• Title/Summary/Keyword: 디지털 컨텐츠 제품

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A Study on the Development of On Screen Display Interface Design for Digital Convergence TV User (디지털 복합TV환경에서의 사용자 인터페이스 디자인을 위한 OSD 디자인 개발에 관한 연구)

  • shim, Jae-Hee;Lee, Kun-Sik;Yoo, Kyung-Hee;Kim, Uni-Young;Kim, Jeong-Ju
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.9-13
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    • 2006
  • 본 연구는 HD 복합TV 사용자의 시청행태 및 사용자 니즈 분석을 통해 사용자 시나리오를 도출하여 실제 제품에 적용할 수 있는 DTV 인터페이스 디자인의 일반적인 원리를 발견하고 대형 DTV 화면에 적합한 OSD디자인을 개발하여 디지털 복합 TV에 적합한 새로운 디자인 가이드라인을 제안하는 것을 그 목적으로 하고 있다. 이를 위해 DTV 시청환경을 기반으로 PVR, EPF, 녹화, 1394 등 다양한 기능에 대한 사용 시나리오를 정의하고 유저 내비게이션 특성을 반영한 OSD디자인 방향을 검토하였고 개발환경인 50인치 PDP 화면에 적합한 레이아웃을 제작하여 사용자조사를 통해 검증하였다. 사례연구로 최근 이슈가 되고 있는 타임머신 기능 X Canvas PDP의 OSD 디자인을 개발하여 양산용 제품에 적용할 수 있었다. 대표적인 특징으로 복합 TV 의 Gateway 인 홈메뉴, PVR 기능의 핵심인 프로그래스바, 모든 컨텐츠에 일관되게 적용할 수 있는 목록화면, 녹화관련화면에 공통적으로 적용할 수 있도록 폰트,칼라,레이아웃,위젯 정의를 수행하여 각 기능별 화면들이 Package개념으로 Identity를 갖추면서 사용하기 편리하도록 구성하였다. 그리고 이를 통하여 DTV Application Design에 일반적으로 적용할 수 있는 메뉴구조 및 화면디자인 가이드라인을 도출하였고 세계최초로 자사에서 개발한 하드디스크 내장 HD TV Application GUI 의 사용성 및 심미성 측면을 모두 만족시키는 등 DTV GUI 분야에서 주목할 만한 성과를 거두었다.

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Study on the Influence of Mobile Application Interactivity on flow and purchase intention (모바일 애플리케이션의 상호작용성이 플로우(flow)와 구매의도에 미치는 영향에 관한 연구 -구매등급을 조절효과로-)

  • Kwak, Dong-Sung;Yim, Ki-Heung;Kwon, Jin-Hee
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.165-176
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    • 2012
  • Despite the gradual growth of mobile markets according to an increased mobile distribution rate, empirical studies on the mobile shopping application markets are not sufficient. From the viewpoint of a large number of purchase of brand product in department store by customers and a high growth rate of mobile shopping by means of mobile shopping, we classified a principle variable, the interactivity, into three levels and verified the effects of the interactivity on the flow, effects of the flow on the purchase intention and the control effect of purchase level. In conclusion, among the three levels of the interactivity the customer-customer interactivity and the content-customer interactivity have positive effects on the flow, but company-customer has not. On the other hand, the customer-customer interactivity and the content-customer interactivity have a positive effect on the flow. Furthermore, the flow affects the purchase intention positively. After the verification of the direct effect of interactivity on the purchase intention, the content-customer interactivity only has a positive effect on the purchase intention. Lastly, the purchase level has a control effect when the customer-customer interactivity has a positive effect on the flow.

A Study on the mechanism of Acquisition of Customer Knowledge through Web Site at Electronic Commerce Times (전자상거래(電子商去來) 시대(時代) 웹 사이트를 이용(利用)한 고객지식(顧客知識) 보호체계(確保體系)에 관한 연구(硏究))

  • Park, Young-Tae;Jeong, Jong-Sik
    • International Commerce and Information Review
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    • v.3 no.2
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    • pp.93-111
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    • 2001
  • The purpose of this paper is to study the mechanism of Acquisition of Customer Knowledge through Web Site at Global Electronic Commerce Times in Korea. The major findings of this paper is that the models of inter-business alliance network for EC based on contents, types of participating company, categories of business of participating company, modes of alliances, and concentrated industry or function are various and complex. Therefore all companies should know this result and reflect in their business strategy.

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The Implementation of the Digital watermarking for 3D Polygonal Model (3차원 형상 모델의 디지털 워터마킹 구현)

  • Kim, Sun-Hyung;Lee, Sun-Heum;Kim, Gee-Seog;Ahn, Deog-Sang
    • The KIPS Transactions:PartD
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    • v.9D no.5
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    • pp.925-930
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    • 2002
  • This paper discusses techniques for embedding data into 3D polygonal models of geometry. Much researches of Watermarking had been gone as element technology of DRM (digital rights management). But, few research had gone to 3D polygonal model. Most research is limited at text document, 2D image, animation, music etc. RP system is suitable a few production in various goods species, and it is used much in industry to possible reason that produce prototype and find error or incongruent factor at early stage on design in product development childhood. This paper is research about method that insert watermark in STL ( stereolithography) file that have 3D shape model. Proposed algorithm inserts watermark in normal vector region and facet's interior region of 3D shape data. For this reason, 3D shape does not produce some flexure and fulfill invisibility of watermark. Experiment results that insert and extract watermark in normal netter region and facet's Interior region of 3D shape data by proposed algorithm do not influence entirely in 3D shape and show that insertion and extraction of watermark are possible.

Impact of the Characteristics of ICT Convergence Sports Game Device on Game Satisfaction and Intention to Reuse (ICT융합 스포츠 게임기기의 특성이 만족도 및 재사용의도에 미치는 영향력 분석)

  • Han, Seung-Gyun;Choi, Moon-Jong;Ahn, Hyun-Sook
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.796-805
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    • 2016
  • This study aimed to investigate the influence of the various factors ICT Convergence of Sports Game device on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Extended Technology Acceptance Model, a research model was constructed that consists of playfulness, usefulness, convenience. The proposed model is analyzed to target 271 customers in Daegu National Science Museum experienced ICT Convergence Sports Game Device using Smart Partial Least Square(PLS) 2.0. The result of hypothesis testing are as follows. First, Playfulness, Usefulness, Convenience showed positively significant impact on Game satisfaction. Second, Game satisfaction positively influenced Reuse Intention. Thus, based on the results of the study, ICT Convergence of Sports Game Device seems to help in the development of a contents.

A Study on the Development of Design for Travel Souvenir Connected with a Local Festival - Focusing on the Wood-Craft Industry of Inje-county in Gangwon-province - (지역축제와 연계한 관광문화상품 디자인 개발에 관한 연구 - 강원도 인제군 목공예산업을 중심으로 -)

  • Choi, Ki;Shin, Soo-Khil;Park, Jeong-Soon
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.303-314
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    • 2005
  • This study is intended to promote local woodcraft industry with revitalization of local festival in Inje-county. To do so, we propose the travel souvenir design with local identity and the plan for production and marketing based on the management of 'Design Hospital' and the building of production method through 'laser wood inlaying technique like puzzle style'. Research method is benchmarking analysis of successful cases of travel souvenir which is developed for cultural contents of local festival. The result of this study is the following. First, design outsourcing is done one of support in industry focused on old boy network, Through it, Special brain of design can be supplied without compensation. Also the difficulty of manpower problem is lessened and the ability of product development in short term can be guaranteed. On the basis of this, we are able to apply Mass Customization production by up to date digital production method. This enables us to maintain the production flexibility of cultural goods fit for the traits of local festival. This study is intended to present the best model guananteeing both profit of wood technological industry and the possibility of local cultural.

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User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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