• Title/Summary/Keyword: 물리적 경험

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Research on the touch points of city brand users based on M-ICT (M-ICT시대의 도시 브랜드 사용자의 터치포인트에 관한 연구)

  • Yao, Xiao-Dong;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.289-296
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    • 2019
  • In the era of M-ICT (mobile information communication technology), it is becoming more and more important to establish a city brand image that is "user-centered" and creates a new experience of "interaction between people, people and things, and people and space". The experience of city users on the brand image of a city is the key factor to determine the competitiveness of the city, among which the user's research on the touch point of the city brand is particularly important. The purpose of this study is to enhance the user's brand experience and enhance the city's brand competitiveness. The research methods of this paper are literature review and investigation. Firstly, the background and purpose of the study are expounded, then the characteristics and ways of user experience touch points are defined through the document review, and the multi-latitude composition model of city brand touch points is proposed. By means of user investigation, the structural characteristics of high frequency touch points between digital touch points and physical touch points are obtained. According to the problems found in the investigation, the optimal design strategy of touch point is put forward in combination with the case. The innovation of this study is to study the relationship between the city brand and the touch point of user experience from the perspective of user experience, and propose a multi-latitude model of the touch point of city brand.

선택적 단결정 씨앗층을 이용한 MgZnO 나노와이어의 밀도조절 및 수직성장 방법

  • Kim, Dong-Chan;Gong, Bo-Hyeon;Kim, Yeong-Lee;An, Cheol-Hyeon;Bae, Yeong-Suk;Jo, Hyeong-Gyun
    • Proceedings of the Materials Research Society of Korea Conference
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    • 2009.05a
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    • pp.29.2-29.2
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    • 2009
  • 21세기 제 3의 산업혁명을 가져올 것으로 기대되는 나노기술(NT), 정보기술(IT), 바이오기술(BT)은 전 세계 과학자들의 마음을 사로잡고 있다. 이 가운데 나노기술은 전자산업에 응용 시 그 기대효과는 우리가 상상하는 이상의 것이라 예상하고 있다. 나노기술에 특히 관심을 가지는 이유는 물질이 마이크로미터 크기로 작아져도 벌크물질의 물리적 특성이 그대로 유지되지만, 나노미터 크기가 되면서 우리가 경험하지 못했던 새로운 물리적 특성들이 발현되기 때문이다. 그 특성에는 양자구속효과, Hall-Petch 효과, 자기효과 등이 있다. 나노기술의 구현은 양자점과 같은 영차원 나노입자, 나노와이어, 나노막대, 나노리본 등과 같은 직경이 100nm 이하의 일차원 구조의 나노물질 및 나노박막과 기타 100nm 이하의 나노구조물들이 사용된다. 현재 일차원 구조를 이용한 전자디바이스화 연구는 결정성장을 정확하게 조절하는 합성기술, 합성된 일차원 나노물질의 물리적 특성을 지배하는 각종 파라미터들과 물리적 특성들과의 상관관계 정립, 나노와이어를 이용한 Bottom-up 방식에 의한 조립기술 확보를 위해 활발히 진행 중이다. 하지만 나노구조의 특성을 확인하는 형태의 연구일 뿐, 실제 디바이스 구현에는 여전히 많은 과제를 안고 있다. 본 연구에서는 선택적 삼원계 단결정 씨앗층을 이용한 길이/직경 비가 매우 향상된 MgZnO 나노와이어를 interfacial layer 없이 수직으로 성장하여 산화물 전계방출 에미터로서의 가능성을 확인하였다.

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The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

Effect of Sinuosity on Vertical Distribution of Streamwise Velocity in Open Channel Flow (개수로 흐름에서 사행도가 흐름방향 유속의 연직분포에 미치는 영향)

  • Seo, Il Won;Baek, Donghae
    • Proceedings of the Korea Water Resources Association Conference
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    • 2015.05a
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    • pp.168-168
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    • 2015
  • 자연하천의 주요한 특징 중 하나인 하천의 사행은 직선수로에서 예측되는 유속분포를 왜곡시키며 매우 복잡한 흐름구조를 형성한다. 이는 하상 경계면에서 발생하는 전단응력 분포의 변화를 야기하는데 하상 경계면에서의 전단응력은 다양한 경험적 관계에 의존하는 유사이동의 한계 소류력 산정 및 오염물질 거동해석의 분산계수 산정에 많은 영향을 미치게 된다. 물리적인 관측을 통한 하상 경계면에서의 전단응력의 관측은 다소 제한적이며 많은 비용을 요구한다. 따라서 하상 경계면에서 발생하는 전단응력의 경우 수심의 20% 이하의 연직 유속분포를 벽법칙에 적용하여 추정하는 방법이 주로 이루어지고 있다. 벽법칙을 이용한 하상 경계면의 전단응력을 계산하는 경우 대수중복층의 유속 분포 $u/u^*=(1/{\kappa})ln(zu^*/{\nu})+B$에서 무차원상수 ${\kappa}$와 B의 적절한 추정이 요구되어 진다. 일반적으로 무차원상수 ${\kappa}$와 B는 수리학적으로 매끄러운 벽면에서 대략 ${\kappa}=0.4$, B=5.5로서 경험적으로 이용되고 있다. 본 연구에서는 직선수로 및 다양한 사행수로의 3차원 흐름장 모의를 수행하여 벽법칙의 대수 중복층을 따르는 주흐름 방향 유속의 연직분포를 비교하였다. 수치모의 소프트웨어로서 Linux 기반의 OpenFOAM이 사용되었으며 모델의 검증을 위해 Chang(1971)에 의해 수행 된 사행수로에서의 유속장 관측 결과와 비교하였고 수치모의 결과가 실험 관측치와 잘 일치하는 것으로 판단되었다. 수치모의에 적용 된 사행수로의 형상은 Hey(1976)에 의해 제안 된 사행하천의 지형학적 인자들 간에 관계를 이용하여 사행도 1.03에서 2.42까지 총 7개의 사행수로 지형을 생성하였다. 사행도의 변화에 따라 만곡부 정점에서 대수중복층 구간의 주흐름 방향 유속의 연직분포를 비교한 결과, 본 연구에서 생성 된 모든 사행수로에서 대수중복층 구간의 무차원 유속 $u^+$와 무차원 거리 $z^+$가 로그 분포를 따르는 것으로 나타났으나 경험적으로 사용되었던 무차원상수 B의 경우 사행도가 증가 할수록 대수적으로 감소하는 경향이 나타났다. 본 연구에서는 이러한 관계가 무차원 상수 B값에 미치는 영향을 반영하여 수리학적으로 매끄러운 벽면에서 적용이 가능한 수정된 대수중복층 식을 제시하고자 한다.

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A Study on the Importance of Physical Environment and Customer Satisfaction by Fine Dining Restaurant Use Behavidor (파인다이닝 레스토랑 이용 행태에 따른 물리적 환경 중요도와 고객 만족에 관한 연구)

  • Jeon, Hyeon-Mo;Kim, Kwang-Soo
    • Culinary science and hospitality research
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    • v.15 no.4
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    • pp.172-186
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    • 2009
  • This study investigates the relationship between the difference of the importance of physical environment by use behavior and customer satisfaction based on the customers who have visited domestic fine dining restaurants and tries to develop a marketing strategy to promote sales in fine dining restaurant business suffering from the global economic hard times. A survey was conducted to examine the customers who were older than 20 years old and have visited a fine dining restaurant, 'Wood & Brick' and 'Benigni', located at Sejongro Junction in Seoul for 61 days from May 1 to June 30, 2009. SPSS 14.0 statistical package was used to process data. Frequency analysis, reliability test, ANOVA, and multiple regression were executed. The result shows that the difference of the importance of physical environment by use behavior depends on the number of visits per month and the cost per capita. On the relationship between physical environment and customer satisfaction, cleanness, space arrangement, charm, and accessibility have positive effects on customer satisfaction.

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Physics-based Simulation of a VTVL Vehicle for 2D Games (2D 게임을 위한 수직 이착륙 비행체의 물리 기반 시뮬레이션)

  • Moon, Sukjin;Choi, Min Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.1
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    • pp.21-25
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    • 2013
  • In this paper, we consider a physics-based 2D flight simulation game where users can easily control realistic flight of a vehicle equipped with two thrusters that allow vertical takeoff and vertical landing. The flight vehicle can be manipulated by directly controlling the thrusting force at each thruster using a pair of analog input devices such as joysticks. However, it might require too much practice to make aerobatic flying solely with this kind of control. We propose a set of fly-by-wire methods that provide easy-to-use, intuitive control of a VTVL vehicle. Based on PD controllers, the proposed methods allow users to specify the velocity or position of the vehicle directly. Furthermore, they are easy to understand and simple to implement. We expect that the proposed vehicle model and control mechanism could be used in various 2D games.

Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

A Visitor Study of The Exhibition of Using Big Data Analysis which reflects viewing experiences

  • Kang, Ji-Su;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.81-89
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    • 2022
  • This study aims to analyze the images of Instagram posts and to draw implcations regarding the exhibition of . This study collects and crawl 24,295 images from Instagram posts as a dataset. We use the Google Cloud Vision API for labeling the images and a total of 212,567 clusters of labels are finally classified into 9 categories using Word2Vec. The categories of museum spaces, photo zone, architecture category are dominant along with people category. In conclusion, visitors curate their experiences and memories of physical places and spaces while they are experiencing with the exhibition. This result reproves the results of previous studies which emphasize a sense of social presence and place making. The convergent approach of art management and art technology used in this study help museum professionals have an insight on big data based visitor research on a practical level.

Reinterpretation of Contemplation through the Studies of Physical and Esthetic Perspectives in New Media Art (뉴 미디어 아트에서 물리적 심미적 거리를 통한 관조의 재해석)

  • Koh, Chang-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.723-733
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    • 2011
  • In contemporary art, the process of appreciating art works requires the dichotomy between traditional art and New Media Art. This difference can be witnessed in the contrasting ways of appreciating art works; in traditional art, a certain physical and esthetic distance is placed between viewers and works of art, and in New Media Art, art is appreciated by active involvement and communication. In other words, this disparity is based on whether viewers physically involve themselves in the completion of the art works. Perhaps contemporary art can be better understood and appreciated if a single primary keyword takes the center place of art appreciation rather than allowing the dichotomy. Thus, a new approach is welcome, where art appreciation is not adversely affected through such divided means based on the degree of active participation. This is not some new introduction of jargon but the reinterpretation of contemplation, the key word for art appreciation in the past, as the common key word for both conventional art and New Media Art.

The Effects of the Competency and Market Characteristics of Traditional Market Merchants on Business Performance (전통시장 상인의 역량과 시장특성이 사업성과에 미치는 영향)

  • Lee, In Sun;Ha, Kyu Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.5
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    • pp.105-113
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    • 2019
  • This study focuses on analyzing the key success factors of the traditional market by analyzing the impact on the business performance of merchants in the traditional market. Based on the existing research on entrepreneurship, psychological characteristics, capabilities, and physical characteristics of the market were considered as merchant characteristics. As a result, the risk characteristics and merchant pride, which are internal characteristics of merchants, have a significant effect on business performance. Among the competencies of merchants, product competency, customer management competency, and price competency were found to have a significant impact on business performance. Among the physical characteristics of the market, reputation and product diversity were found to have a significant effect on business performance. The results of this study are meaningful to empirically prove the relevance of the merchant's internal characteristics and capabilities, and the market's physical characteristics to the business performance of market merchants. Could be utilized. However, the limitation of this study is that there may be differences in each industry in the case of market merchant products. In future studies, empirical studies on the trader's relevance to business capability and business performance should be continued.