• Title/Summary/Keyword: 디자인 프로토타입

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User-Centered Design in Virtual Reality Safety Education Contents - Disassembly Training for City Gas Governor - (VR 안전교육콘텐츠에서의 사용자 중심 디자인(UCD) - 도시가스 정압기 분해점검 훈련을 소재로 -)

  • Min-Soo Park;Sun-Hee Chang;Ji-Woo Jung;Jung-Chul Suh;Chan-Young Park;Duck-Hun Kim;Jung-Hyun Yoon
    • Journal of the Korean Institute of Gas
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    • v.28 no.2
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    • pp.84-92
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    • 2024
  • This study applied the User-Centered Design(UCD) to develop effective VR safety training content for specific users. The UCD-based design was tailored to the VR, facilitating efficient design activities. The UCD process comprises key activities: deriving design concepts from user needs, designing with VR features, developing prototypes, conducting comprehensive evaluations with experts and users, and completing the finals. Unlike traditional UCD, this flexible approach allows iterative cycles, enhancing the quality and user satisfaction of VR safety training contents.

Research on Network Design for Intrusion Tolerance of BcN (BcN에서의 침입감내를 위한 네트워크 디자인 연구)

  • Park, Hyun-Do;Kim, Soo;Lee, Hee-Jo;Im, Chae-Tae;Won, Yoo-Jae
    • Journal of KIISE:Information Networking
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    • v.34 no.5
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    • pp.305-315
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    • 2007
  • Broadband Convergence Network (BcN) is the network which unifies telephone network, the Internet and broadcasting networks. Threats to each network can bring serious problems in BcN environment since the whole network can be damaged by various types of attack. The purpose of this study is to suggest the prototype of intrusion-tolerant network design of BcN to guarantee the continuous operation of BcN services against malicious attacks. First, BcN service components, selected by analysis of service time and coverage importance, are classified into three groups by their type: server type, gateway type and hybrid type. Second, the necessity of applying intrusion tolerance on BcN services is deduced by possible attack scenarios on BcN. Finally, we suggest the intrusion-tolerant network design suitable to BcN, using hardware redundancy and secure policies. Also, we present that the suggested network design can increase the intrusion tolerance of BcN.

The process for adjustive media as design method with feedback (Adjustive Media의 feedback을 수반한 작품 제작 방법)

  • Cho, Hyun-Seung
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.311-317
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    • 2013
  • Most of the existing interactive arts or entertainment systems consist of the following three steps: 1. the system's prompting the action of the participant, 2. action of the participant, and 3. response of the system. They do not presuppose these successive processes are performed continuously and repeatedly, and they are designed to express the concept of the work in each interaction. The opposite approach is to transmit the concept of the work in a continuous and repeated experience. The authors propose "Adjustive Media" as a type of work based on this approach. Adjustive Media has a spiral model with feedback. When participants experience the work repeatedly, they can recognize the difference of results between each interaction, and they can under- stand more closely the intent of the designer. This paper will propose 3 design processes for Adjustive Media as design method, and will introduce the prototypes of Adjustive Media.

Responsive Web of Prototype based on Implementation Structure (인터페이스 구조에 따른 프로토타입의 반응형 웹)

  • Jang, Seung-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.3
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    • pp.609-616
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    • 2018
  • The purpose of this study is to describe the technologies necessary to design responsive web with the use of the responsive website based on implementation structure as a prototype. Responsive design means the process of analyzing prototype requirements on the basis of implementation and applying the analysis results to development. The design method based on the principle of priority in development was established, and then flexibility and variability through design formula were set up. After that, the user-oriented primary principle and secondary principle were drawn to establish implementation structure. In the way of discussing compression technologies, a method of combination was searched for, and then a method of asynchronous script scalability in line with a web prototype was found. Today, a website or a web application needs to be adopted and accessed regardless of device types. As a solution, a responsive website design method was found. Important technologies for the implementation structure for the responsive website design method and its relevant prototype website were came up with.

A Study on the Video Analysis Tool to Support Collaboration for Effective Usability Evaluation (효율적인 사용성 평가를 위해 협력작업을 지원하는 비디오 분석 도구에 관한 연구)

  • 박정순;신수길
    • Archives of design research
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    • v.17 no.3
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    • pp.373-382
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    • 2004
  • Video protocol analysis is a popular and effective technique in many research disciplines including industrial design and HCI for understanding the interactions between people, and between people and machines. Analysing and transcribing video recordings is, however, notoriously time consuming, and a variety of single-user computer based tools have been developed to ease the task. This paper examines collaborative video analysis. The motivation for groupware tools for video analysis is described, and the desirable features of such tools are identified. The following section reviews related work on video analysis and on single-user video analysis tools. The review is used to derive a set of design goals for collaborative video analysis tools. We then detail prototype's user interface, its collaborative facilities, and its implementation. The preliminary evaluation is described prior the conclusions which identify directions for further work.

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A Development of Designs for the Multifunctional Traveler's Jacket (다기능형(多技能形) 여행용(旅行用) 재킷의 디자인 개발(開發))

  • Suh, Yun-Jung;Lee, Joo-Hyeon
    • Journal of Fashion Business
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    • v.6 no.4
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    • pp.46-61
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    • 2002
  • The purpose of this study was to analyze critical needs and demands for the multifunctional traveler's jacket and to develop design prototypes based on the findings from the analysis. A self-report questionnaire with the stimuli was applied. Total 163 travelers were purposively sampled for the survey and the data were analyzed quantitatively as well as qualitatively. The results were as follows: 1. The respondents were divided into three groups - "digital-functionality-needs group", "non-digitalfunctionality-needs group", "no-need group", according to their preference and needs for the multifunctional traveler's jacket. 2. The three groups were analyzed (1) to have meaningful differences in experiencing inconvenience in their traveling, (2) to have statistically significant differences in their needs for the multifunctional traveler's jacket, (3) while some imperative consensus in their needs were found in part. 3. Based on the findings of the analysis mentioned above, three design prototypes were developed and visualized with conclusion.

A Development Study on New Hand Rehabilitation Training Tool Using Cat's Cradle Game (실뜨기 놀이를 활용한 새로운 수부재활훈련도구 개발 연구)

  • Lee, Yu Sol;Chung, Do Sung
    • Design Convergence Study
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    • v.17 no.3
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    • pp.1-19
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    • 2018
  • Hand rehabilitation training tools are used in hospitals and at home for patients and users who require recovery of disabled hands and improvement in overall hand function. However, existing training tools are not organized into a progressive system, and they lead to repeatability operations over a period of time. As a result, patients feel free and cannot be motivated by rehabilitation, and continuous rehabilitation training is difficult. Based on this argument, the study combines one of the elements of the game called the "Cat's cradle" to enable the user to feel achievement through play and to achieve natural rehabilitation through unconsciousness. After examining the characteristics of the tool, the user's environment, the relevance of the Cat's cradle game to the training tool and to the patient's continued rehabilitation was established. And design elements were derived through professional interviews. Later, design guidelines and prototypes have been created to complement the problems associated with guidelines and prototypes by conducting usability testing and design element assessment.

The Medical Supplies KIT Design based on the Intravenous Fluid Therapy for Experience of Medical Staff (의료인의 의료 행위 경험을 위한 정맥 수액 요법용 의료 소모품 키트 디자인)

  • Lee, Hye-Min;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.121-128
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    • 2019
  • Medical services should be provided not only to patients but also to medical staff who are the main actors of medical treatment. This paper is based on Ethnography, observing the behavior of medical staff performing medical actions and finding what is the most frequent of physical medical treatment. In particular, I observed the need for recognition and performance of the clinical workforce for invasive medical treatment. Based on the Insight from the observation and analysis of medical staff's behavior on intravenous fluid therapy and in-depth interview, I defined four design value factors. Plus, I suggest a design prototype with a proposal for designing a medical consumable kit for intravenous fluid therapy to validate the design elements. Kitting medical consumables simplify the preparation and disposal process throughout the treatment, enabling rapid medical action and increasing work efficiency.

Augmented Reality Based Remote 3D Collaborative Design Workspace (증강현실 기반의 원격 3차원 디자인 협업 환경에 관한 연구)

  • SaKong, Kyung;Nam, Tek-Jin
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.221-226
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    • 2006
  • 원격 3차원 디자인 협업 환경이란 원거리에 있는 디자이너들이 3차원 모델을 함께 동시적으로 다루는 협업 환경으로서, 제품 개발 프로세스의 비용과 시간을 단축하는데 매우 중요한 역할을 한다. 그러나 이에 대한 연구는 아직 미비한 실정이며 기존의 연구들도 2차원 데스크탑 환경에 제한된 문제점이 있다. 따라서 본 연구는 새로운 협업 환경의 제안을 통해 지리적으로 떨어진 디자이너들간의 3D 모델에 관한 원활한 협업을 촉진하는 것을 목표로 한다. 본 연구에서 제안한 증강현실 기반의 원격 3차원 디자인 협업 환경은 3D 모델의 공유를 위한 회전 원반(turntable)과 상대의 위치 및 제스처 정보를 제공하는 가상 그림자(virtual shadows)로 구성된다. 동시적으로 회전하는 회전원반은 물리적인 매개체로서 가상물체와 실제 세계를 자연스럽게 연결하는 동시에 상대의 실재감을 높인다. 가상그림자는 가상물체 주위로 보여지는 사람들의 손과 팔의 움직임을 시각화하여 공유하는 것으로, 상대의 위치뿐 아니라 지시, 제스처 등 행동에 대한 인식이 지속적으로 이루어지게 한다. 프로토타입을 제작하고 사용자 평가 실험을 실시하여 3차원 모델을 검토하는 단계에 그 유용성이 있음을 확인하였다. 데스크탑 환경의 모델링 툴에 익숙한 사용자들은 실제 공간에서 가상물체를 조작할 수 있음에 긍정적인 반응을 보였고 회전원반과 가상그림자의 제공은 태스크 수행의 정확도를 높이며 협업을 촉진하는 결과를 보였다. 본 연구는 환경적 제약으로 원활하게 이루어지지 못했던 3D 모델에 관한 원격 협업에 의사소통의 장을 마련하고 이를 촉진시킨다는 점에서 그 의의가 있다. 본 환경에서 제시한 상대방과 협업대상물에 대한 심리적, 물리적 공유 감을 증대시키는 방법들은 3D 모델에 관한 디자인 협업에서 확장되어 다른 원격 협업을 지원하는 데도 적용될 수 있을 것이다.

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A Study on the Prototype Setting for Energy Independent Site Planning (에너지 자립형 단지계획 프로토타입 설정에 관한 연구)

  • Ha, Seung-Beom
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.359-366
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    • 2021
  • It's been more than 30 years since global warming by the increase in CO2 became a cause celebre worldwide. Recently the government promulgated Framework Act on on Low-Carbon Green Growth and has been continuously putting much effort into saving energy and reducing carbon dioxide emissions such as an international climate change conference to prevent the increase in CO2. However, because most cities are not planned for energy saving, new cities should be planned as the active energy-efficient urban structure for 'sustainable urban development' from a long-term perspective. This study aims to design a new prototype for the sustainable energy-independent and environment-friendly housing estates which is the nation's new vision in the era of the Fourth Industrial Revolution. A study on the energy-independent site planning and the quantitative standardization of its factor will be conducted.