• Title/Summary/Keyword: 디자인지식

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A Study on the Network and Space Planning of the Public libraries in Daegu City for Construction of Knowledge-Information infrastructure (지식정보 인프라 구축을 위한 대구시 공공도서관의 지역네트워크 및 공간계획에 관한 연구)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.236-244
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    • 2011
  • As the digital information infrastructure is established for the public library system in the contemporary age, expectations and demands surrounding the public library system are growing rapidly as the place of exchange and enjoyment of information and culture, and as the place of life-long learning. In addition, a new kind of information & culture services are needed to meet the demands of contemporary men and women, who are exploring information as the information environment undergoes rapid changes - from increase in the volume of digital publications, to increase in the usefulness of online information resources, to strides made in the media industry. The public library will continue to play its role and function by providing to all users all available information, whether it's available online or offline, whether it's in a physical format or in a digital format. As such, design and management of a space appropriate as a new information environment are needed. It is deemed that an information infrastructure for Daegu that can improve the quality of life in the region and can increase user accessibility to information in this information age is needed, as well as reorganization of the pertinent environment. Therefore more public libraries have to be built in Daegu as a necessity, and it is urgently needed that the information services be expanded through an organic linkage between local libraries such as between the central library and the branch libraries. This paper aims to provide basic data for building of public libraries in Daegu. To establish an information infrastructure for Daegu, a direction is given for the establishment of a local network of public libraries and ways for improvement are explored. This paper is significant in that, first, it helps in the planning of a local network of public libraries, which plays a crucial role in improving accessibility to information as well as the level of their use; and second, it helps in setting up guidelines for spatial configuration of the user space. As for the method, quantitative review of the information environment is to be done by analyzing the present situation of the public library network in Daegu from the perspectives of region, facility, and space, in order to present a method of user-centered spatial configuration that meets the changes in social roles and forms of information in the contemporary society.

A Study on Library Policy and Performance Analysis to Practice Social Inclusion (사회적 포용을 실천하기 위한 도서관 정책 및 성과 분석에 관한 연구)

  • Noh, Younghee;Shin, Youngji
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.4
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    • pp.245-266
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    • 2021
  • In this study, in order to practice the social inclusion of libraries, the related policies currently announced in the 3rd Comprehensive Library Development Plan were examined, and the current status of tasks promoted by central administrative agencies and metropolitan and provincial libraries was examined based on these policies. As a result, first, in terms of active information welfare realization, various programs and services are being implemented to bridge the knowledge and information gap, but it seems that the scope of the target should be expanded in the future, cooperation with related organizations, and infrastructure improvement. Second, in terms of expanding the openness of the space, the expansion of the open space as an open space and the application of universal design are being performed. In the future, it seems that the scope of universal design application should be expanded in consideration of budget investment for continuous space reconstruction and diversity of users. Third, in terms of linking services across boundaries, services and programs are provided to infants and toddlers, children, women, the elderly, the underprivileged, job seekers, and multicultural families. In the future, it seems that the improvement of the service system for the expansion of inclusive services in libraries should precede, and cooperation between related ministries should be made to provide differentiated services. Finally, it is expected that future policy-making tasks for social inclusion should be considered not only for books, programs, and spaces, but also for librarians' education, establishment of cooperative networks with related organizations, and marketing for services and programs.

Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.15-35
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    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

Educational Game Making-Tool Development using Unity3D Engine: Birth of Game (Unity3D를 이용한 전래동화 게임 제작 툴 개발)

  • Lim, C.J.;Han, Won Dae;Guen, Jeong Yun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.29-38
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    • 2014
  • This paper proposed a tool how to make the educational game for users who don't have professional knowledge about game production technique and It was sought how they can make directly the educational game customized form what they want. It joined with forgotten Korean folk tales. And It evolved into a new game-making tool that is based on Korean folk tales. Users will design, play and share their games themselves with this tool. It was also produced to involve the children more easily and fun in the education while providing and sharing the fairy tales which teachers directly designed by this tool. This tool will give a chance to look back on forgotten Korean folk tales and will play role as a educational game for young students. Through this game, young students will receive good Korean traditional cultures and will gain wisdom, humor and lessons in a game. And adults will feel homesick.

The Notion and Forms of Pataphor in Science Educational Contents Design (과학 교육콘텐츠 디자인에서 파타포(Pataphor)의 개념과 유형)

  • Han, Ji-Ae
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.399-406
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    • 2016
  • As the paradigm of science education has been changing from offering scientific knowledge to 'Public Understanding', ways of communication through visual tools in science education has become increasingly important. In this study, I considered 'Pataphor' as a visual tool for scientific communication, and suggested its functions and forms. By studying the notion of pataphor, which was used an overlapped image of virtual reality and reality in literature, in the perspective of contents design, I defined 'Pataphor' as a visual way of deducing or making the metaphysical similarity with the reality based on scientific imagination. Also, I deduced the functions of pataphor as a visual mediacy and suggested its types as "Pataphor of duplicated reality", "Pataphor of reflected reality", "Pataphor of metamorphosed reality", and "Pataphor of artificial reality". Through this study, it was found to be necessary to study in detail the ways to use pataphor depending on contents producing media's and learners' awareness process of contents so there will be a follow-up study on the ways to use pataphor.

Discovering child' and the Bauhaus: Cult of Innocence in the Modernism (어린이의 발견'과 바우하우스: 모더니즘에 나타난 '순수함'의 숭배)

  • Kim, Jin-Kyong
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.237-246
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    • 2005
  • This study was intended to enlighten two-faced desires of the Bauhaus, revealing that it is closely related with the child education rooted in Frobel. The Bauhaus declared to disconnect with the traditional education standing for Academies and asked students to go bad to such 'innocence' as children had. The faculty of Bauhaus tried to understand of the essence of the world through primary geometrical forms as 'purity' without any inessential things as $Fr{\ddot{o}}bel$ did. Their attempts not to admit any nonessential things, however, and dinging to purity was rather a sort of neurosis. The modernism is not different from the child art hiding sadistic and dictatorial elements behind the myth of 'innocence'. Considering the child education was born and grown with nutrition from the bourgeois development, it was not compatible with democratic ideals of the Bauhaus. While the new types of schools for children provided an excellent preparation for the Bauhaus to initiate a new design education, people of the Bauhaus were going toward a different direction from aspiration of the bourgeois, strong supporters of the new schools.

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A Study on the Meaning Operation of the Factors Constitute the Course of Practice (실습과정 구성요소의 의미작용에 관한 연구)

  • 이성남
    • Archives of design research
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    • v.16 no.3
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    • pp.281-290
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    • 2003
  • An educational practice is a communicational course between educator and student with scheme and execution of studying. The communicational contents of the practical course require teaching transmission and recipient process for educator and student as a major knowledges end techniques in order to achieve student's aim. The communication of practical course consists of educators, students, and practical contents, and they also form both meaning objects and mutual relationships for constitution of the practical courses. In order to develop the effective plan for practical process, we have to understand the phenomena of meaning operations which consists in connections of the practical exercise and the meaning object. This study is to approach a phenomenal analysis as respects the meaning operations how forms of tie meaning object exert in the practical course. On the basis of this analysis, we grasp properties of the practical course into the meaning object, and in these connections, suggest the category of cognizance to put execution in the practical course by interpreting factors of the meaning operations.

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A Study on the Strategy of Character Marketing Based Marketing PR (Marketing PR을 응용한 캐릭터마케팅전략 연구)

  • 임창윤
    • Archives of design research
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    • v.16 no.4
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    • pp.59-68
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    • 2003
  • Character industry which introduces marketing techniques into cultural level and recreational tendency owned by man and which develops them to industrial aspects is not simple sale of goods, but knowledge-intensive industry which asks consumers intangible symbolic elements. In other words, it is a field of soft business which concretizes and maximizes ideas, goods and services which can satisfy pleasure and recreational tendency internal to human mind. For Korean character industry, forms or expressions proper to character not only have weak character, meaning or values as goods from the stage at which they are developed, but the absence of strategies about media by which to develop these or integrative character marketing strategies and tactics makes a ripple effect of character or strategies of merchandising it relatively inferior compared to the advanced countries in character such as the United States, Japan, England and so on. 1 want to contribute to developing Korean character industry to the levels of developed countries by applying the strategies and tactics of MPR, the strategic marketing method which worldwide famous enterprises or brands are positively utilizing in the condition of the lad(Eng study on character marketing with character as the subject, to character marketing strategies by which they can be grafted directly into fields of character business.

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AHP와 하이브리드 필터링을 이용한 개인화된 추천 시스템 설계 및 구현

  • Kim, Su-Yeon;Lee, Sang Hoon;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.7
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    • pp.111-118
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    • 2012
  • Recently, most of firms have continuously released new products satisfying various needs of customers in order to increase market share. As a lot of products with various functionalities, prices and designs are released in the market, users have difficulties in choosing an appropriate product, especially for information technology driven devices. In case of digital cameras, inexperienced users spend a lot of time and efforts to find proper model for them. In this study, therefore, we design and implement a personalized recommendation system using analytic hierarchy process, one of the multi-criteria decision making techniques, and hybrid filtering combining content-based filtering and collaborative filtering to recommend a suitable product for inexperienced users of information technology devices.

Software Teaching.Learning Strategy for Improvement of Software Adaptability (SW 적응력 향상을 위한 SW 교수.학습 전략)

  • Yoo, In-Hwan;Koo, Duk-Hoi
    • Journal of The Korean Association of Information Education
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    • v.8 no.4
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    • pp.501-510
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    • 2004
  • The activation of the latest ICT(Information and Communication Technology)education has been putting more importance on the education of the application SW(software). By the way, the geometric progression of knowledge and the fast development of computer technology have continuously created new SW. Accordingly, the previous traditional SW learning paradigm runs into various problems. This study starts from the recognition of such problems. In this study, the SW adaptability is defined as the ability that learners can efficiently find and apply the suitable functions of SW to those problems in the problematic circumstances as well as promote retention and metastasis. With these premises, this paper makes an inquiry into the teaching-learning method. Besides, This paper explores the SW usability and the principles of UI(User Interface) design and deduces the SW learning strategy. Furthermore, it probes problems of the SW teaching-learning of the demonstration practice method and proposes the inquiring master for SW adaptability teaching-learning model.

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