• Title/Summary/Keyword: 사용자 정체성

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Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.

The Customized Modern Fashion Product Design (소비자 중심의 현대 패션제품 디자인 개발에 대한 연구)

  • Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.58 no.3
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    • pp.93-104
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    • 2008
  • The purposes of this study are to examine the concept of customized fashion product design as a new industrial paradigm reflecting individual customers' needs in modern society, and to grasp its sociocultural meaning. It is thought that this study will be helpful to investigate the cultural thinking of contemporaries represented through the consumption. For this, the documentary study and practical case study have been executed. As modern fashion business becomes more consumer-oriented due to the industrial paradigm shift, there appeared the prosumer as both consumer and producer. The type of customized fashion product design can be classified as 1) the traditional custom-made design in haute couture and classic tailoring 2) the tailor-made design in the prestige line of ready to wear 3) DIY custom design 4) mass customized design of customer involvement. The traditional custom-made design in haute couture and classic tailoring and the tailor-made design in the prestige line of ready to wear is to provide the distinguished product which has the best quality as well as the excellent beauty for VIP consumer. The DIY custom design is for creative consumer searching for the fun of craftsmanship to take part in producing personally. The mass customized design of customer involvement is to personalize product by selecting design module in mass production. Ultimately the sociocultural meaning of the customized fashion product design can be interpreted as (1)endowing special meaning to personal identity (2)distinguishing the privilege by rarefied authenticity (3)returning to analog sensibility 4)pursuing creative fun 5)thinking in a user-centered way.

A Study on the Effectiveness of Design Management through Design Distribution System (Design Distribution System을 통한 디자인 운영 효용성에 관한 연구)

  • Bong, Hye-jin
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1061-1068
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    • 2018
  • Design is already an integral part of our lives and is in many different forms. Creating a variety of designs has made it more important to establish the value of the design, and maintaining consistency through correct use and distribution of the developed design as important as development. The 2018 Pyeongchang Winter Olympic Games and the Winter Paralympics, which were held at the groval level, played an important role in creating and operating diverse contents to promote Korea to the world. He created emblems with the motif of " Hangul, " which can reflect Korean characteristics, and a mascot that reveals the identity of the competition. The generated contents were created as design guides for the convenience of users (sponsors, media, relevant agencies, etc.) and managed through the Design Distribution System (DDS). The researcher wants to determine the effectiveness and value of the design distribution and management system based on the results obtained by operating the DDS of POCOG.

A Study on Face Component Extraction for Automatic Generation of Personal Avatar (개인아바타 자동 생성을 위한 얼굴 구성요소의 추출에 관한 연구)

  • Choi Jae Young;Hwang Seung Ho;Yang Young Kyu;Whangbo Taeg Ken
    • Journal of Internet Computing and Services
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    • v.6 no.4
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    • pp.93-102
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    • 2005
  • In Recent times, Netizens have frequently use virtual character 'Avatar' schemes in order to present their own identity, there is a strong need for avatars to resemble the user. This paper proposes an extraction technique for facial region and features that are used in generating the avatar automatically. For extraction of facial feature component, the method uses ACM and edge information. Also, in the extraction process of facial region, the proposed method reduces the effect of lights and poor image quality on low resolution pictures. this is achieved by using the variation of facial area size which is employed for external energy of ACM. Our experiments show that the success rate of extracting facial regions is $92{\%}$ and accuracy rate of extracting facial feature components is $83.4{\%}$, our results provide good evidence that the suggested method can extract the facial regions and features accurately, moreover this technique can be used in the process of handling features according to the pattern parts of automatic avatar generation system in the near future.

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The Brand Value of Place Names: Topics in Economic Geography (지명의 브랜드 가치: 경제지리학적 접근)

  • Choo, Sungjae;Kim, Heesu
    • Journal of the Economic Geographical Society of Korea
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    • v.18 no.4
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    • pp.431-449
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    • 2015
  • Motivated by the finding that place names are highly capable of acting as one of the most conspicuous brands in the economy, this study has explored the essential nature of the brand value of place names and has suggested possible methodology to evaluate this value. As the place name brand has multidimensional elements mirroring the attributes of place, its understanding should be framed in terms both of users of place names as a subject and of place as an object. In order to evaluate the brand value of place names, the possibility of adopting the concept of customer-based brand equity, which is centered on the perception and assessment of customers, has been reviewed and more detailed items of evaluation have been addressed. A few future research topics are suggested: the nature of brand value; its relevance to place identity; the influence of place marketing; the significance of exposing place names to the public; the effect of geographic indication on brand value; delineating the spatial boundary of geographic indication items.

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The Effects of Perception Toward Cyber Identity on Loyalty and Purchase Intention (사이버 공간의 자아에 대한 인지가 충성도와 구매의도에 미치는 영향)

  • Kim Su-Yeon;Hwang Hyun-Seok
    • The Journal of Society for e-Business Studies
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    • v.10 no.4
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    • pp.83-100
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    • 2005
  • In this paper, we investigate the concept of cyber identity built in cyberspace and analyze the effects of general perception toward cyber identity on loyalty and purchase intent. Cyber identity is classified into two types: personal and social cyber identity, and has five components. Avatars and online gaming capability make up personal cyber identity while online communities and instant messenger count as social cyber identity. We regard blog personalities as having both personal and social characteristics. In our survey, we conclude that internet users want to purchase cyber items such as avatars, online game items, and wallpaper pictures to enhance their cyber identities. Based on the survey results , we derive five factors comprising personal cyber identity and social cyber identity using factor analysis and analyze overall effects of cyber identity on loyalty and purchase intention using Structural Equation Model.

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A Study on the Characteristics of Information Design in Multimedia Design (멀티미디어디자인에서 정보디자인 특성에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.17 no.1
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    • pp.63-76
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    • 2004
  • Although information design principles had originated from the graphic design field including publishing design in 1970s, information design have taken one of the most important positions in multimedia design fields as the present since Richard Saul Wurmn started his researches on information design and its practical application on internet environments. However, relatively little researches have been performed for building identity of information design in multimedia design fields so far and moreover in some cases, information design is likely to be narrowly viewed as 'the representation of a piece of information and its visualization' which was defined in traditional graphic design field. This research circumstance leads the study to investigate characteristics of information design in current multimedia design with contingent perspective which is compared to the traditional information design. The study results suggest 5 characteristics of information design including 'suggesting context & finding out information hierarchy', 'access of integrated consideration & share of information control', 'using of multi-dimensional media & content first', 'stabilization of information quality & combinational understanding of meaning', 'bilateral information representation & user's knowledge expansion'. Future researches, based on the results of the study, are expected to be expanded to a degree with argument for inter-dependent and/or exclusive characteristics of adjacent fields of information design such as interface design, interaction design and experience design.

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A Study of Chatbot Personality based on the Purposes of Chatbot (사용목적에 따라 선호하는 챗봇의 성격에 관한 연구)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.319-329
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    • 2018
  • With rapid development of technology for strong AI chatbot, the role of chatbot has been extended from conducting simple tasks to being a friend or counsellor. For this newly emerging purpose of chatbot, endowment of personality is important to make the chatbot regarded as a human being. Nevertheless I found that there are few guides about it. Thus, this study identifies the proper personality of chatbot depending on the purpose of services and user types. The purposes of chatbot services are divided into three types such as leisure-time, counselling, and task. The DISC theory is used for categorizing personality, which consists of 4 types such as dominance(D), inducement(I), submission(S), and compliance(C). An interview and survey were conducted to investigate the preferred personality of chatbot and contents for leisure-time. As results, people tend to prefer people-oriented types such as I, S for their leisure time, task-oriented types such as D,C for their task, and slow types such as C,S for counselling. Women prone to prefer neutral gender except for counselling and men tend to prefer female in all chatbot services. Preferred chatbot age is either same or younger age for leisure-time, same or older for counselling, and 30's for tasks. Preferred contents for leisure-time are mostly recent information but many 20's want fun contents and 50-70's want emphatic conversation. 30-50's want honorific but 20's and 60-70's don't care. The research results useful guide on proper personality of AI chatbot for each purpose of its service.

A Study on the Technology Development of User-based Home Automation Service (사용자 위치기반 홈오토메이션 서비스 기술 개발에 관한 연구)

  • Lee, Jung-Gi;Lee, Yeong-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.3
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    • pp.327-332
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    • 2017
  • As Internet of Things (IoT) technology advances, there is a growing demand for location-based services (LBSs) to identify users' mobility and identity. The initial LBS system was mainly used to measure position information by measuring the phase of a signal transmitted from a global positioning system (GPS) satellite or by measuring distance to a satellite by tracking the code of a carrier signal. However, the use of GPS satellites is ineffective, because it is difficult to receive satellite signals indoors. Therefore, research on wireless communications systems like ultra-wide band (UWB), radio frequency identification (RFID), and ZigBee are being actively pursued for location recognition technology that can be utilized in an indoor environment. In this paper, we propose an LBS system that includes the 2.45GHz band for chirp spread spectrum (CSS), and the 3.1-10.6GHz band and the 250-750MHz bands for UWB using the IEEE 802.15.4a standard for low power-based location recognition. As a result, we confirmed that the 2.45GHz Industrial, Scientific and Medical (ISM) band RF transceiver and the ranging function can be realized in the hardware and has 0dBm output power.

A Study on UI Prototyping Based on Personality of Things for Interusability in IoT Environment (IoT 환경에서 인터유저빌리티(Interusability) 개선을 위한 사물성격(Personality of Things)중심의 UI 프로토타이핑에 대한 연구)

  • Ahn, Mikyung;Park, Namchoon
    • Journal of the HCI Society of Korea
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    • v.13 no.2
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    • pp.31-44
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    • 2018
  • In the IoT environment, various things could be connected. Those connected things learn and operate themselves, by acquiring data. As human being, they have self-learning and self-operating systems. In the field of IoT study, therefore, the key issue is to design communication system connecting both of the two different types of subjects, human being(user) and the things. With the advent of the IoT environment, much research has been done in the field of UI design. It can be seen that research has been conducted to take complex factors into account through keywords such as multi-modality and interusability. However, the existing UI design method has limitations in structuring or testing interaction between things and users of IoT environment. Therefore, this paper suggests a new UI prototyping method. In this paper, the major analysis and studies are as follows: (1) defined what is the behavior process of the things (2) analyzed the existing IoT product (3) built a new framework driving personality types (4) extracted three representative personality models (5) applied the three models to the smart home service and tested UI prototyping. It is meaningful with that this study can confirm user experience (UX) about IoT service in a more comprehensive way. Moreover, the concept of the personality of things will be utilized as a tool for establishing the identity of artificial intelligence (AI) services in the future.

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