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As creative tools, the design source can be serve designers, artists, inventors, and marketing Professionals. The design source help by and providing the formal and functional inspiration for new products and product variations, as well as the categories that help to classify problems and find parallels in the alternate solutions. Each design source exemplifies a distinct method of solving a problem. Design source are characteristically quickly understood and embraced, and take on special significance in helping us to understand our world. Design source become a framework for explaining the workings of natural and designed objects. Meeting aesthetics criteria is the primary goal in styling a product. The semiotics of product form has an unquestionably powerful influence on purchase decisions and consumer satisfaction with product. As a design methodology design source might begin with problem finding or problem solving.

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As we move toward from the industrialized society to the information society, the field of visual communication design is transforming to produce digital contents. Designing was mainly a method for physical expression of a designer using he or her intuition. However, unlike the past, digital sources are being utilized in designing. Digital source for design refers to something that can be exchanged free of charge or in paid through medium such as web site or CD and DVD. It includes web source and 3D source such as photo image, clipart, font, 2D graphic source and animation. The survey unveils that digital source is commonly used by designers, and 77% of visual communication design students has ever utilized it. What the implications regarding the emergence and consumption of digital source may be to designers? The emergence of ready-made art was an important issue in art history of the 20th century. The ready-made art brought about change in the way of thinking about limitations of pictorial expression, and transformation in art work production. Such changes seem to be related to industrialization and the spread of capitalism. The use of digital source for design stem from social changes based on IT infrastructure. It can be explained from perspective of both digital technology and digital aesthetics. From the digital technology perspective, digital source began to be utilized based on IT development and the spread of the Internet and development of graphic programs. On the other hand, it can be described with mosaic feature and simulacre, which are characteristics of digital media, from the perspective of digital aesthetics. Given that designers produce digital design sources or copy, modify or reproduce ready-made digital design sources, they play a role of not only producing messages ceaselessly but also producing simulacre that can coordinate the role of customers.

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The demand for Korean produce has been declined due to decrease in population, increase in imported produce, expansion in alternative food, and change in Korean diet.In order to respond effectively to the change of circumstances in agricultural products including globalization and open market for produce as WTO actively starts and FTA widely expands, it is necessary to create a new demand for Korean produce market by actively developing various processed food and the applications.For the case of Korean perilla, since it has been used only for a cooking oil, the growth of the demand had a limit.As the influence of various food or cooking variety shows has been brought attention to home cooked meal, the sauces market has been growing rapidly since the sauce provides flavor to home dishes and convenience to home cooks.Now is the time of starting the business of high quality sauce products targeting consumers who prefer high quality and healthy eateries.At the moment when launching of new product line rather than typical processed perilla products, such as perilla oils, is necessary to generate higher profit, yecheon Gun Jibo NH is developing perilla sauces with local community to promote the consumption of perilla through the development of higher margin products.The packaging concept of this sauce was developed based on an emotionally appealing graphic design based on small but convenient dislosable packaging with water color illustrations by applying consumers`life style and the food packaging trend.This study suggests a packaging design of perilla sauces delivering unique and powerful marketing messages to consumers.

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Three parallel planar antenna designs for large area plasma source are investigated using double probe and B-dot probe. Butterfly antenna has highest density of 0.8-2 x10^(11)§¯^(-3) with highest density at center and has 1.5-2eV electron temperature which is lower than spiral antenna of 3eV. It is shown that power efficiency becomes low when there is closely spaced parallel antenna elements with oppositely directed currents or when elements with positive coupling.

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The purpose for this paper is to categorize and analyze the aesthetic characteristics of graphic factors in contemporary fashion design by media source. Focused on play-instinct visual expression in contemporary fashion design and adopted media source following the way of communication design. A variety of literatures and online sites for graphic factors in contemporary fashion was studied. The standard of media source is classified as graphic media-source: photography media-source, typography media-source, illustration media-source. With this standard, expressed ways are as followings. First, graphic media-source in play-instinct expressional fashion design is mostly borrowing existed character or using designer's brand logo. Second, photography media-source in play-instinct expressional fashion design is placed photograph of social issued people in front of shirt. Third, typography media-source in play-instinct expressional contemporary fashion design is mostly expressed social messages or designer's name in brand. Fourth, illustration media-source is the best way to express play-instinct visual expression. Based on these, aesthetic characteristics of graphic factor in contemporary fashion by media source are classified as three: social words, playfulness and information transference. Frequency ratio using media source per aesthetic characteristics is different and these are able to categorize expression way and image feature. In conclusion, expressional way of graphic factors in contemporary fashion design became diverse as social and cultural changing. Frequency of graphic factor use in contemporary fashion is increased than before. This paper suggested that fashion design is one of the way of communicating with people and should be analyzed graphic factors in contemporary fashion design.

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¿¹ÀüºÎÅÍ ÄÄÇ»ÅÍÀ½¾Ç ºÐ¾ß¿¡¼­ ´Ù¾çÇÑ À½¿øÀ» ´ÜÀÏ À½¿øÀ¸·Î ºÐ¸®½ÃÅ°´Â °ÍÀº ½±Áö ¾ÊÀº ÀÏÀ̾ú´Ù. ÃÖ±Ù¿¡ ÀÌ·¯ÇÑ ¹®Á¦¸¦ ÇØ°áÇϱâ À§ÇØ NMF ¾Ë°í¸®Áò°ú PLCA ¾Ë°í¸®ÁòÀ» È°¿ëÇØ À½¿øÀÇ time-frequency È­¸é¿¡ ÆäÀÎÆ®¸¦ ÇÒ´çÇÏ¿© ´Ù¾çÇÑ À½¿øÀ» µÎ °³ÀÇ ´ÜÀÏ À½¿øÀ¸·Î ºÐ¸®ÇÏ´Â ¹æ¹ýÀ» °í¾ÈÇÏ¿´°í ÀÌ°ÍÀ» µµ±¸È­ ÇÏ¿´´Ù.ÇÏÁö¸¸ µµ±¸¸¦ »ç¿ëÇϸ鼭 ¿øÇÏ´Â µÎ °³ÀÇ ´ÜÀÏ À½¿øÀ¸·Î ºÐ¸®Çϴ°úÁ¤¿¡¼­ ¿©·¯ ¹øÀÇ ÀÛ¾÷À» ÇؾßÇÏ´Â ¹®Á¦Á¡ÀÌ ÀÖ¾ú´Ù. º» ³í¹®¿¡¼­´Â ÀÌ·¯ÇÑ ¹®Á¦Á¡À» ÇØ°áÇϱâ À§ÇØ ´Ù¾çÇÑ À½¿øÀ» ´ÜÀÏ À½¿øÀ¸·Î ºÐ¸®ÇÏ´Â ¸¹Àº ½ÇÇèÀ» ÇÏ¿´´Ù. ¸¹Àº ½ÇÇèÀ» ÇÑ °á°ú ´Ù¾çÇÑ À½¿øÀ» Çѹø¿¡ µÎ °³ÀÇ ´ÜÀÏ À½¿øÀ¸·Î ºÐ¸®ÇÒ ¼ö ÀÖ´Â µðÀÚÀÎ °³¼±¾ÈÀ» Á¦½ÃÇÏ¿´°í, ÀÌ·¯ÇÑ °³¼±µÈ µðÀÚÀÎÀ» Áõ¸íÇÒ ¼ö ÀÖ´Â pseudo code¿Í MATLABÀ» È°¿ëÇÑ ±×·¡ÇÁ °á°ú¿¡ ´ëÇØ ±â¼úÇÏ¿´´Ù.

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The purpose for this paper is to categorize and analyze the aesthetic characteristics of graphic factors in contemporary fashion design by media source. Focused on play-instinct visual expression in contemporary fashion design and adopted media source following the way of communication design. A variety of literatures and online sites for graphic factors in contemporary fashion was studied. The standard of media source is classified as graphic media-source: photography media-source, typography media-source, illustration media-source. With this standard, expressed ways are as followings. First, graphic media-source in play-instinct expressional fashion design is mostly borrowing existed character or using designer's brand logo. Second, photography media-source in play-instinct expressional fashion design is placed photograph of social issued people in front of shirt. Third, typography media-source in play-instinct expressional contemporary fashion design is mostly expressed social messages or designer's name in brand. Fourth, illustration media-source is the best way to express play-instinct visual expression. Based on these, aesthetic characteristics of graphic factor in contemporary fashion by media source are classified as three: social words, playfulness and information transference. Frequency ratio using media source per aesthetic characteristics is different and these are able to categorize expression way and image feature. In conclusion, expressional way of graphic factors in contemporary fashion design became diverse as social and cultural changing. Frequency of graphic factor use in contemporary fashion is increased than before. This paper suggested that fashion design is one of the way of communicating with people and should be analyzed graphic factors in contemporary fashion design.

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¿ÀǼҽº ÇÁ·ÎÁ§Æ®´Â ¸¹Àº »ç¶÷µéÀÌ Âü¿©ÇÏ¸ç ´ëÁß¼ºÀ» ¾ò°í ÀÖ´Â ÇÁ·ÎÁ§Æ®ÀÇ ÇÑ ÇüÅÂÀÌ´Ù. ÇÏÁö¸¸ ¿ÀǼҽº ÇÁ·ÎÁ§Æ®´Â ÀϹÝÀûÀÎ ¼ÒÇÁÆ®¿þ¾î °³¹ß ÇÁ·Î¼¼½º¿Í´Â ´Ù¸¥ Ư¡À» °¡Áö¸ç ¿ÀǼҽº °³¹ßȯ°æÀÇ Æ¯¼º»ó ¼ÒÇÁÆ®¿þ¾î °øÇÐ ÇÁ·Î¼¼½º¸¦ µû¸£±â Èûµç °æ¿ì°¡ ¹ß»ýÇÑ´Ù. ¼ÒÇÁÆ®¿þ¾î °øÇÐ ÇÁ·Î¼¼½º¸¦ µû¸£Áö ¾Ê´Â °æ¿ì ÀÌ´Â °³¹ßÇÏ°íÀÚ ÇÏ´Â ¼ÒÇÁÆ®¿þ¾î¸¦ ÀÌÇØÇϴµ¥ ÇÊ¿äÇÑ »êÃâ¹°ÀÇ ºÎÀ縦 ÃÊ·¡ÇÏ¸ç ¼ÒÇÁÆ®¿þ¾îÀÇ Ç°Áú¿¡ ¿µÇâÀ» ¹ÌÄ¥ ¼ö ÀÖ´Ù. µû¶ó¼­ º» ¿¬±¸¿¡¼­´Â ¿ÀǼҽº °³¹ßȯ°æÀÇ Æ¯Â¡µéÀ» °í·ÁÇÏ¿© ºÎÁ·ÇÑ ¹®¼­È­ °úÁ¤À» ÇØ°áÇϴµ¥ µµ¿òÀ» ÁÙ ¼ö ÀÖµµ·Ï Çϱâ À§ÇÏ¿© ¼Ò½ºÄÚµå·ÎºÎÅÍ ¿ä±¸»çÇ×À» µµÃâÇÏ´Â ¹æ¹ýÀ» Á¦¾ÈÇÏ°íÀÚ ÇÑ´Ù. À̸¦ À§ÇÏ¿© ¼Ò½ºÄڵ忡¼­ µðÀÚÀÎ ÆÐÅÏÀ» ÃßÃâÇÏ°í ÃßÃâÇÑ µðÀÚÀÎ ÆÐÅÏÀ» ´Ù½Ã ÇÑ ´Ü°è ´õ »óÀ§¼öÁØ¿¡ Á¸ÀçÇÏ´Â ¾ÆÅ°ÅØó ÆÐÅÏ°úÀÇ °ü°è¸¦ °í·ÁÇÏ¿© ÀûÀýÇÑ ¾ÆÅ°ÅØó ÆÐÅÏÀ» µµÃâÇÏ°í ÃÖÁ¾ÀûÀ¸·Î ¾ÆÅ°ÅØó ÆÐÅÏ¿¡¼­ Ç°Áú¼Ó¼ºÀÇ ¿ä±¸»çÇ×À» µµÃâÇÔÀ¸·Î½á ¿ÀǼҽº ȯ°æ¿¡¼­ ¿ä±¸»çÇ×À» µµÃâÇÏ´Â ÇÁ·¹ÀÓ¿öÅ©¸¦ Á¦¾ÈÇÑ´Ù.

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As technology rapidly has improved, our modern society has evolved into a new digital world where the various kinds of communications can be possible through the computer. Now we can collect all kinds of digital contents, and even just enjoy the communication itself on the internet. The current digital media environment greatly affects our daily lives. Since it is creating various multimedia culture, the role of digital contents as cultural information provider is getting more and more important in these days. Along these trends, I define the commercial digital image contents in digital contents industry, And through this thesis focus on the representation an commercial image contents model which can be more easily applicable through digital methods. My commercial digital image contents model suggested in this study is produced to facilitate editing, modifying, and re-producing the digital contents in terms of image designing works. In this study, I attempt to expand the possibilities of utilizing the existing commercial digital image contents with my unique and experimental model through the emotional approaches in digital expressive techniques.

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The expanded use of 3D printer, which is an outcome of the RepRap project, has guided the hardware developers to a new era of desktop manufacturing. However, low-end models of 3D printers are prone to problems related to assembly, due to their low resolutions and certain characteristics in modeling. Despite the present drawbacks, the time and cost-efficiency of a 3D printer still makes it an attractive tool for open source hardware developers. The paper primarily addressed the use and effectiveness of 3D printers in Open Source Hardware Movement. The limits of 3D printers as engineering prototyping tools were identified by carrying out the Open FRC project and by running the forming test. Several experiments were performed to suggest designs that can maximize the utility of 3D printers in developing prototypes. Based on the outcomes, designing tips for the prototypes with increased stability, accuracy, and connection were suggested here. The results in here are expected to assist the prototype designing of the developers who use the present FFF-typed 3D printers.

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The promise of collective intelligence emerging from voluntary participation, contribution and knowledge sharing brought about by ubiquitous information and communication technologies has recently attracted the attention of academics and practitioners alike. Of many related phenomena, open source software (OSS) development has been touted as one of the leading examples that speak to the potential of collective intelligence. In fact, much of today¡¯s Internet infrastructure depends on OSS such as the Apache web server or the Linux operating system. However, such high-profile cases are unfortunately the exception rather than the norm  the vast majority of OSS projects fail to take off and are abandoned. Recently, the advent of novel open collaboration platforms for open source software development, such as Github, has prompted researchers to go beyond investigating OSS phenomena at the project level to understanding how the design of open collaboration platforms may impact the overall sustainability of open source software more broadly. For example, stark differences are shown with respect to overall rates of project initiation, distribution of open source projects, concentration of developer activities, and rates of project abandonment across open collaboration platforms such as Sourceforge and Github, two open platforms that offer different approaches to collaborative work. This paper builds on our past work investigating developer behaviors on Sourceforge and Github to derive insights into how the design and structure of open collaboration platforms may influence the broader sustainability of open source software development.

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In industrial society where goods are precisely produced in high speed, the purpose of education was to teach knowledge quickly and easily. The direction of education in the convergence age is to foster human resources who search for creatively with interest and confidence and enjoy new challenges. The acronym for science, technology, engineering, art, and mathematics is STEAM, and to raise grounding for such areas is convergent human resources training. Education trend today is to foster creative and convergent human resources in a society polarized by rapid development of cutting-edge science and technology and accelerated globalization.In this context, an education program is planned and applied for high school students who have less opportunity to participate in the convergence education or programs of creative experience activity compared to elementary and middle students because of college entrance examination oriented education.This program is a convergent education contents where electronic engineering and design are converged, utilizing an open source hardware named 'Aduino', and it provides opportunity for students of arts and humanities to study science, technology, and applied contents, along with university students and experts.Moreover, a program of online-based video education is planned and operated for elementary school students to provide these education contents to students living on islands. Further directions for convergent education program and related methods which can be variously applied are surveyed based on the development purpose of education program and the result from its operation.

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Consumers ask good products in safety and healthy as well as flavor from food market for the well-being life.Appropriate and various sauces are recently needed for many kinds of food due to westernization and fusion trend in food.Increase of foreign travelers and tour of food of various contries through the media made development of sauce maket. therefore, foreign diverse sauces continue to import and local food companies launched into source market.A company, pursuing globalization of korean food through the fusion of korean traditional food, currently has developed fermented sauces using soy sauce and red pepper.Especially, development of diverse sauces made from our tradtional sauces such as soy sauce, red pepper paste and soybean paste will bring innovation in sauce maket and level-up in food life.According to this trend of market, this research is to investigate the actual conditions among the package design of the many other existing sauce products of market at home and abroad, and to develop to present a package design for the new sauce product made from soy sauce and red pepper.

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