• Title/Summary/Keyword: 경험공간

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Intuitive conception method based on the experiential emotion information (경험적 감성 정보에 의한 직관적인 아이디어 발상 기법)

  • 허성철
    • Science of Emotion and Sensibility
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    • v.6 no.1
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    • pp.1-10
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    • 2003
  • Information gathered through experience transforms into knowledge and such knowledge becomes a foundation for intuitive decisions. Based on such background, the following study investigates intuitive decision making on basic elements needed for design concepts and visual conceptualizations. The study consist two phases. first, 12 structural elements of a digital camera and relation between each elements were arranged intuitively on a board. Next, sketches were generated with relationship of structural elements in mind. As a result of the study, concept with intuitive decisions effect structural thinking, various developments, specific operation methods , and sketch expressions. However, study also revealed that the freedom of human emotions don't accord with the qualification map.

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Research on the Applicability of Experientially Emotional Measurement Method in Product Design - Centred on Self-report Taking Seaside Seat Users- (경험적 감성 측정 방법의 제품 디자인 적용성에 관한 연구 -해변 벤치 이용자 대상의 자기-보고법을 중심으로-)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.658-665
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    • 2019
  • In the era of the rapid development of a tremendous number of new technologies and products, the emotional communication between products and users has become an important research topic. However, the user's emotional measurement methods have not been widely used in the field of product design. Besides, as an important space that can improve people's life quality and urban entertainment at the emotional level, seaside space also creates an atmosphere of frequent emotional communication among tourists, landscape and environmental facilities. To deduce the applicability and advantages and disadvantages of the experiential emotional measurement method in product design, this paper took the seaside seat users of Haeundae as the object and carried out the Self-report of the experiential emotional measurement method. Specifically, the experiment of Self-report was divided into two stages: prior survey and subsequent main investigation. Then the hypothesis was verified by using Bivariate Regression and Multiple Regression through SPSS. Furthermore, through the experiment of the Self-report, the applicability and advantages and disadvantages of experiential emotional measurement method in product design were derived. In the future, based on the applicability, advantages and disadvantages of the experiential emotional measurement method derived in this study, it is expected to become the fundamental and reliable data for the development of emotional measurement methods that can be suitable for product design.

A Study on Analysis and Development of Geo-Spatial Collaboration Platform (공간정보 기반의 협업지원플랫폼 분석 및 구축)

  • Choi, Won Wook;Hong, Sang Ki;Ahn, Jong Wook
    • Spatial Information Research
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    • v.23 no.4
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    • pp.33-46
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    • 2015
  • The fact that the limits of information recency, diversity, and usability are mainly caused by the supply oriented geospatial data and service development is commonly recognized. It is recently tried to overcome the limits by facilitating user experience and VGI(Volunteered Geographic Information) in several geospatial web services. This study suggests conceptual architecture and service scenario for geospatial collaborative platform prototype through review and examination of previous researches. The prototype, composed of 4 unit modules: 3D POI Creation Module, 3D POI Application Module, 3D POI/Event Management Module, 3D POI/Event Monitoring Module, provides the capability of collaboratively dealing with geospatial work. The suggested service scenario is demonstrated by developing prototype for the service modules.

A Study for Electronic Surveillance (REID, CCTV, Electronic Resident Card) in Augmented Reality Environment (증강현실 환경 하에서 전자감시(REID, 감시카메라, 전자주민카드)에 관한 소고)

  • Kang, Jang-Mook;Jung, Jo-Nam;Bang, Kee-Chun
    • Journal of Digital Contents Society
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    • v.7 no.2
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    • pp.75-82
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    • 2006
  • Ubiquitous Computing is an agriculture revolution, the Industrial Revolution, the fourth revolution to equal an information revolution are Ubiquitous Computing. Historic agriculture was revolutionary, but the Industrial Revolution was a revolution of the physics space that was a base of a mankind civilization, and the information revolution that Cyber Space saw a prime while world wide web service was expanded was a revolution of cyber space. Be charmed with this, and, as for the Ubiquitous Computing revolution, it is achieved a physics space and an intelligent union of cyber space in the space where an off-line space was integrated with compunction on-line. It is combined with a life space naturally, and Ubiquitous creates a new integrated space. The space is the opportunity space that is limitless as soon as it is the unknown world that mankind was not able to experience yet. This paper checks the present situation of currently proceeding Ubiquitous computing technology(RFID, CCTV) in augmented reality environment. Also, The main purpose of this paper is to analyze the concepts analysis of privacy, personal information, and electronic surveillance in augmented reality environment. Thus this paper treated the analysis of case, technological issue, problem and solution and so on.

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A Study about problem and a correspondence strategy along a beauty culture-Ubiquitous implementation (미용 부분의 유비쿼터스 구현에 따른 문제점과 대응전략에 관한 연구)

  • Lim Jin-Sook;Kang Jang-Mook
    • Journal of Digital Contents Society
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    • v.5 no.3
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    • pp.163-170
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    • 2004
  • Ubiquitous is an agriculture revolution, the Industrial Revolution, the fourth revolution to equal an information revolution are Ubiquitous. Historic agriculture was revolutionary, but the Industrial Revolution was a revolution of the physics space that was a base of a mankind civilization, and the informatization revolution that Cyber Space saw a prime while world wide web service was expended was a revolution of cyber space. Be charmed with this, and, as for the Ubiquitous revolution, it is achieved a physics space and an intelligent union of cyber space in the space where an off-line space was integrated with compunction on-line. It is combined with a life space naturally, and Ubiquitous technology. Also, I presented the plan that derivation tried a problem about Ubiquitous, and can solve an each problem. Specially, infringement about personal privacy very has a lot of possession to occur in the world that radio communication between all appliances is possible. It is Ubiquitous by becoming the data which is useful to thorough preparation about the Ubiquitous world to come with presenting policy a little technical solution plan about this to the future Republic of Korea. many company has been cracked by crackers information security and everyday new computer virus come out.

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Relationship of Self-Perceived Symptoms of Periodontal Disease to Quality of Life in Adults (일부 성인에서 치주질환 자각증상과 삶의 질의 관련성)

  • Lee, Mi-Ra;Choi, Jun-Seon
    • Journal of dental hygiene science
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    • v.12 no.2
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    • pp.115-121
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    • 2012
  • The aim of this study was to investigate the correlations between the self-reported symptoms of periodontal diseases and the quality of life. This study conducted its questionnaire survey over the subjects of 450 adults who had ever visited dental clinics among the adults of age 35-65 living in Seoul and Gyeonggi-do region from January 7 to March 14, 2010. The data were analyzed using a chi-square test, t-test, binominal logistic regression analysis in the SPSS version 12.0 program. Among the self-reported symptoms of periodontal diseases, 65% of respondents perceived that 'I bleed from the gums in brushing my teeth', which was the most, whereas 18.8% of respondents perceived to 'tooth mobility', which was the least. Self-reported symptoms of periodontal diseases was associated with socio-demographic characteristics such as sex, age, level of education and periodic oral examination, dental scaling(p<0.05). People who perceived the symptoms of periodontal diseases experienced functional limitation, physical pain, psychological discomfort, disability in diverse domains, and social handicap more than the group who did not perceive them(p<0.001). OHIP-14 scores were significantly correlated with sex, bleeding gums, swollen gums and bad breath(p<0.05). This study showed the self-reported periodontal problem had a negative impact on the public's leading their happy life. Therefore, in order to enhance the quality of life in adults, it is necessary to prevent periodontal diseases and reduce the subjective symptoms.

Basin flood Discharge Characteristic According to AMC Condition (AMC 조건에 따른 유역 홍수유출 특성)

  • Yoo, Chulsang;Lee, Jiho
    • 한국방재학회:학술대회논문집
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    • 2011.02a
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    • pp.207-207
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    • 2011
  • 본 연구에서는 유역 특성의 판단에 적절한 호우사상을 선별하여 사용하는 것이 어느 정도 효과적인지를 평가하였다. 토양의 습윤 정도에 따른 유역의 특성을 반영하기 위해 AMC 조건을 고려하였으며, 유역의 집중시간 및 저류상수의 추정방법으로는 Nash 모형의 구조를 이용하는 방법을 적용하였다. 아울러 강우의 공간변동 정도를 파악하기 위해 변동계수를 이용하여 평가하였으며, 추정된 매개변수들의 대푯값 및 가능범위를 도시적으로 결정하였다. 이를 유역면적이 큰 충주댐 유역의 영춘 지점과 상대적으로 작은 평창강 방림 지점을 대상유역으로 선정하여, 다양한 호우사상에 대한 분석이 유역의 규모에 대비되어 수행될 수 있도록 하였다. 그 결과를 정리하면 다음과 같다. 강우의 공간변동 정도를 변동계수로 평가한 결과 AMC-III 조건에서 강우강도의 공간적 변동폭이 작음을 확인하였다. 따라서 AMC-III 조건에서 유도한 유출특성이 단위도의 이론에 부합하는 것으로 판단된다. 아울러 AMC 조건에 따라 추정된 집중시간과 저류상수는 AMC-I보다 AMC-III 경우에서 상대적으로 변동폭도 작았으며, 선형저수지의 특성 역시 일관됨을 확인하였다. 특히, AMC-I 조건의 경우는 선행강우가 없는 상태에서의 호우사상들로서 일단 그 크기가 작을 가능성이 크다는 문제점을 가지고 있다. 따라서 AMC-I 조건의 호우사상 보다는 AMC-III 조건의 호우사상을 이용하는 게 보다 홍수 유출 해석에 유리하다고 판단된다. 추정된 매개변수의 대푯값과 그의 가능범위 결정에 앞서, AMC-III 조건에서 추정된 매개변수들이 군집해 있는 구간을 설정한 후, 이를 벗어나는 매개변수를 제외하였다. 다음으로 매개변수의 무게중심 즉, 평균을 중점으로 하여 사분위수(25%, 50%, 75%)에 해당되는 매개변수 개수가 선택되도록 사변형을 작성하였다. 이 때 집중시간과 저류상수 사이의 상관성을 고려하기 위해 사변형은 선형저수지 개수의 선과 선형저수지의 저류상수의 선이 만나는 점을 연결하여 작성하였다. 영춘 지점의 경우, 집중시간의 대푯값은 20.6 hr, 저류상수의 대푯값은 18.4 hr, 방림 지점은 각각 7.5 hr, 8.2 hr이다. 매개변수의 대푯값 가능범위는 충주댐 영춘 지점의 경우 1사분에서 집중시간 18-25 hr, 저류 상수는 17-20 hr 정도, 방림 지점의 경우 집중시간은 5-10 hr, 저류상수는 7-11 hr 정도이다. 아울러 추정된 대푯값의 가능 범위를 이용하여 기존의 경험공식을 평가하였다. 그 결과 집중시간의 경우 Kraven 공식, 정성원 공식이, 저류상수의 경우 Sabol 공식, 정성원 공식, 윤태훈 공식이 대푯값의 범위에 속하는 것으로 분석되었다. 그러나 분석 지점의 부족으로 기존의 경험공식의 정량적 평가는 어렵다. 추후에 보다 많은 지점을 대상으로 분석한다면 보다 설득력이 있는 경험공식의 평가와 다양한 유역에 적합한 경험공식의 산정도 가능할 것이다.

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An Ethnographic Study of the Life-world and the Meaning of Life Experiences of Older People in Rural Communities (농촌노인들의 생활세계와 농촌 커뮤니티에서의 삶의 의미)

  • Yoon, Sung-eun;Han, Gyounghae
    • 한국노년학
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    • v.31 no.3
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    • pp.767-793
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    • 2011
  • This study aims to explore how older adults construct their life-world in their ecological and socio-cultural context of rural communities and to understand what meanings they give to the life experiences they have had within their life-world. Two rural villages in Sunchang County in North Jeolla Province, South Korea were selected for this study and ethnographic fieldwork was conducted for about 2 months to gather the data. Despite the fact that rural communities face restructuring and economic decline, older adults in this study gave positive meanings to their life experiences. Doing agricultural labor particularly in later life let them maintain independence and continuity in life, and provided them with plenty of opportunity to interact with nature. Also, they had a sense of control over their physical and social environments where they had been familiar with for a long period of time. Furthermore, older adults had various memories of contributions to families and communities have been created. This research shows older adults in rural communities are active agents of their life-world, dismantling stereotypical notions of older adults as dependent, isolated, and marginalized. Implications of the study are discussed in detail.

Time-based Restructuring of Mobile Roleplaying Games (모바일 역할수행 게임의 시간 기반 재구조화)

  • Lee, Jin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.39-50
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    • 2017
  • This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

A Study on Applied Elements fo the Extension of User Experience in Digital Space (디지털 공간에서 나타나는 사용자 경험의 확장을 위한 적용 요소에 관한 연구)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.52-60
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    • 2014
  • The purpose of this study is to analyze about the extension of user experience in the digital space. Through the digital technology and virtual space, the city's new environment is being changed. it makes people activate their aesthetic experience. Simultaneously, it elevates satisfaction levels regarding people's aesthetic experience. Research methods and settings of the range to study on the Extension of User Experience are as follows: First, establish digital space's characteristics comparing digital space at the structural change-points in modern society. Second, experience's approch way through the digital media in the contemporary space. And understand the concept about a variety of User Experience. Third. to classify the elements of access control for the user experience. Experience is being expanded through the generation process. Fourth, investigate analysis of the case studies, focused on the architecture and space design_Media installations that appear in the city park, the city's landmark buildings facade, the building facade by offering commercially applied for brand marketing_ announced through the media recently. Also, it is to look at the physical elements through digital media and to analyze the applicability of the public space. Therefore, the new approach to digital implementation shall be determined by looking in the direction of the user approaches.