of Software Model Textbooks with Novel Engineering for After-Schools

Semin Kim, Ki-Cheon Hong

ASCONS IJEMR VOLUME 2 Number 4 2018.12 pp.17-22

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4,000원

In Korea, software education is being strengthened. As a result, the polarization in software education is getting worse due to the private education craze. Fortunately, there is room in South Korea to narrow the gap through after-school schools. However, the ability of after-school instructors and the acquisition of information are also important, so this study developed model textbooks. Model textbooks have recently applied Nobel Engineering, which has been gaining attention in South Korea. Through the developed model textbooks, we hope to help with fun software education by applying it to the school site after school.

9

4,000원

아케이드 슈팅게임은 과거 1970년대 후반부터 1990년 후반까지 대중적으로 큰 인기를 끌며 게임시장을 주도했다. 하지만 2000년대 이후 많은 PC와 콘솔의 보급으로 아케이드 게임이 급속도로쇠퇴하기 시작했다. 하지만 최근 국내에서 하락세를 보였던 아케이드 게임이 크게 상승세를 보였고 앞으로도 점점 상승할 가능성이 높아 보인다. 따라서 본 논문은 아케이드 게임의 특징인 빠른손동작을 최신 기술과 접목시켜 새로운 입력 방식을 개발함으로 더 높은 효용성을 끌어내어 검증한다. 기존에 슈팅게임에서의 제스처 인터페이스 사용은 이미 그 효용성이 검증되었다. 다만 좀더 복잡한 완성형 게임에서의 적용하기엔 미흡한 부분들이 있다. 이에 슈팅게임들의 요소를 좀 더세분화하여 분석 후 각 요소들을 제스처에 매핑하였다. 기존 게임에선 조이스틱을 손으로 흔들며진행하는 게 일반적인 방식으로 본 게임에선 사용자가 직접 손을 상하좌우로 움직여 조작한다. 또한 진행에 필요한 스킬과 이벤트들을 각각의 매핑 된 제스처 로 인터랙션 한다. 개발된 인터페이스는 슈팅게임 'Cure'에 적용하여 G-Start, HCI creative Award 등에서 전시되었다.

Arcade shooting games have been popular in the late 1970s and late 1990s, leading the game market. However, since the 2000s, the spread of PCs and consoles has led to the rapid decline of arcade games. However, arcade games, which had recently declined in Korea, showed a significant uptrend and are likely to increase gradually. Therefore, this paper draws out the validity by applying new handwriting which is characteristic of arcade game with new technology and developing new input method. Previously, the use of gesture interface in shooting games has already been verified. However, there are insufficient points to apply in a more complicated game. Therefore, the elements of the shooting games are further subdivided and the elements are mapped to the gestures. In traditional games, it is a common practice to wiggle the joystick by hand. in this game, the user moves hands up, down, left and right to operate. It also interacts with each mapped gesture with the skills and events needed to progress. The developed interface was applied to the shooting game 'Cure' and displayed at G-Start and HCI creative award.

11

Design and Development of MDA Based CRM System Business Process Meta-Model KCI 등재후보

Subaji Mohan, Eunmi Choi

한국EA학회 정보화연구 제6권 2호 2009.12 pp.123-133

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4,200원

Analyzing and defining specific business process in applications such as CRM is complicated and changeable on demand as it has to support the enterprises to meet the business goals and requirements. Also, business process needs to be flexible enough to adapt the dynamic business strategies. MDA provides a standard way of defining business process meta-modeling and unifies the diverse business process containing well defined business rules. In this paper, we have designed the business process meta-model, which focuses on sales, marketing and service areas. The cross-functional relationship between the components within and across the CRM system shows the integrated business process. Thus, this paper provides a meta-modeling paradigm of business processes of the CRM system, and it is able to apply business rules of the domain to have more flexibility of the functional components and increase the system as well as the business value.

12

4,000원

This study is to identify cases and status of the system operation in the event of a disaster by investigating the operation and management systems for domestic and overseas disaster resources, and to design a prototype for efficient operation by deriving operation and management improvement measures. In order to analyze the status of systems for disaster resource operation and management, we investigated the system operation cases and status used for the operation and management of disaster resources in the event of a disaster. We then derived improvement measures for the operation and management of disaster resources through several cases in advanced countries. Based on these measures, users should be able to efficiently manage key disaster resources by disaster type. They will also be able to identify the disaster risk level by stage, and inquire organizations capable of support near disaster areas. If a disaster resource management prototype is developed through this study, it may be used in conjunction with the "digital-based integrated management system for disaster resources" project (2020-2022) supported by the Ministry of the Interior and Safety. It can be also used as a reference for establishing a disaster resource stockpile plan.

13

Development of a Multifunctional Design Concept to Improve Constructed Wetland Performance KCI 등재

N. J. D. G. Reyes, H.S. Choi, L. H. Kim

한국습지학회 한국습지학회지 제22권 제2호 2020.05 pp.161-170

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4,000원

농업비점오염에 의한 수질문제 해결을 위하여 인공습지 조성이 늘어나고 있으나 긴 체류시간과 긴 일조량 등으로 인하여 습지 내 조류 발생 등의 문제가 지속적으로 발생하고 있다. 본 연구는 농업 비점오염원관리를 위하여 조성된 인공습지의 효율을 평가하여 자연기반 능력이 향상된 고도화된 인공습지 개선방안을 제시하고자 수행되었다. 인공습지의 성능평가는 구성성분 (물, 퇴적물 및 식물)의 모니터링을 통해 구성성분이 시스템의 처리 성능에 주는 기여도 평가를 통해 수행되었다. 건기시에는 식물성 플랑크톤의 과다성장, 긴 체류시간 및 일조량 과다로 습지내 탁도 및 미립자 농도가 각각 80~197 % 및 10~ 87 % 정도 증가하는 것으로 나타났다. 그러나 강우시에는 습지내 적절한 물 순환과 지속적인 물 흐름으로 미립자, 유기물 및 영양분 의 농도가 43 ~ 70 %, 22 ~ 49 %, 15 ~ 69 % 정도 감소하는 것으로 나타났다. 이러한 연구결과로 볼 때 인공습지가 가진 문제해결을 위해서는 자연습지가 가진 안정적 물 흐름이 필요하다는 것을 알수 있다. 그러나 일정수심을 유지하도록 되어있는 인공습지 설계기준은 건기와 강우기가 뚜렷하게 나타나는 한국적 기후상황에 타당하지 않다. 따라서 본 연구에서는 인공습지가 가진 문제를 해결하고 홍수관리, 수질 관리 및 환경 기능을 지속적으로 유지할 수 있도록 다기능 설계기법을 개념화하였다.

Constructed wetlands (CWs) are widely used to solve water quality problems caused by diffuse pollution from agricultural areas; however, phytoplankton blooms in CW systems can occur due to long hydraulic retention time (HRT), high nutrient loading, and exposure to sunlight. This study was conducted to evaluate the efficiency of a CW designed to treat agricultural diffuse pollution and develop a design concept to improve the nature-based capabilities of the system. Monitoring was conducted to assess contribution of individual wetland components (i.e. water, sediments, and plants) in the treatment performance of the system. During dry days, the turbidity and particulates concentration in the CW increased by 80 to 197% and 10 to 87%, respectively, due to the excessive growth of phytoplankton. On storm events, the concentration of particulates, organics, and nutrients were reduced by 43% to 70%, 22% to 49%, and 15% to 69% due to adequate water circulation and constant flushing of pollutants in the system. Based on the results, adequate water circulation is necessary to improve the performance of the CW. Free water surface CWs are usually designed to have a constant water level; however, the climate in South Korea is characterized by distinct dry and rainy seasons, which may not be suitable for this conventional design. This study presented a concept of multifunctional design in order to solve current CW design problems and improve the flood control, water quality management, and environmental functions of the facility.

14

7,500원

1. Presently, EURO/Korea Free Trade Agreement(FTA) negotiation is proceeding. If the FTA is finalized, then, it seems that a huge investment capital will flow into Korea as the global recession is going to dwindle. 2. To face such a situation, Korea should prepare to induce such a fund to accommodate into Korea. One of the most efficient and effective way to do so is to establish EURO/Korea Development Special Bank. However, the establishment of such a bank is needed long term international political and diplomatic efforts, as seen at the case of North East Asia Development Bank which has lasted more than 15 years' debate and as yet no or little fruitful results come out. 3. Therefore, design of EURO/Korea Development Fund is the second best idea to be realized. Among many funds, Korea Fund would be one of the best bench marking model, together with Korea Euro Fund and Korea Asia Fund. 4. In short, EURO/Korea Fund is close-end country fund listed Amsterdam Stock Exchange and Korea Stock Exchange, if possible. As to the underwriters, joint lead managers would be ING for EURO and Daewoo Securites for Korea. Attorney at law would be Kim & Chang and custodian bank would be Korea Exchange Bank and AMBN-AMRO. Investment management companies would be selected by joint lead managers, namely one each of the joint lead managers home country. Rest of procedures can follow after Korea Fund case.

15

4,000원

16

Data-driven Co-Design Process for New Product Development : A Case Study on Smart Heating Jacket KCI 등재

Sooyeon Leem, Sang Won Lee

한국융합학회 한국융합학회논문지 제12권 제1호 2021.01 pp.133-141

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4,000원

본 연구는 객관적인 데이터 기반 방법을 통해 인간 중심 디자인 과정을 효과적으로 보완하는 디자인 프로세스를 제시한다. 즉, 주관적 방법에 의한 인간 중심 디자인 프로세스에서 결여되는 객관성이 데이터 기반 접근에 의해 보완되 어 숨겨진 사용자의 니즈를 효과적으로 발견하는 프로세스로 발전될 수 있다. 이에 본 연구에서는 설문조사 데이터 마이닝 분석 과정과 공동 디자인 프로세스가 접목된 인간 중심 디자인 프로세스를 제시하며, 스마트 난방복 사례연구를 통해 이를 검증한다. 설문조사 데이터 마이닝 분석 과정에서는 클러스터링과 의사결정 나무의 두 가지 분석 방법이 사용된다. 클러스터링은 타겟 그룹을 선정하는 기준이 되는 페르소나의 초안을 제시하며, 의사결정 나무는 제품 구매에 중요한 사용자 인식 속성 파악과 사용자 가치 체계를 일차적으로 제안한다. 이후 데이터 분석을 통해 얻어진 광범위한 관점에 대하여 타겟 그룹을 대표하는 사용자가 직접 참여하는 공동 디자인 프로세스가 수행되며 맞춤형 워크북을 이용 하여 신제품에 대한 사용자의 여정맵, 니즈, 아이디어, 가치 체계 등을 체계적으로 도출한다. 본 논문에서 수행한 스마 트 난방복 사례 연구는 제안된 방법론의 적용성을 보여주고 있다.

This research suggests a design process that effectively complements the human-centered design through an objective data-driven approach. The subjective human-centered design process can often lack objectivity and can be supplemented by the data-driven approaches to effectively discover hidden user needs. This research combines the data mining analysis with co-design process and verifies its applicability through the case study on the smart heating jacket. In the data mining process, the clustering can group the users which is the basis for selecting the target groups and the decision tree analysis primarily identifies the important user perception attributes and values. The broad point of view based on the data analysis is modified through the co-design process which is the deeper human-centered design process by using the developed workbook. In the co-design process, the journey maps, needs and pain points, ideas, values for the target user groups are identified and finalized. They can become the basis for starting new product development.

17

4,000원

게임에서의 스토리는 상호작용 할 수 있는 인터렉티브 스토리텔링이라는 점에서 사용자의 몰입 을 유도한다. 이러한 인터렉티브 스토리텔링은 기존의 이야기의 선형 구조와 달리 비선형 구조를 띄고 있기 때문에 기존의 서술구조와는 다른 서술구조가 연구되어왔다. 크게 사건 중심인 트리 기반 서술구조, 제약 기반 서술구조, 캐릭터 중심인 캐릭터 기반 서술구조가 있다. 트리 기반 서 술구조는 HTN, HSP등 여러 알고리즘으로 발전되었고, 분기가 많을수록 트리의 크기가 커진다는 단점과 이야기의 자유도가 떨어진다는 단점이 존재하였고, 캐릭터 기반 서술구조의 경우 사건이 아닌 캐릭터를 설계한 다음 캐릭터가 자유롭게 행동하게 하여 이야기를 진행하는 방식으로 사용 자가 몰입하는 대상이 캐릭터라는 점에서 게임에 더 적합할 수는 있지만, 캐릭터의 행동을 세밀 하게 설계하기 힘들다는 단점이 존재한다. 본 연구는 이 중 제약 기반 서술구조를 전체 이야기의 흐름 파악과 다양한 사건전개가 용이하도록 새로운 태그들을 제시하여 재설계하였다. 새롭게 제 시된 <event>라는 태그는 이야기의 흐름 파악을 쉽게 할 수 있게 하고, <plot>이라는 태그는 다 양한 사건전개가 용이하도록 설계되었다. 제안하는 서술구조를 이용하여 예시로 이솝우화 중 토 끼와 거북이에 적용하였다.

The story in the game induces the user 's immersion in that it is an interactive storytelling. Since the interactive storytelling has a nonlinear structure unlike the existing linear structure of the story, a narrative structure different from the existing narrative structure has been studied. There are largely case-based tree-based narrative structure, constraint-based narrative structure, and character-based narrative structure. Tree-based narrative structure has developed to various algorithms such as HTN and HSP. There are disadvantages that the size of tree becomes larger as the number of branches increases and that the degree of freedom of story is lowered. In the case of character-based narrative structure, this narrative structure designs the character, not the events, and lets the character to act freely. it could be more suitable for the game because the player immerses in the character. There is a disadvantage that it is difficult to design the behavior of the character elaborately. This study redesigned the constraint - based narrative structure by presenting new tags to facilitate the understanding of the whole process of the story and various events. The newly proposed <event> tag is designed for easier understanding of the story flow, and the <plot> tag is designed to facilitate development of various events. This study applies the suggested narrative structure to “The Tortoise and the Hare“ in Aesop's fables as an example.

18

4,300원

New technology development capability plays a key role in making small- and medium-sized enterprises (SMEs) increase their innovation performance, such as in product or process innovation. To examine the influencing factors of SMEs' new technology development capability, this study empirically analyzes the mediating effects of SMEs' process design capability and product interior design capability on the positive association between their external information network diversity and new technology development capability. This study performs the ordinary least squares regression on a sample of 2,000 South Korean SMEs. Results reveal that SMEs' process design capability fully mediates, and product interior design capability partially mediates the positive association between the external information network diversity and new technology development capability.

19

Design and Implementation of 3-Tier App Development Training System KCI 등재

Young-Hyun Chang, Sang-Yeob Oh

한국디지털정책학회 디지털융복합연구 제12권 제8호 2014.08 pp.265-270

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4,000원

본 논문에서는 시대적 요구에 적합하도록, 개발인력의 수급이 어려운 모바일 애플리케이션을 개발하는 시스 템을 중심으로 3-Tier App개발 교육환경을 제안하였다. 3-Tier App개발 교육시스템의 설계와 구현은 대학과 기업의 소프트웨어 개발환경을 동일하게 구성하고 구현하는데 있다. 3-Tier App 개발 교육시스템에 대한 실습실환경은 3대 의 컴퓨터와 3명이 학생을 그룹으로 하여 실습을 수행하며 개발용 컴퓨터, Gateway 서버, 데이터베이스서버와 레거 시 기간계 시스템으로 구성하고 학생은 개발용 컴퓨터와 구현 디바이스 담당, Gateway 서버시스템 담당과 데이터베 이스서버와 레거시 기간계 시스템 담당자로 역할을 부여한다. IT전공 대학 3학년, 64명을 학생을 대상으로 3계층 시 스템의 실습을 통하여 기업 맟춤형 인재양성의 가능성을 확인하였다. 또한, 시스템 성능에 대한 10개 세부항목 비교 결과, 단독시스템 대비 3계층 시스템의 우수함을 입증하였다.

This study in coping with the current trend is to propose the environment for training 3-Tier App development being focused on the system to develop mobile applications where its related developers are scarce. Design and implementation of training system for the development of 3-Tier App in this paper is to realize the environment for software development for colleges as same as that in IT companies. For 3-Tier App development training system, 3 students with 3 computers work as a group. The above-mentioned 3 computers include a computer for development, Gateway server, and DB server together with legacy system. Also, each of the 3 students shall be given roles of the foregoing sections. We have educated 3-Tier App training system as a practical class for 64 students in junior students of computer information major. Through training session, it was confirmed that we can foster the students as custom-made talents who understand company’s development environment. Also, the Comparison of 3-Tier and Stand-alone App Development Training System for 10 distinct description, we know that 3-Tier app development training system was very superior to stand-alone app development training system in the educational effects.

 
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