• Title/Summary/Keyword: 디자인 추론

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Web Cogmulator : The Web Design Simulator Using Fuzzy Cognitive Map (Web Cogmulator : 퍼지 인식도를 이용한 웹 디자인 시뮬레이터에 관한 연구)

  • 이건창;정남호;조형래
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2000.04a
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    • pp.357-364
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    • 2000
  • 기존의 웹 디자인은 웹이라는 매체의 특성 상 디자인적인 요소가 매우 중요함에도 불구하고 디자인은 위한 구체적인 방법론이 미약하다. 특히, 많은 소비자들을 유인하고 구매를 촉발시켜야 하는 인터넷 쇼핑몰의 경우에는 더욱 더 그럼하에도 불구하고 이를 위한 전략적인 방법론이 부족하다. 즉, 기존 연구들은 제품의 다양성, 서비스, 촉진, 항해량, 편리성, 사용자 인터페이스 등이 중요하다고 하였지만 실제 인터넷 쇼핑몰을 디자인하는 입장에서는 활용하기가 상당히 애매하다. 그 이유는 이들 요인들은 서로 영향관계를 가지고 있어서 사용자 인터페이스가 복잡하면 항해량이 늘어나 편리성이 감소하고, 제품이 늘어나더라도 검색엔진을 사용하면 상대적으로 항해량이 감소하게 되어 편리성이 증가한다. 따라서, 이들 요인을 활용하여 인터넷 쇼핑몰을 구축하려면 요인간의 영향관계를 면밀히 파악하고 이 영향요인이 소비자의 구매행동에 어떠한 영향을 주는지가 충분히 검토되어야 한다.이에 본 연구에서는 퍼지인식도를 이용하여 인터넷 쇼핑몰 상에서 소비자의 구매행동에 영향을 주는 요인을 추출하고 이들 요인간의 인과관계를 도출하여 보다 구체적이고 전략적으로 인터넷 쇼핑몰을 디자인할 수 있는 방법으로 web-Cogmulator를 제시한다. Web-Cogmulator는 소비자의 쇼핑몰에 대한 암묵지식 형태의 구매행동을 형태지식화하여 지식베이스 형태로 가지고 있기 때문에 인터넷 쇼핑몰의 다양한 요인의 변화에 따른 소비자의 구매행동을 추론 시뮬레이션하는 것이 가능하다. 이에 본 연구에서는 기본적인 인터넷 쇼핑몰 시나리오를 바탕으로 추론 시뮬레이션을 실시하여 Web-Cogmulator의 유용성을 검증하였다.를, 지지도(support), 신뢰도(confidence), 리프트(lift), 컨빅션(conviction)등의 관계를 통해 다양한 방법으로 모색해본다. 이 연구에서 제안하는 이러한 개념계층상의 흥미로운 부분의 탐색은, 전자 상거래에서의 CRM(Customer Relationship Management)나 틈새시장(niche market) 마케팅 등에 적용가능하리라 여겨진다.선의 효과가 나타났다. 표본기업들을 훈련과 시험용으로 구분하여 분석한 결과는 전체적으로 재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data buffer without complexity of computati

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The conditions and principles of the 'Bionik' space design on the basis of the consilient horizon of biology and architecture (생물학과 건축의 통섭적 지평에 기초한 비오닉 공간디자인의 조건 및 원리)

  • Lee, Ran-Pyo
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.68-77
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    • 2011
  • In this research it is concentrated first of all on the attempts to reconstruct the historical context of the idea for the space design based on the natural construction and to re-appropriate il critically to the present context. Sequentially in the areas of philosophy, biology, neuroscience, and architecture it has been variously discussed on the problems about the synthesis of biology and techniques. In the context of the consilience of biology and technique Werner Nachtigall, who has intended to shed light on the morphological principles in the natural construction, founded the 'Bionik', which is different from the bionics or the biomechanics that are oriented to the imitation of natural forms. The space design that is on the basis of the Bionik treats organisms as a functional whole. Therefore the Bionik space design follows two kinds of principle such as the principle of analogy and the principle of optimization. After all the understanding of the consilience of nature and technique for Nachtigall and Bionik designers tends toward the explication of the complex process in which the human perceptions, the environment, and the phenomenal techniques are united together, and this complex process is associated with the space design based on the Bionik.

Ubiquitous Context-aware Modeling and Multi-Modal Interaction Design Framework (유비쿼터스 환경의 상황인지 모델과 이를 활용한 멀티모달 인터랙션 디자인 프레임웍 개발에 관한 연구)

  • Kim, Hyun-Jeong;Lee, Hyun-Jin
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.273-282
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    • 2005
  • In this study, we proposed Context Cube as a conceptual model of user context, and a Multi-modal Interaction Design framework to develop ubiquitous service through understanding user context and analyzing correlation between context awareness and multi-modality, which are to help infer the meaning of context and offer services to meet user needs. And we developed a case study to verify Context Cube's validity and proposed interaction design framework to derive personalized ubiquitous service. We could understand context awareness as information properties which consists of basic activity, location of a user and devices(environment), time, and daily schedule of a user. And it enables us to construct three-dimensional conceptual model, Context Cube. Also, we developed ubiquitous interaction design process which encloses multi-modal interaction design by studying the features of user interaction presented on Context Cube.

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A Study on the Effect of Personal Innovativeness on a Combined Book Store's Service Design Factor & User's Word of Mouth (개인의 혁신성이 복합서점의 서비스 디자인 요인과 이용자의 구전에 미치는 영향요인 연구)

  • Park, Sang-Byong;Kwon, Man-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.193-206
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    • 2020
  • Despite recent changes in life style, the content called bookstore has steadily stood by our side, changing its shape. In this environment, This manuscript is a quantitatively empirical study that individual innovation affects a combined bookstore's service design factors and the user's intention to word of mouth. Researchers believed that individual innovation would affect a combined bookstore's service design factors. It was also assumed that there would be considerable causality between the combined bookstore's service design factors deduced through prior study. Furthermore, the assumption that these parameters would affect internal variables, perceived ease of use, perceived usefulness and satisfaction, word of mouth intentions was presented, and verified using An Integrated Model of Extended Technology Acceptance Model and Post Acceptance Model. Researchers expect that this research will contribute significantly in that it is a developer's approach to the combined bookstore that are seen as major tenants in large retail facilities.

Reliability Analysis of Emotion Evaluation EPA.PAD Model in Each Design Field (디자인 분야별 EPA.PAD 감성평가모형의 신뢰도 분석)

  • Kim, Ji-Hye;Lee, Jin-Sook
    • Science of Emotion and Sensibility
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    • v.17 no.1
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    • pp.79-92
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    • 2014
  • This study is aimed at minimizing the errors in using a sensitivity evaluation model that could occur when sensitivity analysis method is actively used for design evaluation. To extract words of a contrantion-type model by product, interior space, and streetscape design, primary word refinement was conducted with the words extracted from preceding studies. The analysis revealed that 19 words were used in all three fields. A reliability analysis revealed that different words had a bad impact on the reliability in each field. The applicability was reviewed through reliability analysis of EPA model as contraction-type and PAD model as inference-type. The results are as follows. Although the reliability of the contrantion-type model was higher than that of inference-type model in all three fields, the differences in Cronbach's Alpha were small. Also, When the reliability was analyzed after deleting the words that had a bad impact on reliability, the differences in the reliability's coefficients were clearly significant. Therefore, it is necessary to select words suitable for sensitivity evaluation target and objectivity of the evaluation can be boosted by using a proper model. Analysis of the sensitivity evaluation model suitable for future environmental evaluation should be analyzed with various statistical methods, beyond verification of reliability.

Viewing Environment Based Smart TV User Experience System Design and Implementation (시청 환경정보 기반 스마트 TV 사용자경험 시스템 설계 및 구현)

  • Ahn, Yang-Keun;Jung, Kwnag-Mo
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.1675-1676
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    • 2015
  • 최근 디지털 서비스 기기 트렌드는 기능 및 성능 위주 기술들보다는 사용자 중심 기술들로 점점 변화해 가고 있다. 특히 사용자 접근이 많은 디지털 서비스 기기일수록 사용자경험 증대를 위한 다양한 기술들이 선보이고 있는데, 본 논문은 가장 대중적인 디지털 서비스 기기인 TV의 사용자경험 시스템을 제안한다. 본 시스템은 사용자의 시청 환경정보를 정의하고 각 환경정보를 수집할 수 있는 모듈을 제공한다. 본 시스템의 서비스 추론 모듈은 센싱된 환경정보, 사용자 프로파일, 날짜 및 날씨 정보 등을 기반으로 사용자 맞춤화된 GUI 서비스 및 시청 환경개선 서비스를 추론한다. 맞춤화된 GUI 서비스는 크기, 색상 및 레이아웃 별 디자인된 GUI 콘텐츠와 GUI Framework을 기반으로 사용자에게 제공된다.

Ontology-based Recommendation System for Maintenance of Korean Architectural Heritage

  • Lee, Jongwook
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.10
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    • pp.49-55
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    • 2019
  • In this paper, we propose ontology-based recommendation system for supporting maintenance of Korean architectural heritage. This study includes the following: 1) design of ontology expressing repair information of architectural heritage, 2) creation of repair case DB, 3) creation of a recommendation system of repair method. For this study, we designed the ontology that expresses the information of Korean wooden building cultural heritage by referring to the existing heritage ontologies. Second, we created the repair information database based on the repair contents and the expert interview data provided by the National Institute of Cultural Heritage and the Cultural Heritage Administration. Third, we developed a system that recommends the repair method of Korean wooden architectural heritage with the most similar phenomena and causes. This study contributes to sharing repair knowledge and determining repair methods for architectural heritage repair.

An analysis of characteristics of mathematically gifted high school students' thinking in design activities using GrafEq (GrafEq를 활용한 디자인 활동에서 나타나는 수학영재아의 사고특성분석)

  • Lee, Ji Won;Shin, Jaehong;Lee, Soo Jin
    • Journal of the Korean School Mathematics Society
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    • v.16 no.3
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    • pp.539-560
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    • 2013
  • The purpose of this study was to investigate characteristics of mathematically gifted high school students' thinking in design activities using GrafEq. Eight mathematically gifted high school students, who already learned graphs of functions and inequalities necessary for design activities, were selected to work in pairs in our experiment. Results indicate that logical thinking and mathematical abstraction, intuitive and structural insights, flexible thinking, divergent thinking and originality, generalization and inductive reasoning emerged in the design activities. Nonetheless, fine-grained analysis of their mathematical activities also implies that teachers for gifted students need to emphasize both geometric and algebraic aspects of mathematical subjects, especially, algebraic expressions, and the tasks for the students are to be rich enough to provide a variety of ways to simplify the expressions.

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A Direction of Emotion Design for Future MP3 Players by Trend Analysis (추세분석을 통한 미래 MP3 플레이어의 감성디자인 방향 모색)

  • Lee, Yu-Ri;Yang, Jong-Youl
    • Science of Emotion and Sensibility
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    • v.10 no.4
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    • pp.511-521
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    • 2007
  • It is very important that design based on preference of consumers who continuously change. Therefore, the method that can decide on the design concept which a consumer can prefer in future points of time that a design is released is necessary. There may be various ways to decide a design concept, but trend analysis is one of the best ways to be able to satisfy consumer preference. The purpose of this study is to provide a process that can give a direction of MP3 player design oriented consumer emotion. For the purpose, we considered about trend analysis as the ways that can present the design direction that can grasp a change of continuous preference, and a consumer can prefer with early bases in future points of time of a consumer. In this empirical research, we decided on design elements and levels of the elements after collecting 228 MP3 players released from 2000 to 2007, and carried out trend analysis through homogeneity analysis by SPSS program. In the result, we knew that future consumers also will regard emotional experience consumption as important. So, MP3 player design will be developed into consumer emotion-oriented design. We predict 4 trends for a future MP3 player design. 1. Development of high-priced MP3 player with various multimedia functions. 2. Development of MP3 player with basic functions. 3. Development of new convergence products with MP3 function. 4. Development of new MP3 player based on flash memory. If designers can infer a future MP3 player design from this design trend results, the probability that can occupy competitive advantage in their competitions will be high. Therefore this study can be useful.

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A study on the Circular art using a numeral operation for the mathematical gifted - Focused on the design of a circle using GSP - (초등수학 영재학생의 자연수의 연산을 활용한 원형 디자인 - GSP를 활용한 원 디자인을 중심으로 -)

  • Park, Joog-Youll;Lee, Heon-Soo
    • Education of Primary School Mathematics
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    • v.15 no.1
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    • pp.31-40
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    • 2012
  • In this paper, we developed teaching learning models using a numeral operation for the mathematical gifted focused on the design of a circle using GSP and investigated effects of this models. This model gave gifted-students to be able to produce creative outputs with mathematical principles and practicality and beauty of mathematics. We found following facts. Firstly, a developed teaching-learning model improves a mathematical gifted student's mathematical creativity as analytic thinking and deductive inference. Secondly, a circular design using GSP helps gifted students to understand the abstract rules because mathematical patterns was represented visually by a circular design. Lastly, a circular design using a numeral operation is helpful to gifted students revealing to creativity and beauty of mathematics.