• Title/Summary/Keyword: 사용자기반디자인

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A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

Development of Web Based Flood Inundation System - Basic research - (Web기반의 개발 - 기초연구 -)

  • Jun, Ji-Young;Seo, Young-Min;Yeo, Woon-Ki;Jee, Hong-Kee
    • Proceedings of the Korea Water Resources Association Conference
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    • 2006.05a
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    • pp.1121-1125
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    • 2006
  • 급속한 산업화와 도시화로 인하여 이상기후의 발생빈도가 높아지고 기후가 불안정해져서 예전보다 많은 집중호우가 발생되고 있다. 그리고 최근 홍수의 규모와 발생빈도가 증가하면서 홍수로 인한 인명과 재산상의 손실이 반복되고 있다. 이에 따른 홍수피해의 위험을 줄이기 위한 홍수방지시스템의 구축이 절실히 요구되고 있으며 홍수범람구역의 정확한 추정을 위해서는 홍수범람도 작성이 필요하다. 또한 정보통신산업이 급속도로 발전하면서 인터넷 사용의 증가로 많은 사용자들이 웹(Web)을 통해 다양한 데이터를 공유할 수 있고 정보를 검색할 수 있게 되면서 수자원 분야에도 정보의 공유와 자료의 통합을 위하여 Open GIS(The Open Geodata Interoperability Specification) 개념이 도입되고 있다. 따라서 본 연구에서는 Web기반으로 홍수범람모의 시스템을 구축하기 위한 기초연구로서 홍수 발생시 침수피해지역을 대상으로 실시간 3차원 홍수범람모의해석이 가능하도록 함으로써 연안지역 피해주민들의 피해를 줄일 수 있도록 하였다. 먼저, 본 연구에서는 이전의 시스템 상에서 정적인 지도로서 표현만 가능하던 것을 시공간적으로 유동성 있는 자료의 분석을 시각화하는 GIS 공간정보기술과 접목시켜 Web상에 동적인 지도형태로 표현함으로써 피해주민들이 쉽게 접할 수 있도록 하여 다양한 정보의 제공이 가능하게 될 것이다. 둘째, Web을 이용함으로써 실시간 홍수재해 정보를 수집하고 분석할 수 있어 인명과 재산의 피해를 줄일 수 있을 것으로 판단된다. 본 논문은 홍수범람시스템을 구축하기 위한 기초연구로서 현재는 GIS DB를 구축하는 단계에 있으며, 향후 다양한 유역을 대상으로 홍수범람모의시스템을 구축하여 분석결과를 피해지역주민 및 관련기관 실무자들에게 제공함으로써 시간과 공간에 구애받지 않는 재해관리와 신속한 재해 상황 대처가 가능해 질 것으로 사료된다.는 또 다른 형태의 주제도라고 볼 수 있으며, 이를 구축하기 위해서는 자료변환 및 가공이 필요하다. 즉, 각 상습침수지구에 필요한 지형도는 국립지리원에서 제작된 1:5,000 수치지형도가 있으나 이는 자료가 방대하고 상습침수지구에 필요하지 않은 자료들을 많이 포함하고 있으므로 상습침수지구의 데이터를 인터넷을 통해 서비스하기 위해서는 많은 불필요한 레이어의 삭제, 서비스 속도를 고려한 데이터의 일반화작업, 지도의 축소.확대 등 자료제공 방식에 따른 작업 그리고 가시성을 고려한 심볼 및 색채 디자인 등의 작업이 수반되어야 하며, 이들을 고려한 인터넷용 GIS기본도를 신규 제작한다. 상습침수지구와 관련된 각종 GIS데이타와 각 기관이 보유하고 있는 공공정보 가운데 공간정보와 연계되어야 하는 자료를 인터넷 GIS를 이용하여 효율적으로 관리하기 위해서는 단계별 구축전략이 필요하다. 따라서 본 논문에서는 인터넷 GIS를 이용하여 상습침수구역관련 정보를 검색, 처리 및 분석할 수 있는 상습침수 구역 종합정보화 시스템을 구축토록 하였다.N, 항목에서 보 상류가 높게 나타났으나, 철거되지 않은 검전보나 안양대교보에 비해 그 차이가 크지 않은 것으로 나타났다.의 기상변화가 자발성 기흉 발생에 영향을 미친다고 추론할 수 있었다. 향후 본 연구에서 추론된 기상변화와 기흉 발생과의 인과관계를 확인하고 좀 더 구체화하기 위한 연구가 필요할 것이다.게 이루어질 수 있을 것으로 기대된다.는 초과수익률이 상승하지만, 이후로는 감소하므로, 반전거래전략을 활용하는 경우 주식투자기간은 24개월이하의 중단기가 적합함을 발견하였다. 이상의 행태적 측면과 투자성과측면의 실증결과를 통하여 한국주식시장에 있어서 시장수익률을 평균적으로 초과할 수 있는 거래전략은 존재하므로 이러한 전략을 개발 및 활용할 수 있으며, 특히, 한국주식시장에 적합한 거래전략은 반전거래전략이고, 이 전략의 유용성은 투자자가

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Color Image Segmentation and Textile Texture Mapping of 2D Virtual Wearing System (2D 가상 착의 시스템의 컬러 영상 분할 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.5
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    • pp.213-222
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    • 2008
  • This paper is related to color image segmentation and textile texture mapping for the 2D virtual wearing system. The proposed system is characterized as virtually wearing a new textile pattern selected by user to the clothing shape section, based on its intensity difference map, segmented from a 2D clothes model image using color image segmentation technique. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern or color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

Usability Evaluation Framework for Ubiquitous Computing Device (유비쿼터스 디바이스를 위한 사용성 평가 프레임워크 개발 - 디바이스의 Graphical User Interface 중심으로)

  • Kim, Han-Joon;Choi, Jong-Kyu;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.131-135
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    • 2008
  • Nowadays various information devices using electronic technology has been released. And these digital devices will be continuously developed to make a satisfaction of customer's needs. So digital device will support network service using communication technology, so users will use the internet service anywhere, anytime. Also the networked device which is used in ubiquitous computing environment should be evaluated by new evaluation framework. Therefore previous usability evaluation framework need to reflect the characteristics of ubiquitous computing. However most of pervious research about ubiquitous computing was about conceptual issues like rules and characteristics of ubiquitous computing, so the research of usability testing and evaluation method for ubiquitous computing is rarely conducted. This research's purpose is developing the evaluation framework for ubiquitous computing device and usability model for ubiquitous computing. To develop the evaluation framework, we collect the evaluation indexes which have need used in GUI evaluation And we extract evaluation indexes for ubiquitous computing based on literature review.

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A Study on the 3D Modeling Solution Development for Design Efficiency in Furniture Industry (가구산업의 설계 효율화를 위한 3D Modeling Solution 개발에 관한 연구)

  • 한찬희;이창호
    • Proceedings of the Safety Management and Science Conference
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    • 2003.05a
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    • pp.43-51
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    • 2003
  • 제품 설계 및 디자인의 과정이 고도로 높은 기술력을 바탕으로 이루어지고 있으며, 국내의 기업체도 우수한 기술력과 높은 품질로 경쟁력을 키우며 다양한 고객의 요구에 대응하여 고객만족을 꾀하여야 한다 이의 기반이 되는 제품의 품질과 사양은 설계에서 시작되는데 아직 국내의 많은 기업들은 설계 및 제작 단계에서 많은 시간과 비용을 낭비하고 있다. 3D Modeling Solution은 설계오류가 적으며 시각적인 설계를 할 수 있어 최소의 인력으로 제품을 설계할 수 있는 장점이 있지만 너무 많은 기능으로 인해 사용자가 쉽게 적용하고 사용하기 어려운 단점을 가지고 있다. 본 연구에서는 이러한 산업현장의 어려움을 덜기 위해 3D 전용 Modeling Solution에 사용자가 쉽게 부품을 조림할 수 있는 엔진을 접목시켜 누구나 사용가능하고 신속한 신제품 개발이 이루어지도록 하였다. 본 연구에서는 Autodesk사의 Inventor와 Microsoft Visual Basic으로 Inventor에서 제공하고 있는 API함수를 이용하여 조립자동화를 위한 조립조건 생성, 조립자동화, 부품 재질변경, 수동조립 그리고 부품의 DB화를 구현하였다. 이 프로그램은 조립조건 설정 폼을 이용하여 부품의 조립속성을 생성하고 부품조립 폼을 이용하여 조립자동화를 실행할 수 있도록 하였다. 또한 모든 부품을 Database화 하여 부품을 손쉽게 탐색할 수 있으며, 추후에도 언제든지 재사용이 가능하여 제품설계 효율성을 극대화 할 수 있다. 현장 적용 시 신속한 신제품 개발과 품질의 우수성으로 고객만족을 꾀할 수 있으며, 시간과 비용을 동시에 줄여 경쟁사와의 경쟁우위를 높이는 해결책이 될 수 있다.-110 마이크로프로세서와 21285 주제어기가 장착된 EBSA-285 보드이다. 측정하면서 수행하였다. 검증 결과 random 상태에서는 문헌자료에 부합되는 예측결과를 보여주었으나, intermediate와 constant 상태에서는 문헌보다 다소 낮은 속도를 보여주었다 이러한 속도차는 추후 현장 데이터를 수집하여 보다 실질적인 검증을 통하여 조정되어야 할 것으로 판단된다.지발광(1.26초)보다 구애발광(1.12초)에서 0.88배 감소하였고, 암컷에서 정지발광(2.99초)보다 구애발광(1.06초)에서 0.35배 감소하였다. 발광양상에서 발광주파수는 수짓의 정지발광에서 0.8 Hz, 수컷 구애발광에서 0.9 Hz, 암컷의 정지발광에서 0.3 Hz, 암컷의 구애발광에서 0.9 Hz로 각각 나타났다. H. papariensis의 발광파장영역은 400 nm에서 700 nm에 이르는 모든 영역에서 확인되었으며 가장 높은 첨두치는 600 nm에 있고 500에서 600 nm 사이의 파장대가 가장 두드러지게 나타났다. 발광양상과 어우러진 교미행동은 Hp system과 같은 결과를 얻었다.하는 방법을 제안한다. 즉 채널 액세스 확률을 각 슬롯에서 예약상태에 있는 음성 단말의 수뿐만 아니라 각 슬롯에서 예약을 하려고 하는 단말의 수에 기초하여 산출하는 방법을 제안하고 이의 성능을 분석하였다. 시뮬레이션에 의해 새로 제안된 채널 허용 확률을 산출하는 방식의 성능을 비교한 결과 기존에 제안된 방법들보다 상당한 성능의 향상을 볼 수 있었다., 인삼이 성장될 때 부분적인 영양상태의 불충분이나 기후 등에 따른 영향을 받을 수 있기 때문에 앞으로 이에 대한 많은 연구가 이루어져야할 것으로 판단된다.

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A Study on the Product Planning Model based on Word2Vec using On-offline Comment Analysis: Focused on the Noiseless Vertical Mouse User (온·오프라인 댓글 분석이 활용된 Word2Vec 기반 상품기획 모델연구: 버티컬 무소음마우스 사용자를 중심으로)

  • Ahn, Yeong-Hwi
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.221-227
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    • 2021
  • In this paper, we conducted word-to-word similarity analysis of standardized datasets collected through web crawling for 10,000 Vertical Noise Mouses using Word2Vec, and made 92 students of computer engineering use the products presented for 5 days, and conducted self-report questionnaire analysis. The questionnaire analysis was conducted by collecting the words in the form of a narrative form and presenting and selecting the top 50 words extracted from the word frequency analysis and the word similarity analysis. As a result of analyzing the similarity of e-commerce user's product review, pain (.985) and design (.963) were analyzed as the advantages of click keywords, and the disadvantages were vertical (.985) and adaptation (.948). In the descriptive frequency analysis, the most frequently selected items were Vertical (123) and Pain (118). Vertical (83) and Pain (75) were selected for the advantages of selecting the long/demerit similar words, and adaptation (89) and buttons (72) were selected for the disadvantages. Therefore, it is expected that decision makers and product planners of medium and small enterprises can be used as important data for decision making when the method applied in this study is reflected as a new product development process and a review strategy of existing products.

Development of an Immersive Virtual Reality-Based Bathroom Self-Remodeling System

  • Mi-Young Song
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.63-72
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    • 2024
  • The size of the home interior market is growing rapidly as interest in interiors and self-interiors has increased due to the recent rapid increase in single-person households. Most of the Bathroom remodeling is done by requesting an offline interior contractor and then visually checking it in the final completion stage, so it is not easy to re-construct even if the customer is dissatisfied. Therefore, this study developed an immersive virtual reality-based Bathroom self-remodeling system that can visually check space and design from the design stage to the final stage by incorporating VR technology to feel realistic in virtual reality. The bathroom structure may select the basic structure of the predefined bathroom space or freely set the size of the bathroom space. For furniture items, you can choose the washbasin, toilet, bathtub, shower booth that are essential elements of the bathroom and others(mounting rack, trash bin, handle). The tile texture may change the texture of the selected tile at a desired wall position by selecting various textures. In particular,, the texture of the wall tile can be varied by selecting horizontal, vertical and inclined directions at the desired angle according to the needs of the user and the contractor. As a future research project, this system will enable indoor sharing between users who are physically far away in real-time, allowing direct experience in virtual spaces, connection to purchases, and request estimates.

A Study on the Residential Environment Preference and Needs of the Multi-academic Young Single Family Based on Life Style (라이프스타일 기반 다학제적 청년층 1인 가구의 주거 환경 선호 및 요구 분석)

  • Lim, Jun Hyung;Choi, In Young;Park, Hey Kyung
    • Korea Science and Art Forum
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    • v.37 no.1
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    • pp.249-260
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    • 2019
  • Recently, the proportion of single-person households is on the increase in Korea, expected to reach 34.6% in 2035. Among the single-person households, Young single family households are facing greater difficulties due to high house prices in Korea. The government is expanding its support to Young single family, executing various policies such as public lease housings, private lease housings for youth, youth dormitory, etc. The purpose of this study is to understand the exact housing requirement of Young single family households who have different lifestyles with other age groups and provide base line data for youth house planning which will be in use later on. Study methods are shown below. First, this research studied the status and characteristics of Young single family households by looking into literature. Second, by studying previous studies concerned with life style and housing preferences of youth, the tool for investigating preferences and needs of housing environment by Young single family households was composed. Third, survey on characterstics of space usage, preferences and needs on flat composition, and preferences of interior design were conducted based on lifestyle of Young single family-households. The survey was conducted as an online survey using SNS for 150 Young single family holds from the age of 20 and 39, including students and office workers from December 2018 to January 2019. The results are as following. (1) Looking into the space usage characteristics, considering that various activities other than basic functions take place in bedroom and living room of small-sized Young single family households, we need to consider this additionally when planning the housing. (2) Looking into the preferences and composite needs of flat composition, the subjects demand separate bed room and more living room space, and also demand expansion of living room space where various activities take place and additional storage such as dress room in bed room (3) The preferences toward interior design show preferences toward modern style and achromatic color, a representative color. The subjects also prefer floor finishing materials normally used for living spaces, and indirect, soft lighting that uses wall. Also, there are differences between interior design preferences between students (20's) and office workers(30's) due to their different lifestyles. Research is needed to propose practical residential environment requirements and plans through a case study of actual public rental housing and a wider range of users.

A Study on the Paradigm of Communicative Expressions depending on the Information Type of Web Animations (웹 애니메이션의 정보유형에 따른 커뮤니케이션 표현 패러다임에 관한 연구)

  • Na, In-Sun
    • Cartoon and Animation Studies
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    • s.15
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    • pp.1-12
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    • 2009
  • As the technology realizing digital multimedia has been developing remarkably based on Internet environment, today we can gain various information we need quickly and easily without regard to time or place by using world wide web. The recent spread of digital animation as a way of communication on Internet has been forming a new communication paradigm according to the development of age. Besides, digital animations embodied on web are a kind of communication medium which is expressed through interactions using different digital multimedia tools and put the concepts of time and space together. This is a form which can cope with various forms of information, and it occupies a high rate on web and is used often. Web animations offer various forms of communication, such as interface structure design for information transfer, characters, typography, and other graphic elements, which make users feel maximized real dynamics. This paper analyzes and evaluates the categories according to the characteristics, information and usage types of digital animations used on web, examines more efficient communication expressions based on them, and pays attention to the Internet environment that will develop and change in the future. With regard to it, this research aims at suggesting a useful theory so that diverse digital animations on web based on Internet environment would develop into a new communication paradigm responding to the change of time.

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A Study on Rhythm Information Visualization Using Syllable of Digital Text (디지털 텍스트의 음절을 이용한 운율 정보 시각화에 관한 연구)

  • Park, seon-hee;Lee, jae-joong;Park, jin-wan
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.120-126
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    • 2009
  • As the information age grows rapidly, the amount of digital texts has been increasing as well. It has brought an increasing of visualization case in order to figure out lots of digital texts. Existing visualized design of digital text is merely concentrating on figuration of subject word through adoption of stemming algorithm and word frequency extraction, prominence of meaning of text, and connection in between sentences. So it is a fact that expression of rhythm that can visualize sentimental feeing of digital text was insufficient. Syllable is a phoneme unit that can express rhythm more efficiently. In sentences, syllable is a most basic pronunciation unit in pronouncing word, phase and sentence. On this basis, accent, intonation, length of rhythm factor and others are based on syllable. Sonority, which is most closely associated with definitions of syllable, is expressed through air flow of igniting lung and acoustic energy that is specified kinetic energy into sonority. Seen from this perspective, this study examines phonologic definition and characteristics based on syllable, which is properties of digital text, and research the way to visualize rhythm through diagram. After converting digital text into phonetic symbol by the experiment, rhythm information are visualized into images using degree of resonance, which was started from rhythm in all languages, and using syllable establishment of digital text. By visualizing syllable information, it provides syllable information of digital text and express sentiment of digital text through diagram to assist user's understanding by systematic formula. Therefore, this study is aimed at planning for easy understanding of text's rhythm and realizing visualization of digital text.

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