• Title/Summary/Keyword: 대화형 디자인

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A Study on the Design and Behavioral Analysis of Commercial Rest Area -Focused on the Rest Area and Furniture of Shinsegae Department Store, Busan- (상업 휴게 공간의 디자인과 이용 행태 연구 -부산 신세계 백화점 휴게 공간과 가구를 중심으로-)

  • Yu, DeSheng;Yoon, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.280-292
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    • 2019
  • This study was carried out for the Centum Shinsegae Department Store, to grasp the indoor rest space and furniture design status, this study analyzes the characteristics of visitors' use behavior centered on furniture. The purpose of this study is to provide basic data for commercial rest space design by understanding the characteristics of resting space in commercial space and whether the furniture can support the behavior of visitors. The research method is to carry out on-site inspection, including the location of the rest space on each floor, the type and design characteristics of the furniture design, and the characteristics and patterns of the users on each were analyzed. The results of the study are as follows. As a result of analyzing the rest space and furniture, the furniture is brown, it has been provided with various designs such as fan-shaped, arched bench, sofa, chair type, and comfortable colors of lightness ranging from light gray to black, and appropriately supported the most common usage patterns.However, in the case of Shinsegae Department Store, it is necessary to consider the safety and convenience of the vulnerable groups.

Interactive 3D Pattern Design Using Real-time Pattern Deformation and Relative Human Body Coordinate System (실시간 패턴 변형과 인체 상대좌표계를 이용한 대화형 3D 패턴 디자인)

  • Sul, In-Hwan;Han, Hyun-Sook;Nam, Yun-Ja;Park, Chang-Kyu
    • Fashion & Textile Research Journal
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    • v.12 no.5
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    • pp.582-590
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    • 2010
  • Garment design needs an iterative manipulation of 2D patterns to generate a final sloper. Traditionally there have been two kinds of design methodologies such as the flat pattern method and the pattern draping method. But today, it is possible to combine the advantages from the two methods due to the realistic cloth simulation techniques. We devised a new garment design system which starts from 3D initial drape simulation result and then modifies the garment by editing the 2D flat patterns synchronously. With this interactive methodology using real-time pattern deformation technique, the designer can freely change a pattern shape by watching its 3D outlook in real-time. Also the final garment data were given relative coordinates with respect to the human anthropometric feature points detected by an automatic body feature detection algorithm. Using the relative human body coordinate system, the final garments can be re-used to an arbitrary body data without repositioning in the drape simulation. A female shirt was used for an example and a 3D body scan data was used for an illustration of the feature point detection algorithm.

A Study on the Educational material Using Integrated Media (인터그레이티드 미디어 교육교재에 관한 연구)

  • 이영희
    • Archives of design research
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    • v.12 no.3
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    • pp.5-14
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    • 1999
  • In this competitive environment which changes rapidly na extensively we can perceive that the role of education is getting important more and more. The challenge that we face is how we can handle the information and convert it to the knowledge. A lot of schools have already tried to improve the effect of education by using the computers. Besides providing the content of education newly and interestingly the educational use of the integrated Media has a strong point in terms of efficiency and effectiveness that it is excellent in storage, communication, control and handling enormous information as well as in a peculiarity of reciprocity, the high usefulness of communicative education using the experience of vision, audition and simulation in the method of participating of students themselves in education that the previous media systems didn't have. This thesis brought up a substantial problem in producing the consequences of education for children by investigating the psychological and recognitional abilities of children and by understanding the essence of the Integrated Media. And this study provided the solution in terms of the content and the viewpoint in design to raise the educational efficiency and effectiveness of the Integrated Media even though it is just a partial solution.

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Gadget Arms: Interactive Data Visualization using Hand Gesture in Extended Reality (가젯암: 확장현실을 위한 손 제스처 기반 대화형 데이터 시각화 시스템)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.2
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    • pp.31-41
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    • 2019
  • Extended Reality (XR), such as virtual and augmented reality, has huge potential for immersive data visualization and analysis. In XR, users can interact with data and other users realistically by navigating the shared virtual space, allowing for more intuitive data analysis. However, creating a visualization in XR also poses a challenge because complicated, low-level programming is required, which hinders broad adaptation in visual analytics. This paper proposes an interactive visualization authoring tool based on hand gesture for immersive data visualization-Gadget Arms. The proposed system provides a novel user interaction to create and place visualization in the 3D virtual world. This simple, but intuitive, user interaction enables user designs the entire visualization space in the XR without using a host computer and low-level programming. Our user study also confirmed that the proposed user interaction significantly improves the usability of the visualization authoring tool.

A Case Study of Spatial CAD Education in Blended Learning Environment (혼합형 학습(Blended Learning) 환경에서의 공간디자인 CAD 수업 사례연구)

  • Hwang, Ji Hyoun;Lim, Haewon
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.115-126
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    • 2021
  • The purpose of this study is to closely analyze the case of blended-learning in order to provide a diverse and flexible learning environment while maintaining the nature of face-to-face classes, and to identify the learning environment that supports blended-learning in each class step and the educational experience of students. The experience and satisfaction of blended learning were investigated in various ways: course evaluation, LMS activity evaluation, and questionnaire before and after the class. As a result, the blended-learning is better than the traditional face-to-face classes, in providing real-time feedback, opportunities for various interactions, and textual conversations, anytime and anywhere. In addition, as a result of the preliminary survey, as a measure to solve the opinion that concentration was reduced due to problems such as networks and felt uncomfortable in the communication part, the theory and lectures of the design practice class were conducted non-face-to-face. The individual Q&A and feedback were conducted face-to-face and non-face-to-face. As a result of the follow-up survey, it was found that concentration and efficiency could be improved. This opens up possibilities for active use of the online environment in design practice classes.

An Implementation of an Agent for Recommending Sensitive Information on Mobile Environment (감성형 모바일 정보 추천 에이전트 구현)

  • Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.7-15
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    • 2008
  • The paper proposes information system for providing proper well known delicious restaurants as interactions with users. The system calls 'Moloke', which is an agent for recommending sensitive information on mobile environment The proposing agent differs from existing ones that guide the telephone number and the name of the restaurant. The differences are as following goals. First, the agent gets existing from users as interactive communications on mobile devices through the proper requests on each time zone such as morning, afternoon, and evening. Second, the agent also can recommend a specific restaurant for current personal states such as parties, special community meetings, bio-rhythms and so on. Among them, specially the bio-rhythm is used for recommending proper restaurants to each user. In addition to through proposal suitable design for the mobile agent design more effectively. The research used mobile environment for recommendation service and web environment for data management. Server environment for service used Apache, PHP4, Mysql and mobile page was implemented m-html for approach. Mobile Service was optimized Mozilla-1.22, KUN-1.2.3 Browser

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TV용 전원장치 기술

  • Han, Sang-Gyu
    • KIPE Magazine
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    • v.27 no.3
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    • pp.31-37
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    • 2022
  • 20세기 디스플레이의 중심에 서 있던 브라운관이 1990년대 이후 PDP나 LCD 등 박형 평판디스플레이로 대체되면서 현재까지 스크린 사이즈의 중대형화, 고해상도화, 저소비전력화, 저가격화 등 다양한 노력들이 지속적으로 이루어져 왔다. 특히 TV와 디스플레이 산업에 있어 우리나라는 2004년 이후 세계 점유율 1위의 위치를 꾸준히 유지해 오고 있으나 2020년에 들어서면서 중국과의 격차가 1%대로 좁혀지고 있는 등 TV 시장에 대한 후발주자의 공세가 점차 거세지고 있다. 이에 따라 LCD에서 OLED나 마이크로 LED 등 차세대 디스플레이로의 사업구조 전환을 서두르고 있으며 후발주자의 추격 또한 만만치 않은 상황에 있다. 이러한 가운데 코로나 19를 계기로 비대면 문화가 확산되면서 IT 제품 수요가 지속적인 강세를 보이고 있으며 TV와 디스플레이도 대형 및 프리미엄 TV를 중심으로 그 수요가 빠르게 확대 개선되고 있는 추세로서 100인치대 내외의 대화면, 8K UHD와 같은 초고해상도, 5-10mm 수준의 초슬림에 대한 요구가 절정을 이루고 있다. 이를 위해 TV와 디스플레이를 구성하는 핵심 요소인 전원장치 또한 고전력밀도와 초솔림화를 위한 많은 연구 개발이 이루어지고 있으며 특히 최근 EU의 에코디자인 규정에 따라 디스플레이의 소비전력과 효율 또한 매우 중요한 이슈로 부각되고 있다. 한편, 최근까지 주류를 이루고 있는 LCD TV와 디스플레이용 전원장치의 경우 역률 개선을 위한 PFC(Power Factor Correction) 단과 LED 백라이트 및 영상보드의 전원공급을 위한 절연형 DC/DC 단으로 구성되며, OLED와 같은 저전압 대전류 디스플레이 소자의 경우 전반적인 전원장치의 구성은 유사하나 비절연형 DC/DC컨버터가 추가적으로 요구되기도 한다. 본고에서는 상기한 바와 같은 최근 추세에 따라 TV 및 디스플레이용 전원장치의 각 구성요소별로 고효율, 고밀도, 초슬림을 위한 전원회로 기술에 대해 간략히 소개한다.

A Study of the Behavioral Intention on Conversational ChatGPT for Tourism Information Search Service: Focusing on the Role of Cognitive and Affective Trust (ChatGPT, 대화형 인공지능 관광 검색 서비스의 행동의도에 대한 연구: 인지적 신뢰와 정서적 신뢰의 역할을 중심으로)

  • Minsung Kim;Chulmo Koo
    • Information Systems Review
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    • v.26 no.1
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    • pp.119-149
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    • 2024
  • This study investigates the antecedents and mechanisms influencing trust and behavioral intentions formation towards new AI chatbots, such as ChatGPT, as travel information searching services. Analyzing the roles of variables such as familiarity, novelty, personal innovativeness, information quality and perceived anthropomorphism, the research elucidates the impact of these factors on users' cognitive and affective trust, ultimately affecting their intention to adopt information and sustain the use of the AI chatbot. Results indicate that perceived familiarity and information quality positively influence both cognitive and affective trust, whereas perceived novelty contributes positively only to cognitive trust. Additionally, the personal innovativeness of new AI chatbot users was found to weaken the effect of familiarity on perceived trust, while the perceived level of anthropomorphism of the chatbot amplified the effects of novelty and familiarity on cognitive trust. These findings underscore the importance of considering factors such as familiarity, personal innovativeness, information quality and anthropomorphism in the design and implementation of AI chatbots, affecting trust and behavioral intention.

The linguistic and cultural phenomena derived from the interpretative ambiguity in the traditional Catalan time telling expressions (카탈루냐어의 전통적 시각표현의 해석적 모호성과 관련된 언어-문화적 현상)

  • Kwak, Jaeyong
    • Cross-Cultural Studies
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    • v.50
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    • pp.225-259
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    • 2018
  • In this study, according to the Institut d'Estudis Catalan, it is noted that the traditional Catalan time telling system is essentially based on delineating time by the use of the 'quarts (=quarters)' of an hour. In this fasion, to tell the time 8:15, 8:30 and 8:45 they use '${\acute{E}}s$ un quart de nou.,' '$S{\acute{o}}n$ dos quarts de nou.,' and '$S{\acute{o}}n$ tres quarts de nou.,' but do not use constructions such as '$S{\acute{o}}n$ les vuit i quinze.,' '$S{\acute{o}}n$ les vuit i trenta/mitja.,' '$S{\acute{o}}n$ les vuit i quaranta-cinc.,' because these expressions are considered to be as dialectal variants or international notation-based variants. Moreover, the traditional Catalan time telling system does not use cardinal numbers, except in the case of 'cinc (five)' and 'deu (ten).' These linguistic phenomenon cause the invention of a unique Catalan digital watch, and has noted special designs for the creation of a Catalan analogue watch. For this reason, the quarter system in colloquial Catalan provokes an enormous interpretative ambiguity in daily routine expressions with 'quarts' like '$S{\acute{o}}n$ quarts of nou.' or 'entre dos i tres quarts' whose meaning is not delineated between sixteen and forty-four minutes. We will argue that the traditional Catalan time telling expressions do not have the use of the subtractive system, and the fraction word 'quart' lacks a specific meaning of fifteen minutes because the Catalan word 'quart' is etymologically related to the classical public bell system, not definitively to the traditional clock system.