년 - 년
재사용 가능한 디자인 시스템 구축을 위한 프레임워크 KCI 등재
한국디지털정책학회 디지털융복합연구 제19권 제1호 2021.01 pp.343-348
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4,000원
본 연구는 재사용 가능한 디자인 시스템 구출을 위한 프레임워크 제안을 위해 아토믹 디자인 시스템을 기반으로 블록을 구성하여 조합하는 방법에 대해 알아보았다. 그를 위해 디자인 시스템의 필요성과 스노우화이트, 스큐어모픽 디자인, 플랫디자인 및 머티리얼 디자인의 사례를 우선적으로 살펴보았다. 또 화학의 원리를 메타포로 사용하는 아토믹 디자인의 분자, 원자, 유기체, 템플릿 그리고 페이지를 문헌 연구를 통해 정의하였다. 새로운 프레임 워크를 구현하기 위해 인터페이스 인벤토리를 구성하고 그 중에서 폰트, 컬러, 이미지와 컨트롤 요소를 핵심 시각 요소로 추출하여 가이 드라인을 정의하였으며 그를 바탕으로 분자 요소를 분류하고 원자로 구성할 수 있었다. 블록은 콘텐츠 인벤토리에서 가장 많이 사용되는 디자인 패턴을 기반으로 블록 형태고 구성되도록 하여 블록의 조합을 통해 시각적 그리드를 바탕으 로 레이아웃을 구현하고 페이지를 디자인하도록 프레임워크를 구성하였다. 새로운 프레임워크는 블록의 재사용으로 팀 의 일관성과 협업을 도우며 파일의 공유와 업데이트를 지원한다는 것에 본 논문의 의의가 있다.
This study investigated the method of constructing and combining blocks based on the atomic design system in order to propose a framework for rescue of a reusable design system. For that, I first looked at the necessity of a design system and examples of snow white, skeuomorphic design, flat design, and material design. In addition, molecules, atoms, organisms, templates and pages of atomic design using the principles of chemistry as metaphors were defined through literature studies. In order to implement a new framework, an interface inventory was constructed, and among them, font, color, image and control elements were extracted as core visual elements, and guidelines were defined, and molecular elements were classified and composed of atoms based on them. Blocks are constructed in the form of blocks based on the design pattern most used in the content inventory, and the framework is constructed to implement a layout based on a visual grid and design a page through a combination of blocks. The significance of this paper is that the new framework helps team consistency and collaboration by reusing blocks and supports file sharing and updating.
[Kisti 연계] 한국콘텐츠학회 International journal of contents Vol.10 No.4 2014 pp.53-62
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Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.
Design of Real-Time CAN Framework Based on Plug and Play Functionality
[Kisti 연계] 한국정보처리학회 Journal of information processing systems Vol.13 No.2 2017 pp.348-359
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Nowadays most vehicles are equipped with a variety of electronic devices to improve user convenience as well as its performance itself. In order to efficiently interconnect these devices with each other, Controller Area Network (CAN) is commonly used. However, the CAN requires reconfiguration of the entire network when a new device, which is capable of supporting both of transmission and reception of data, is added to the existing network. In addition, since CAN is based on the collision avoidance using address priority, it is difficult that a new node is assigned high priority and eventually it results in transmission delay of the entire network. Therefore, in this paper we propose a new system component, called CAN coordinator, and design a new CAN framework capable of supporting plug and play functionality. Through experiments, we also prove that the proposed framework can improve real-time ability based on plug and play functionality.
The Design of an Efficient Proxy-Based Framework for Mobile Cloud Computing
[Kisti 연계] 한국정보통신학회 Journal of information and communication convergence engineering Vol.13 No.1 2015 pp.15-20
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The limited battery power in the mobile environment, lack of sufficient wireless bandwidth, limited resources of mobile terminals, and frequent breakdowns of the wireless network have become major hurdles in the development of mobile cloud computing (MCC). In order to solve the abovementioned problems, This paper propose a proxy-based MCC framework by adding a proxy server between mobile devices and cloud services to optimize the access to cloud services by mobile devices on the network transmission, application support, and service mode levels. Finally, we verify the effectiveness of the developed framework through an experimental analysis. This framework can ensure that mobile users have efficient access to cloud services.
[NRF 연계] 한국과학학술지편집인협의회 Science Editing Vol.12 No.1 2025.02 pp.70-75
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This paper introduces a novel application of the “conceive, design, implement, operate (CDIO)” framework to improve the thoroughness and organization of academic editorial review processes. It demonstrates that the CDIO framework, originally applied to engineering education, can also be adapted for reviewing creative and interdisciplinary ideas. The adaptation of the CDIO framework for editorial review is already evident in scholarly publications, and this paper extends its application to include reviews of content produced by artificial intelligence (AI) platforms. The “conceive” stage focuses on developing clear research questions and objectives that align with the key moments of article conception. It ensures that content produced by AI begins with an ethical scientific foundation and maintains this integrity throughout the process. The “design” stage emphasizes maintaining scientific accuracy and clarity of presentation. It considers all critical manuscript design elements and incorporates methods to evaluate the originality and rationality of AI-generated data and analysis. The “implementation” stage is concerned with the effective communication of findings, providing insights into how the manuscript is perceived. It is crucial for data generation or tool usage involving AI. The “operate stage” involves analyzing the findings and their overall impact on the field, ensuring a comprehensive assessment from all perspectives when AI-generated content is integrated into academic discourse, which has broader implications. By applying the CDIO framework innovatively, this paper offers a systematic and comprehensive method for conducting editorial reviews. This ensures that manuscripts generated by AI are subjected to the same rigorous scrutiny as those authored by humans. This approach improves the quality, transparency, and reputation of scholarly publications. We examine each stage of the CDIO process, achieving uniformity and clarity, and providing a more precise evaluation of both traditional and AI-assisted academic research.
[Kisti 연계] 한국정보처리학회 Journal of information processing systems Vol.2 No.3 2006 pp.170-177
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Recently, RFID technology has attracted considerable attention in many industry fields. The RFID environment requires a standard architecture for the smooth exchange of data between heterogeneous networks. The architecture should offer an efficient standard environment, such as a communication environment based on Web Services, PKI or Kerberos-based security, and abstract business processes which could be used in the diverse domains. Therefore, in this paper, we propose an Enterprise Application Framework (EAF) which includes a standard communication protocol, security functions, and abstract level business processes. The suggested architecture is expected to provide a more secure and flexible security management in the dynamic RFID application environments, and is expected to provide an abstract business event for the development of business processes which could apply RFID technology to the existing systems.
[Kisti 연계] 한국정보통신학회 Journal of information and communication convergence engineering Vol.24 No.1 2026 pp.32-40
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This paper presents a local implementation of the Retrieval-Augmented Generation (RAG) model for private group messaging systems that require scalability, long-term conversation history storage, and low retrieval latency. The paper explains the integration of the RAG model with query decomposition, multi-hop retrieval, and hybrid reranking to support context-aware reasoning over chat history without external services. Performance evaluation showed retrieval latency below 100 ms for 100 concurrent queries when processing 50,000 stored messages on multiple hardware platforms. The study compared answers from RAG-based models and a non-RAG model using 150 human-verified QA pairs. All RAG-based models produced factual answers with a faithfulness score of at least 0.8, and the Qwen-3 (8B) model achieved the highest semantic accuracy of 0.86. The results indicate a significant difference in scores between the non-RAG and RAG models, demonstrating that retrieval and indexing capabilities are necessary for highly accurate and faithful responses.
Design and Implementation of NFT Game Framework Based on Character Items KCI 등재
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제35권 제2호 2022.06 pp.13-19
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4,000원
최근 게임상의 아이템을 현금화하여 게임 플레이를 통하여 본을 벌 수 있다는 개념의 P2E(Play to Earn)게임 들이 많이 생겨났다. 일부 저소득 국가에서는 일을 할 때보다 돈을 더 많이 벌게 되는 일이 벌어지면서 많 은 게임 기업들은 각자의 메인넷을 만들어서 각자의 생태계 안에서 게임을 서비스하고 있다. 초기에는 코딩 을 할 수 있어야만 NFT 발행이 가능했다. 하지만 코딩을 하지 않아도 되는 형태의 NFT 응용프로그램이 제 작되고 제작된 응용프로그램을 통하여 NFT 발행을 진행한다. 하지만 해당 응용프로그램들은 많은양의 그림 파일들을 다루기 때문에 한꺼번에 많은 발행 작업을 하면 컴퓨터 메모리 사용량이 지속적으로 늘어나는 단 점이 있다. 본 연구에서는 이러한 문제점을 해결하고자 새로운 NFT Game 프레임워크를 설계하고 구현하고 자 한다. 설계된 프레임워크는 기존의 문제점인 지속적으로 늘어나는 메모리를 정리하여 저사양 컴퓨터에서 도 원하는 만큼의 NFT를 발행 수 있게 지원하고자 한다. 또한 기능을 추가하여 자동으로 오픈마켓에 배포 할 수 있는 기능을 제공한다. 본 논문에서 제안하는 프레임워크는 3가지의 형태의 각 기능 역할을 하고있는 Market System 프레임워크, Game 프레임워크, NFT Conveter 프레임워크로 설계했다. C# 기반으로 제작하였으 며 게임엔진에 적용하기 위하여 Unity3D엔진으로 개발된 게임을 사용하였습니다. 프레임워크를 활용하여 아 이템 데이터를 NFT 토큰을 발행하여 마켓에 등록했다. 토큰의 Metadata에는 7가지의 의상 데이터 정보와 6 가지의 캐릭터 설정 정보 및 배경 화면을 등급을 나누고 분류하여 각각의 희소성을 부여했다. 본 연구의 결 과물로 Unity 기반의 게임들이 해당 프레임워크를 사용하여 다양한 형태로 NFT 발행을 확대 적용하는 것을 기대해 본다.
Recently, there have been many P2E (Play to Earn) games with the concept of cashing in game items and making a model through game play. In some low-income countries, many game companies are creating their own mainnets and serving games within their ecosystems, as more money is made than when they work. Initially, NFT issuance was possible only when coding was possible. However, an NFT application program that does not require coding is produced and NFT is issued through the produced application program. However, since these applications deal with a large amount of picture files, there is a disadvantage in that the computer memory usage continues to increase if a large number of publishing tasks are performed at once. In this study, we intend to design and implement a new NFT Game framework to solve these problems. The designed framework aims to support the issuance of as many NFTs as desired even in low-end computers by organizing the existing problem, the ever-increasing memory. It also adds features to provide the ability to automatically distribute them to the open market. The framework proposed in this paper is designed as a Market System framework, Game framework, and NFT Converter framework, which serve each of the three types of functions. It was made based on C# and used a game developed with Unity 3D engine to apply it to the game engine. Item data was registered in the market by issuing NFT tokens using the framework. Token's Metadata was graded and classified with seven costume data information, six character setting information, and background screens, giving each scarcity. As a result of this study, it is expected that Unity-based games will use the framework to expand and apply NFT issuance in various forms.
제주대학교 융합과학기술사회연구소 융합과학기술사회연구 제4권 2호 2025.12 pp.61-70
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4,000원
Republic of Korea is experiencing regional decline and population concentration due to migration to metropolitan areas, which deepens the development gap between cities and exacerbates urban ghosting problems. As this causes significant long-term losses to the national economy, the government is focusing on balanced urban development. This study compares urban evaluation criteria used in Republic of Korea with those primarily employed overseas in the spatial field to address urban balanced development and urban ghosting issues, and proposes improvement measures for the spatial service framework related to existing Korean urban evaluation criteria. The existing three-factor system centered on building information, traffic information, and population flow information was expanded to integrate 18 new indicators across six domains: urban redevelopment potential, social connectivity, economic activity distribution, technological innovation, climate adaptation, and environmental conservation. The improved framework enables comprehensive urban spatial evaluation by including climate change impact assessment, natural disaster risk analysis, and resource management indicators. This paper is significant in that it provides policy makers with data-driven decision-making tools for preventing urban ghosting and achieving balanced regional development.
A Conceptual Framework for Customer Experience Design, Implementation and Evaluation
한국디지털정책학회 디지털정책학회지 제2권 제1호 2023.03 pp.21-30
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4,000원
고객 경험 디자인은 고객이 제품 또는 서비스를 구매하고 사용할 때 브랜드나 기업의 터치포인트에서 긍정적인 경험을 최대화하는 것을 목표로 한다. 긍정적인 경험을 전달할 수 있는 제품이나 서비스를 디자인하기 위해서는 고객의 니즈와 고객 경험의 변화하는 특성을 해결하는 데 도움이 될 수 있는 다른 관점과 접근 방법이 필요하다. 디자인 프로세스 는 다양한 학문 분야에 걸쳐 혁신을 주도하고 브랜드나 기업의 지속적인 성장에 필수적인 접근 방법 중 하나이다. 따라서, 본 연구에서는 고객과의 상호 작용과 고객 경험을 개선하는 것을 목표로 하는 서큘러 고객 경험 디자인 프로세스(The Circular CX Design Process)를 제안한다. 본 연구에서 제안한 프레임워크는 고객 여정을 중심으로 다양한 터치포인트 를 분석하고 개선함으로써 지속적으로 고객에게 긍정적인 경험을 제공하는데 그 목적이 있다.
Current research and practice have increasingly sought to focus on approaches to facilitate innovation due to its expanding growth of the experience economy over the past decade. Normally, customer experience design aims to maximize the effectiveness of positive experience with a brand or company's touchpoints when customers make a purchase as well as use a certain product or service. In order to design a product or service that can provide varying levels of experiences, there needs more beneficial design process strategies to help resolve the changing nature of customer experience. Design process is one such approach that provides designers as well as researchers across various academic disciplines as an integral source of creativity, driving innovation and growth. In this regard, this study aims to look specifically at the nature of customer experience and attempts to understand what extent that design process in both practice and theoretical perspective can assist in customer experience improvement. As a further consequence, this study will focus on implementing the idea of circular design into the customer experience process, namely the Circular CX Design Process―which is expected to increase effectiveness and efficiency in addressing customer needs and demands as well as delivering positive experiences at various touchpoints along the customer journey.
대한건축학회지회연합회 대한건축학회연합논문집 제16권 제6호 통권 64호 2014.12 pp.227-236
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4,000원
Introducing the concept of construction safety in the design/planning phase can improve the efficiency and effectiveness of safety management on construction sites. In this sense, further improvements for safety can be made by designers’ involvement in the elimination or management of design-related hazards in addition to contractors’ own efforts, as known as Prevention through Design (PtD). However, this idea has not been well materialized in construction practices due in part to the lack of a PtD tool that allows designers to automatically check and evaluate designs in terms of worker safety. The paper addresses this issue by designing and testing an automated compliance checking framework that extracts information relevant to design-related hazards from regulatory documents and maps it to each of related design components using Natural Language Processing (NLP) and Building Information Modeling (BIM). The proposed framework has two key functions: 1) automatically extracting machine-readable regulation information relevant to design-related hazards using NLP techniques; and 2) automatically mapping such information to corresponding design components in a building information model, enabling the visualization of hazards. How all these components work to automatically display design-related hazards and relevant regulatory information is illustrated with a three-story building, focusing on fall protection. The proposed framework successfully extracted regulation information from textual documents with about 90% of precision and recall rates. It also correctly identified all the hazards in the case study model. The automated framework is expected to facilitate safety design review by improving designers and contractors’ proactive responses against design-related hazards
위기관리 이론과 실천 Journal of Safety and Crisis Management Volume2 Number2 2012.12 pp.13-29
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5,100원
Mechanism design theory (MDT) which gained Nobel Prize in 2007 provides a formal way to mechanism design in Economics. It not only emphasizes on the phenomenon of modern economics, also gives an idea on the engineering side of economic theory, in particular, the implications for economic policy making.Despite the success of MDT in economics, it is difficultly migrated to management field. In managerial practices, especially emergent situation, people cannot make free choice and voluntary exchangedue to the fact that some policies are sing-directed or half-compulsory. While the managerial mechanism is actively investigated for specific usages, a less studied issue is to study the unified framework of managerial mechanism which is of major importance to managers. This paper aims to provide a unified framework of managerial mechanism with an attempt to provide some insights into the fundamental of managerial mechanism design. Firstly, wediscuss the difference between economical and managerial mechanism designfrom the perspectives of background, basic hypothesis, and weak obligation characteristic. Afterwards, we propose a unified framework of managerial mechanism design theory, composed of an order seven-tuple and some fundamental design modes. Lastly, we give a case studyto show the applicability of the proposed mechanism design theory in emergency management.
Smart Tourism Capability Maturity Framework : A Design Science Research Approach KCI 등재 SCOPUS
한국경영정보학회 Asia Pacific Journal of Information Systems 제29권 제3호 2019.09 pp.503-523
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5,700원
Many cities in the world have increased initiative to realize smart tourism. There are unexplored challenges for the people which lead and manage smart tourism projects and realize its value in tourism (we call them as ‘Smart tourism initiatives’), such as orchestrating of tourism complexity, developing and sharing tourism strategy, sustaining tourism projects and innovation. Concerning these challenges, we aim to design a holistic capability maturity model for sustainable and smart tourism governance enabling sustainable tourism innovations via tackling the challenges above. We adopted Dynamic capability theory as a theoretical lens and introduced Design science research methodology in order to develop a new capability maturity governance model as a design artifact. As a result of the study, we could synthesize findings from iterations of the design research cycle based on the IT Capability Maturity Model. Our result proposes a potential capability maturity model supporting effective communication and strategic alignment for the initiatives with illuminating future paths with evaluation methods on tourism capabilities for the initiatives. Throughout this study, we contribute to the body of knowledge as well as practice by proposing a new tourism capability governance model.
4,300원
디지털 전환(Digital Transformation, DX)은 단순 기술의 도입을 넘어 조직의 프로세스, 비즈니스 모델, 의사결정 과 가치 창출 논리를 재구성하는 전사적 변화이다. 그러나 중소기업은 자원 제약과 높은 위험 회피성, 외부 네트워크 의존성 등으 로 대기업 위주의 디지털 전환 프레임워크를 그대로 적용하기 어렵다. 따라서 본 연구에서는 기존 프레임워크를 체계적으로 비교 분석하고 중소기업의 특성을 반영한 중소기업 맞춤형 디지털 전환 프레임워크를 제안하였다. 이를 위해 첫째, 최근 디지털 전환 및 중소기업 관련 문헌을 체계적으로 정리하고 상이한 목적과 구성요소를 가진 기존 프레임워크들을 동일 기준으로 비교가능하게 만드는 비교분석그리드(Analytical Grid)을 설계하였다. 둘째, 해당 틀을 적용한 질적 범주화를 통해 공통 요소와 중소기업 적용 갭을 도출하고, 이를 바탕으로 통합 프레임워크를 제안한다. 이는 비교의 임의성을 줄이는 비교분석그리드로, 중소기업 실행 요건 을 통합한 것이다.
Digital transformation (DX) is an enterprise-wide change that goes beyond the mere adoption of technologies to reconfigure organizational processes, business models, decision-making, and the logic of value creation. However, small and medium-sized enterprises (SMEs) often face difficulties in directly applying large-firm–oriented DX frameworks due to resource constraints, high risk aversion, and dependence on external networks. Accordingly, this study systematically compares and analyzes existing frameworks and proposes an SME-tailored DX framework that reflects SME-specific conditions. First, recent DX and SME-related literature is systematically synthesized, and an Analytical Grid is developed to enable consistent, like-for-like comparison across heterogeneous frameworks with differing purposes and components. Second, the grid is applied to qualitative categorization to identify cross-framework commonalities and SME-specific gaps, on which the integrated framework is built. The proposed Analytical Grid reduces arbitrariness in framework comparison and consolidates key executability requirements for SMEs.
한국경영정보학회 한국경영정보학회 정기 학술대회 Beyond AI: Building an Inclusive and Ethical Digital Economy with Web3 2025.10 pp.400-405
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4,000원
Despite rapid advancements in robotics, deploying embodied robots across real-world domains remains challenging due to contextual complexity, user diversity, and dynamic environments. Grounded in Information Systems (IS) design science principles, this study introduces a context-sensitive, goal-oriented framework for embodied robot design. The framework addresses the limitations of generic robot designs by aligning them with specific application contexts and clearly defined goals. It begins with identifying a target context, then articulating application goals, and analyzing how scenario, task, and user factors translate into practical design constructs. These constructs guide the physical, functional, and interactional aspects of embodied robot design. By integrating IS principles of relevance, rigor, and environmental fit, this research bridges the gap between robotics and IS domains. The framework offers structured guidance to improve alignment with real-world settings. Future work will apply and validate the framework through prototypes designed to enhance practical effectiveness.
Evacuation decision-making during tsunami and flood events is a complex cognitive process that is often constrained by the quality and clarity of available risk information. Conventional hazard maps provide static spatial information but offer limited support for the decision-making processes that lead to protective action. This study theoretically examines how the progressive development of smart hazard map (SHM) systems addresses key cognitive barriers in evacuation decision-making, using the Protective Action Decision Model (PADM) by Lindell and Perry as an evaluative framework. Through a systematic mapping of hazard map systems — static hazard maps, SHM 1.0, and SHM 1.5 — against the stages of PADM, this study identifies which cognitive stages each system facilitates and which barriers remain unresolved. The analysis reveals a progressive pattern in which each system generation incrementally addresses additional PADM stages. In particular, SHM 1.5 introduces an explicit trade-off framework between route travel time and risk level, targeting cognitive stages not fully addressed by prior generations. This design approach is theorized to facilitate a shift in user orientation — from a distance-efficiency orientation, in which users prioritize the shortest route, toward a more comprehensive risk awareness in evacuation route selection. The findings suggest that aligning hazard map design with the cognitive structure of PADM provides a meaningful theoretical basis for supporting protective action in evacuation contexts. However, the extent to which this theoretical orientation shift translates into actual behavioral change requires further empirical validation. This study contributes a structured framework for evaluating and designing hazard map systems that are responsive to human cognitive processes in emergency situations.
위기관리 이론과 실천 한국위기관리논집 제22권 제1호 2026.01 pp.23-33
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4,200원
최근 데이터 계측 기술과 ICT 기술이 발달함에 따라 수자원 데이터의 계측 방법과 활용 방법이 다양해지 고 있다. 이러한 데이터 수집 방식의 변화는 데이터의 양적·질적 다양성이 확대되는 결과를 가져왔으나 동시에 데이터 간 수집 주기, 단위, 포맷 등이 상이해지는 문제점이 발생하였다. 또한 우리나라는 기관별, 부처별, 목적별로 수자원 데이터가 생산되어 분산 관리되고 있어 데이터 간 연계 및 통합과 활용이 어려운 실정이다. 이에 본 연구는 다양한 기관에서 생성 및 공유되는 수자원 데이터를 연계, 활용, 분석하 기 위한 물지식정보관리 서비스(W-KMS) 프레임워크를 설계하였다. W-KMS 프레임워크 설계를 위하여 수자원 데이터와 연계 방안을 정의하였다. 또한, 데이터 툴킷(toolkit)과 지식맵(knowledge map)으로 구성 되는 W-KMS 프레임워크의 구조와 기능, 화면을 설계하였다. 향후 본 연구를 통해 설계한 W-KMS 프레임 워크를 사용할 경우, 기관별로 분산되고 형식이 달라 활용이 어려웠던 수자원 데이터에 대한 비효율적 관리 문제를 해결하고 수자원 데이터에 대한 사용자별, 데이터 분류별, 수집장소별 효과적인 활용이 가능할 것으로 예상된다.
With recent advances in data measurement technologies and ICT, methods for measuring and utilizing water resources data have diversified, leading to greater quantitative and qualitative diversity but also to differences in collection intervals, units, and formats across datasets. In Korea, water resources data are produced for different purposes by multiple agencies and ministries and are managed in a dispersed manner, making linkage, integration, and utilization difficult. Accordingly, this study designed a Water Knowledge Management Service(W-KMS) framework to link, utilize, and analyze water resources data generated and shared by various institutions. We defined the datasets and linkage approaches for the W-KMS and designed its structure, functions, and user interfaces; the framework comprises a data toolkit and a knowledge map. The proposed W-KMS framework is expected to resolve the inefficient management of dispersed and heterogeneous water resources data, enabling effective use by user group, data category, and collection location.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제35권 제3호 2022.09 pp.9-14
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4,000원
최근 디지털 의상으로 제품을 만드는 것이 활성화됨에 따라서 삼차원 공간의 컴퓨터 그래픽을 이용하는 게 임엔진을 및 3D Tool로 샘플을 만들기 시작했다. 이러한 트렌드에 따라서 밴드 기업들은 디지털 의류 모델 을 화상 회의 프로그램을 이용하여 협업하기 시작했다. 하지만 화상 회의에서의 원격화면 공유 기능은 각 공유자의 바탕화면 혹은 각 사용자가 사용하고 있는 데스크탑에 보여지는 화면만을 공유하여 발표화면을 보여주는 기능에 그치고 있어 협업작업에서 필요한 사용자 간의 상호작용을 지원하기에는 부족한 점이 있 다. 본 연구에서는 디지털 의상 협업 작업 시 화상 회의를 사용함에 있어서 불편한 점들을 개선하고 회의를 효율적으로 진행하기 위한 Framework를 제작했다. 프레임워크 제작을 위해 Unity3D 게임엔진과 WebRTC 그 리고 Javascript를 사용하였으며, 중계서버 제작을 위하여 클라우드 AWS 서비스를 사용했다. 시연 결과 화상 회의 참여자들은 스크린에 인터랙션을 할 수 있었으며 따로 프로그램을 설치할 필요가 없었다. 그리고 최대 해상도를 1440p까지 높여 기존의 화상 회의에서의 화질을 더 개선할 수 있었다. 해당 시연 결과를 통하여 기존의 다른 화상 회의 앱과 기능들을 비교하여 제안한 Framework의 효용성을 검증했다.
Recently, with the activation of making products with digital costumes, we have begun making samples with game engines and 3D tools that use computer graphics in three-dimensional space. Following this trend, band companies began collaborating on digital clothing models using video conferencing programs. However, the remote screen sharing function in video conferencing only shows the presentation screen by sharing only the desktop of each share or the desktop used by each user, which is insufficient to support the interaction between users necessary for collaborative work. In this study, a framework was created to improve inconveniences in using video conferencing during digital costume collaboration work and to efficiently proceed with meetings. Unity 3D game engine, WebRTC, and HTML5 Javascrpit were used to create the framework, and cloud AWS services were used to create relay servers. As a result of the demonstration, video conference participants were able to interact on the screen and did not need to install a separate program. In addition, the maximum resolution was increased to 1440p to further improve the image quality in conventional video conferencing. Through the demonstration results, the utility of the proposed framework was verified by comparing the functions with other existing video conference apps.
Design and Implementing a Game Engine-Based Framework for Virtual Fashion Service KCI 등재
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제35권 제2호 2022.06 pp.29-34
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4,000원
최근 패션업계에서 이슈가 되고 있는 Virtual Fashion 관련 서비스는 소비자들이 피팅 서비스를 사용함에 있 어 실제 상황과 상호작용하는 것처럼 의류의 재질감, 색상 그리고 사이즈를 실제적으로 경험해 볼 수 있게 하는 수단으로 활용되고 있다. 하지만 기존에 생산한 3D Object 데이터에 대한 접근성 및 재활용성이 낮은 단점을 가지고 있다. 또한 다양한 데이터 포맷을 사용하면서 생성되는 Texture의 용량과 출력되는 Animation 파일들의 크기가 커서 최종 결과물의 용량이 비대 해지는 단점도 있다. 본 논문에서는 기존 선행 연구된 시 스템을 Legacy Virtual Fashion System으로 정의하고 해당 시스템에서 사용하던 자원들을 효율적으로 재활용 하고 프로세스 단축 및 Texture과 Animation의 용량을 축소시키기 위하여 공통으로 사용할 수 있는 게임 엔 진 기반의 Virtual Fashion 프레임워크를 제안하고 구현했다. 게임엔진 기반의 Virtual Fashion 프레임워크를 이용하여 Virtual Show Room, 3D Runway 및 Virtual Fashion Sample을 제작하고 또한 해당 프레임워크의 성능 을 측정하기 위하여 실험을 구성했다. 구성된 실험으로 최대 50%의 용량 감소의 효과를 확인했다. 또한 본 연구의 결과물을 이용하여 다양한 형태의 출력물을 개발 확대 적용하는 것 기대해 본다.
Virtual Fashion-related services, which have recently become an issue in the fashion industry, are used as a means for consumers to actually experience the texture, color, and size of clothes as if interacting with the actual situation when using the fitting service. However, it has the disadvantage of low accessibility and recycling to the existing 3D Object data. In addition, there is a disadvantage in that the capacity of the final result is enlarged due to the large capacity of the Texture generated using various data formats and the large size of the output animation files. In this paper, we define the existing pre-research system as Legacy Virtual Fashion System and propose and implement a game engine-based Virtual Fashion framework that can be used to efficiently recycle resources used in that system, shorten processes, and reduce texture and animation capacity. Virtual ShowRoom, 3D RunWay, and Virtual Fashion Sample were produced using a virtual fashion framework based on a game engine, and experiments were constructed to measure the performance of the framework. The configured experiment confirmed the effect of capacity reduction of up to 50%. In addition, it is expected to develop and expand the application of various types of output using the results of this thesis.
Design and Implementation of Mobile P2P Collaboration Framework for Spatial Data
서울대학교 국토문제연구소 지리학논총 제54호 2009.09 pp.45-74
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7,000원
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