Data Visualization, Design Workshop, Paper-Prototyping, 사회 -- Social Science, and 전산학
Mobile devices are undoubtedly one of the prominent channels for news articles, so are they for news articles with data visualization. However, presenting those news articles with data visualization on mobile devices is not a simple task due to their physical and contextual differences from desktop devices. Given these discrepancies, web engineers often start with a desktop version and then transform it for mobile devices. In this workshop, the audience will focus on converting the desktop versions of news articles with data visualization to their mobile versions through paper-prototyping. Design space chart and design pattern cards will be provided to boost the process. They were derived by the thorough review of 104 news articles with data visualization.
Conservation Biology. Dec 2019, Vol. 33 Issue 6, p1448, 3 p.
***** No abstract is available for this article. Article Note: Article impact statement: Web-application development frameworks enable the creation of decision-support tool prototypes for actionable conservation science. CAPTION(S): Table 1. List of web-application development frameworks that might be useful for conservation scientists. Byline: Denis Valle, Kok Ben Toh, Justin Millar
Eun-Ha Kim(김은하), Kye-Ha Kim(김계하), and Kyung-Eui Bae(배경의)
한국산학기술학회 논문지. 2019-01 20:250-263
Community Health Nurses, Online-Education, Health Examination, Rapid Prototyping Method, Continuing Education, 공학 -- Engineering, and 연속간행물
본 연구의 목적은 방문간호사를 위한 국가 건강검진에 관한 온라인 보수교육 프로그램을 개발하기 위함이다. 연구 기간은 2016년 11월부터 2017년 12월까지 시행되었다. 교육 프로그램은 래피드프로토타입 방법을 활용하여 단계적으로 개발하였다. : 1) 관련 문헌 검토와 이해관계자 및 전문가의 포커스그룹 면담(FGI)을 통해 학습자의 요구도를 확인하였다. 2) 방문 간호사의 건강 검진에 관한 상담 전략을 포함하는 교육내용의 개요를 작성하였다. 3) 온라인 교육자료 개발자와 연구자가 회의를 거쳐 온라인 교육 프로그램을 개발하여 학습자에게 모의 조사를 실시하였다. 4) 확정된 교육내용을 8개의 모듈로 구분하여 온라인 교육 자료 초안을 개발하여 파일롯 과정을 실행하였다. 5) 학습자의 피드백을 반영하여 교육 프로그램을 확정하여 지역사회 간호사를 위한 건강검진 온라인 보수교육 프로그램을 최종적으로 개발 및 운영하였다. 개발 된 온라인 보수교육 프로그램은 방문 간호사가 건강검진에 관한 상담을 수행하도록 돕는 데 효과적이었다. 따라서 온라인 보수교육 프로그램은 간호사의 실무역량을 향상하는데 효과적인 교육적 접근이라 할 수 있겠다. This study was conducted to develop an online education program for visiting health nurses on National Health Examination. The study period was from November 2016 to December 2017. The program was developed in stages using rapid prototyping methodology. 1) Learners' needs were identified through literature review and focus group interviews (FGIs) with visiting health nurses and stake-holders in the field. 2) The contents of the education program including counseling strategies regarding the heath of visiting health nurses were developed. 3) Online education materials were developed and piloted amongst learners. 4) The contents of educational programs were classified into eight learning modules, and online education drafts were pilot tested. 5) Based on feedback from learners, this program was revised and a web-based continuing education program for community nurses was developed. These education programs effectively assisted nurses with counseling regarding health examinations during visiting health nursing care. Therefore, the online continuing education program may be a very effective educational approach to improving nurses competency.
Background : Interactive technology can greatly enhance several behavioral and cognitive aspects of children’s play. However, little is known about the manner in which children accept and use technology in toy-based play. Therefore, in this study, we adopted the experience prototyping approach to examine how children and parents utilize digitally enhanced toys, especially in pretend play that entails symbolic and social behaviors. Methods : We used several types of experience prototypes that could augment traditional non-digital toys in an interactive manner. A user study was conducted using a sample of eight parent-child dyads. Their play behaviors using the provided experience prototypes were observed. Additionally, a post-play semi-structured interview was conducted to further explore the thoughts and intentions that underlay play behaviors. Results : The results revealed that children used the predetermined and open-ended symbolic stimuli of the experience prototypes to create symbolic pretenses. Digitally enhanced toys helped children exhibit imitative actions and constructive behaviors. We also identified the opportunities and challenges that children encounter when interactive systems are used in social pretend play. With respect to input methods, participants preferred the system with a simple way of manipulation. Conclusions Overall, children and parents expressed their needs, preferences, expectations, and frustrations regarding the use of interactive technology in symbolic and social pretend play. The findings and implications of this study can be informative to toy designers and researchers who are interested in developing interactive tools or systems for children.
Plastics Engineering. Oct 2019, Vol. 75 Issue 9, p40, 6 p.
Time to market, Thermoplastics -- Product development, Product development, and 3D printing
The laborious process of product development is changing. The evolution of rapid prototyping, 3D printing, and additive manufacturing will continue to affect the process for the better, developing accurate and [...]
신동진(Dongjin Shin), 정명규(Myunggyu Jung), 이동열(Dongyeol Lee), and 서재암(Jaeam Seo)
한국자동차공학회 춘계학술대회. 2018-01 2018:816-821
Model Based Design, Code Generation, Control Logic Prototyping, Vehicle Data Monitoring System, 공학 -- Engineering, and 자동차공학
Logic prototyping environment based on model code generation is developed in VDMS(Vehicle Data Monitoring System). C code generation using Matlab Embedded Coder, matching S/W between model input/output and CAN signal, realtime task scheduler environment running on VDMS application processor is implemented. This paper examines the process and result of the VDMS logic prototyping environment.
International JOURNAL OF CONTENTS. 2018-01 14:61-68
Design Education, Technical Application Design, Microcontroller Board, Design Prototyping, 공학 -- Engineering, and 통계학
Unlike in the past, where the expression of the form was given a priority, with the widening of the scopes of the designs, the proportion of design education institution curricula targeting user experience and the application of technology is continually and gradually increasing. Open source microcontroller boards such as Arduino have initiated attracting attention as a countermeasure against these changes. These prototyping tools have many advantages for the diversification of expression and design verification in the design field and therefore have a high likelihood of being introduced into many design education institutes; however, the tools act as high entry barriers for design students who lack engineering knowledge. Although various educational content and tools have been developed to address the issue of barrier, existing solutions remain insufficient as alternatives for the purpose of activation. In this study, we investigated the present state of related education content and conducted a pilot workshop using a prototype microcontroller board with simplified coding. We intend to use the results of this investigation to develop study material for design education. We started by conducting a survey regarding the pre-university education situation. It was observed that engineering education opportunities are insufficient and the problem of mutual application between educations due to course-based education was not realized. We also analyzed the characteristics of simplified training tools using the microcontroller to establish a direction for educational design and conducted a pilot workshop using the microcontroller toolkit with a simplified coding process based on this content. Students who lack a basic knowledge of engineering technology received instruction, and after completing minimum preliminary training, they proceeded to practical exercises that involved utilizing the toolkit. Through this process, we identified the need for a simple-type microcontroller board with low-complexity for use in educating students majoring in design. We also identified some obstacles that serve as barriers to entry of utilizing microcontroller board. Based on these results, we propose several functional requirements and teaching guidelines for prototyping toolkits for design education.
Personality of Things, Internet of Things(IoT), User Interface(UI), Prototyping, 사회 -- Social Science, and 전산학
사물인터넷(Internet of Things)시대에는 다양한 사물이 연결되어 사물들 스스로가 데이터를 획득하여 이를 바탕으로 학습하고 동작한다. 이는 사물이 사람의 모습을 닮아가고 있다고 볼 수 있고 변화한 사물과 사람이 어떻게 소통하는가를 설계하는 것이 핵심 이슈로 떠오르고 있다. 이러한 IoT 환경이 도래함에 따라 UI 디자인 분야에서도 많은 연구가 진행되었다. 멀티모달리티(Multi-modality)와 인터유저빌리티(Interusability) 등의 키워드를 통해서 UI 분야에서도 복합적인 요소를 고려하려는 연구가 진행됐음을 알 수 있다. 하지만 기존의 UI 디자인 방법론으로는 IoT 환경에서 사용자 인터페이스(UI)를 설계할 때 사물, 사람, 데이터가 상호작용하는 방식에 대해서 구조화하고 테스트하는데 한계가 있다. 따라서 본 연구에서 새로운 UI 프로토타이핑 방법을 제안하였다. 본 논문의 주요 분석과 연구는 다음과 같다：（１）먼저 사물의 행동 프로세스를 정의하였다．（２）행동 프로세스를 토대로 기존의 IoT 제품을 분석하였다.（３）사물성격(Personality of Things)유형을 구분 지을 수 있는 프레임워크를 제작하였다.（４）프레임워크를 바탕으로 사물성격(Personality of Things) 유형을 도출하였다．（５）3개의 대표 사물성격(Personality of Things)을 실제 스마트 홈 서비스에 적용하여 프로토타이핑 테스트를 해보았다. 본 연구는 새로운 UI 프로토타이핑 방법을 제안하여 더 총체적인 방식으로 IoT 서비스에 대한 사용자 경험(UX)을 확인할 수 있었다는 데 의의가 있다. 또한, 향후 본 연구를 발전시켜 인공지능(AI) 기술이 발전한 환경에서 지능화된 서비스의 정체성(Identity) 확립의 도구로 사물성격(Personality of Things) 개념을 활용할 수 있을 것이라 생각한다. In the IoT environment, various things could be connected. Those connected things learn and operate themselves, by acquiring data. As human being, they have self-learning and self-operating systems. In the field of IoT study, therefore, the key issue is to design communication system connecting both of the two different types of subjects, human being(user) and the things. With the advent of the IoT environment, much research has been done in the field of UI design. It can be seen that research has been conducted to take complex factors into account through keywords such as multi-modality and interusability. However, the existing UI design method has limitations in structuring or testing interaction between things and users of IoT environment. Therefore, this paper suggests a new UI prototyping method. In this paper, the major analysis and studies are as follows: (1) defined what is the behavior process of the things (2) analyzed the existing IoT product (3) built a new framework driving personality types (4) extracted three representative personality models (5) applied the three models to the smart home service and tested UI prototyping. It is meaningful with that this study can confirm user experience (UX) about IoT service in a more comprehensive way. Moreover, the concept of the personality of things will be utilized as a tool for establishing the identity of artificial intelligence (AI) services in the future.
Policy & Practice. June 2019, Vol. 77 Issue 3, p12, 4 p.
Government regulation, Company business management, Human services -- Laws, regulations and rules, Human services -- Psychological aspects, Pilot projects -- Management, Pilot projects -- Psychological aspects, Policy sciences -- Methods, Policy sciences -- Psychological aspects, and Prototypes (Psychology) -- Analysis
"I didn't know it would take this long, or what the next stepes were. I waited a long time and had to hurry to complete some forms before a deadline. [...]
프로토타이핑, 건축 설계프로세스, 디지털모델, 물리적모델, 스케치, Prototyping, Architectural design process, Digital model, Physical model, Sketch, and 예술
현재 디지털모델은 실제 건물의 거동과 가능성을 다뤄볼 수 있게 하는 가상태로 변화하였다. 이러한 맥락에서 최근 주목받고 있는 능동형 건물외피는 가상화 단계의 건축에 대응하는 건축설계의 특성을 시험하기에 적합한 대상이다. 본 논문의 목적은 가상화 단계의 건축요소를 설계하는 데에 필요한 다학제적 방법을 반영하고 교육환경의 리소스 부족, 설계자의 한계를 극복할 수 있게 하는 효과적인 프로토타이핑 방법을 제시하는 것이다. 이를 위해 디지털모델과 물리적모델을 상호보완적으로 활용할 수 있게 하는 프로토타이핑 과정에 대한 모델을 제시하고, 이 상호보완적 프로토타이핑을 활용할 수 있는 수업과정을 실험적으로 디자인한다. 이 절차는 사전에 교육환경의 특성을 고려하고 디지털모델과 물리적모델의 장점들을 검증하기 위한 것이다. 특히 이 상호보완적인 프로토타이핑 모델을 적용하는 과정에서 설계스튜디오에서 유지해온 전통적인 설계도구인, 스케치에 주목하였다. 이 프로토타이핑 모델은 현 디지털디자인 수업에 적용됨으로써 다각적으로 설계를 검토할 수 있게 하였으며, 종합적인 해결법을 제시하는 데에 도움을 줄 것이다. Digital models are now able to provide designers with a virtual environment with which to design the form and behavior of real buildings. The active building envelope is a proper object to test the characteristics of the architectural design which responds to the virtual environment. This paper will propose an effective prototyping model which not only considers multidisciplinary design methodologies, but also the possibility of limited resources in educational environments, and other limitations that designers might experience. In this model, the conceptual prototyping model is conceptualized to utilize a symbiotic relationship between digital and physical models, and trialed in an experimental design process created for this purpose. The advantages of digital/physical models in the design process are investigated. The sketching process was given particular attention during the trialing process as the traditional tool for creating blueprints. This prototyping model will not only help make intricate engineering products but also introduce comprehensive resolutions into the architectural design process.
Tenders are invited for Large format duel extruder rapid prototyping system. Details are as per rfp. Product Category: Miscellaneous goods EMD Amount (INR): 1,00,000 Tender Type: Open tender Bid Validity(Days): [...]
Tenders are invited for metal rapid prototyping of aero engine model with accessories Product category: miscellaneous goods Emd amount (inr): 60,980 Tender type: open tender Bid validity(days): 180 Period of [...]