• Title/Summary/Keyword: 라이프 시나리오

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A Study on the Change in the Performing Subject of Life Behavior in Future House Looked through Life Scenarios (라이프 시나리오를 통해 본 미래주택 내 생활행위 수행주체 변화에 관한 연구)

  • Lee, Young-Sun;Lee, Yeun-Sook;Ahn, Chang-Houn
    • Journal of the Korean housing association
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    • v.21 no.5
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    • pp.73-81
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    • 2010
  • With rapid development of various information and communication technologies, to forecast future became important for coping with new environment. Experts in each field of study are forecasting future society, and considerable life scenarios are derived in the process. Life scenarios help people to approach and understand future circumstances easily. Therefore, to study future housing with life scenarios as materials will be helpful to establish the direction to the development of current housing. The purpose of this research is to examine what characterizes the housing functions and life behaviors of future house and what is changing from the housing functions and life behaviors of past and present. Content analysis was used as research method. The subject was 10 future forecasting books which reflects daily life in the house, and 1 episode relating residential space as 1 analysis unit, the total of 213 episodes were analyzed as materials. As a result, most of the life behaviors in the house are expected to be performed by robots instead of humans in the future. On the other hand, partial life behaviors are already being performed mostly by computer system, and another partial life behaviors show that the role-performance of them are not being totally by robots but partially with human.

The Method of Dual-mode Service Lifecycle Management in Service Delivery & Management System (서비스 분배관리 시스템에서의 듀얼모드 서비스 라이프 사이클 관리 방법)

  • Lee, Il-Woo;Jung, Chan-Mi;Park, Ho-Jin;Kim, Sang-Ha
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.189-192
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    • 2005
  • 홈 네트워크 서비스의 활성화와 더불어 홈 네트워크 제어를 포함하는 다양한 서비스가 홈 게이트웨이를 중심으로 제공되고 있는데, 이러한 다양한 서비스의 지속적인 제공과 업그레이드 등을 위해서는 개방성 및 확장성을 갖춘 서비스 분배관리 플랫폼 (Service Delivery & Management Platform)이 필수 요소가 된다. 서비스 분배관리 플랫폼은 홈 게이트웨이를 관리하는 기능 뿐아니라. 홈 게이트웨이상에 다운로드된 서비스의 라이프 사이클을 관리하는 방법을 제공한다. 서비스 제공자는 개발한 서비스 응용을 서비스 플랫폼에 등록하고, 서비스 분배라는 행위를 거쳐 홈게이트웨이의 프레임워크상에 다운로드되며, 해당 서비스 응용은 설치와 동시에 구동되면서 서비스 사용자에게 서비스를 제공하게 된다. 본 고에서는 홈네트워크 서비스 분배관리를 제공하는데 있어서, 서비스 사용자의 요구에 의한 pull 방식의 서비스 제공 방법과 시스템 관리자에 의한 push 방식의 서비스 제공 방법을 지원하는 서비스 분배관리 시스템의 구조 및 시나리오에 대해 제시하고자 한다.

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Carbon measurement and 'Eco etiquette Carbon diary' application development for low-carbon living (저탄소 생활을 위한 탄소 발자국 측정 및 '에코에티켓 탄소일기장' 어플리케이션 개발)

  • Lee, ahyeon;Koo, seunghoe;Han, wonhee;Kim, minyoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.940-942
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    • 2022
  • 2050탄소 중립 사회 전환을 위한 저탄소 발전전략으로 정부는 '2050 탄소중립'을 선언하고 '2050 탄소중립 시나리오' 수립을 추진하고 있다. 본 논문에서는 개인이 저(低) 탄소 생활을 위한 '에코라이프(녹색습관)' 탄소량 측정과 일상생활에서 자주 먹는 음식들의 탄소량을 측정함으로써 하루 얼마나 많은 양의 탄소 소비의 비교를 통해 경제와 지구를 살리는 '저(低) 탄소 에코라이프'를 제시하고자 한다.

A Study on Methodology of Scenario-Based Interface Design - with an focus on Scenario Collection and Verification method through Web Survey (시나리오 기반 인터페이스 디자인 방법론에 관한 연구 - 웹 서베이를 통한 시나리오 수집과 검증 방법을 중심으로)

  • 김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.395-404
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    • 2003
  • As scenario-based design is expanded to various fields of design, it is introduced to HCI(Human Computer Interaction) in order to figure out user information & tasks. However, scenario based design methods that is focused on collecting scenarios regarding users'needs, is mainly utilized conceptual design stage for system itself. There is a gap between users'need scenarios to interface design of HCI system. In this study, web survey is suggested as scenario based interface design method in order to connect scenario collecting to task specification and to menu structure design of home-network controller. The degree of users'need for specified tasks was verified to various kinds of users through web survey and it decideddepth and order of menu structure. Tasks also was categorized to situation mode and users can make their own menu structure by selecting menu contents or even mode itself, because degrees of need for specified task situation were varied by lifestyle of user group. Finally, it is found that web survey method can be applied to collect and database various scenarios of. various users when a questionnaire is well designed for collection.

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A Content Plan on An Application for A Better Life using Beacon (스마트 라이프를 위한 비콘 응용 콘텐츠 기획)

  • Kim, Su-Yeon;Seo, Ye-Jin;Sun, Han-Yi;Park, Young-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.909-911
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    • 2015
  • 최근 사회적으로 IoT(Internet of Things, 사물인터넷)가 떠오르며 LBS(위치기반서비스) 시장에 대한 이슈로 인해 근거리 위치 인식 기술을 적용한 Beacon(비콘)이 많은 관심을 받고 있다. 이러한 관심에도 불구하고 아직 현재까지는 실질적으로 제공되는 서비스가 다양하지 않다는 문제가 있다. 우리는 본 논문에서 사용자의 라이프 스타일에 따라 다양하게 이용할 수 있는 비콘 활용 애플리케이션을 기획하였다. 이 방법은 비콘을 통해 모든 사람들에게 일괄적으로 같은 서비스를 제공하는 것이 아니라 사용자마다 자신이 지정한 다른 서비스를 제공하여 기존에 문제가 되었던 상기 문제를 해결할 수 있다. 제안하는 방법은 지정한 곳 근처에 가면 자신이 저장한 메모 알림을 주는 기능, 위치를 찾아 주는 기능, 일정 거리 내로 접근한 사용자의 정보를 기록하는 기능 등이 있어 이를 통해 유기견 방지, 아이의 하교 확인 등의 다양한 서비스를 제공할 수 있다는 점에서 효과적일 것으로 사료된다. 본 연구에서는 제안하는 방법의 기획의도 및 동기, 관련 연구 및 응용, 제안하는 방법, 예상 콘텐츠 시나리오, 기대효과, 결론을 소개하고자 한다.

A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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Wellbeing feature development case study for mobile phone (휴대전화를 위한 웰빙 기능 개발 사례 연구)

  • Bae, Dong-Hoon Alf;Yeon, Hyun-Jung Grace
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.120-124
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    • 2008
  • This is a case study of a wellbeing feature for mobile phone. Though it is not related communication feature which is major functionality in mobile phone, it becomes a popular feature by users who want to manage private information and life style. To make a feature for practical usage, Personas is used for development and decision. A late 20 years old lady persona is developed to provide context and background information. Based on the persona, usage scenarios and needed contents were designed. From this case study, suggest a design guideline for personalization features in perspective of user experience design.

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The Needs and Behaviors of the Elderly in Existing and Future Restaurants (현재와 미래 외식공간에 대한 노인의 이용행태와 요구에 관한 연구)

  • Min, Byoung-A;Kwon, Hyun-Joo;Lee, Soo-Jin;Lee, Yeun-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.05a
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    • pp.181-187
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    • 2007
  • The world is changing drastically by digital information technology and ubiquitous networking. Meanwhile, with the demographic avalanche, South Korea officially became an 'ultra-aging society' in 2026. Simultaneously, this demographic change will also stimulate a cultural climate which facilitates the formation and dissemination of 'slow culture' from the existent urban 'fast culture' which has been weakening the retirement living. One of the fundamental connections with the slow movement appears in the cooking and dining area. With this point of view, this study aims to identify the needs and behaviors of the elderly in current restaurants and a digitally planned multi-purpose one for the future. Small group workshop was employed for this study. In order to elicit detailed information from the elderly group members, scenarios were developed. A group facilitator kept the discussion on track by asking a series of open-ended questions meant to stimulate discussion. As the results, it was revealed that the elderly were interested in digitally planned restaurant which provides one-stop service including entertainment activities, health related contents and socializing with family. Even though this study took restaurant scenarios, the ideas in them also provide holistic perspectives on the direction of marketing and planning strategies on various future environments and services.

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A Study on Contents of u-Culture & Tourism using RFID Technology (RFID 기술을 이용한 u-문화관광 콘텐츠에 관한 연구)

  • Kim, BeomSeok;Lee, HyunCheol;Ko, YoungHyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.61-65
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    • 2008
  • In this paper, research into the model of u-Culture and Tourism contents business using RFID and technologies of wireline and wireless communication. It suggests u-Culture and Tourism system solution which is making an attempt at connecting technology and culture with meeting a cultural paradigm change in a variety of fields, as a digital life is spreading. Also, It confirmed the possibility as reproducing the contents of each scenario after composing the contents system of culture and tourism using RFID applied technology. And It suggests a business model in relation to new u-Culture and Tourism contents using RFID applied technology.

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An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.