• Title/Summary/Keyword: 사용자 중심 디자인

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A Study on the Analysis of User Experience with Healing Characteristics in Horticultural Games (원예 게임에서 힐링의 특성을 갖는 사용자 경험 분석 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.1-7
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    • 2023
  • This study analyzed user experience elements with healing game characteristics in eight horticultural games based on Lazro's theory of four fun elements, aiming to use horticultural treatment effects as basic data for horticultural game design. The games were found to be developed around "Serious Fun" and "Easy Fun," with "Hard Fun" and "People Fun" also included. Healing games including horticultural activities were highly linked to actual horticultural activities, resulting in horticultural treatment effects. Future studies will design horticultural healing games and verify their effects based on these results.

Dimensional Improvement Strategies for Walking Aids for Elderly Women (고령 여성을 위한 보행 보조차 치수 개선 방안)

  • Jinhee Park;Kil Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.108-119
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    • 2024
  • In this study, we aimed to propose enhancements to the dimensions and design of walking aids tailored for elderly women. Specifically, we focused on wheeled walking assistance devices and aligned each structural component with the appropriate human body dimensions to suggest appropriate product dimensions organized by size clusters, aiming to maximize the practicality of the results. We extracted essential factors required for product design, including human body size elements. The dimension extraction method was clustered to establish connections between key human body parameters-such as height, weight, and age groups-and product dimensions. We conducted a comparative analysis of walking aid product dimensions according to the design elements and sizes of models currently available in the market. The outcomes of this study offer objective, data-driven insights into areas where existing models on the market could benefit from improvement and we anticipate that the findings of this study will provide a solid, quantitative foundation for individuals when selecting the most suitable model for their needs.

Methods for the Revitalization about LBS Mobile Games -Comparative Analysis between Internal and Overseas Case Study- (위치기반(LBS) 모바일게임의 활성화방안 -국내게임과 해외게임의 사례연구를 중심으로-)

  • Yu, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.74-84
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    • 2008
  • Mobile game is a killer content among the various mobile contents provided by Telecommunication companies. Recently, Location Based Service (LBS) market is growing rapidly and LBS will be a killer content in the near future. As a consequence, mobile game combined with LBS will be a dominant trend of mobile content. However, there exist some limitations on the revitalization of the mobile service market. In this paper, analysis of the restrictions on the mobile service market is performed and then methods for the revitalization of the mobile service market are proposed various billing system is required to reduce network fee for users, a new policy to protect privacy has to be offered, and the infrastructure for high network performance should be developed. The result of this research will provide key role to find a new and more innovative approach to enhance the interaction design of the future Location Based Mobile Games.

XML/EDl 수출통관시스템 개발에 관한 연구

  • 김현수;박남규;손형수
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2000.11a
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    • pp.385-394
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    • 2000
  • 기업간 및 기업 대 정부간 문서교환의 요구를 충족시키기 위한 일원으로 기업들은 산업 표준에 따른 전자문서교환(EDI)에 많은 관심과 노력을 기울여왔으며, 국내에서는 한국 EDIFACT위원회를 중심으로 전자문서 표준화가 이루어졌다. 국내 수출업자들이 관세청에 수출신고를 위한 통관 EDI 교환은 주로 부가가치통신망(VAN) 사업자들을 통해 이루어지고 있으나 이러한 EDI 중계 서비스는 특정 VAN사업자들을 통해 EDI서비스가 독점됨에 따라 서비스 이용에 있어 값비싼 전송료 및 통신망 임차비, 잦은 통신 지연, 기업 내부 시스템과의 연계의 어려움 등으로 인하여 많은 문제점을 낳았다. 현재 이러한 전통적 방식의 EDI를 인터넷 기반으로 전환할 때 인터넷의 개방성과 저렴한 사용비용등의 장점으로 인해 비용절감과 사용자 편이성을 크게 증가시킬 것으로 기대된다. 본 연구에서는 인터넷과 웹을 이용하여 통관 EDI 중계 시스템을 개발하였다. 현재 수출을 하고자 하는 주체는 관세청에서 반드시 EDI로 수출에 관한 신고를 하여야 하는바, 본 시스템은 이러한 EDI신고를 인터넷상에서 가능하도록 한 것이다. 본 연구에서는 기존 HTML에서 진일보한 차세대 마크업 언어인 XML을 이용하였다. 본 연구에서 구축한 XML/EDI 통관시스템은 수출신고에 필요한 11개의 전자문서에 대한 XML Schema를 디자인하고, 사용자 관리, SchemaStyleTemplate 관리, XML/EDI 문서관리 XML/EDI변환, EDI 송수신 관리, 인증관리, 로그관리 등의 모듈을 지니고 있으며 개방형 EDI와 인터넷 EDI의 장점을 취합하여 설계되었다. 본 시스템은 기존의 UN/EDIFACT표준을 사용하고 있는 EDI환경과 기존 VAN 방식의 EDI 중계 시스템과 연동되며, 향후 관세청의 XML/EDI 표준 시행을 미리 대비하는 선도연구로서 자리매김이 된다. 본 연구에서는 개발된 XML/EDI 통관시스템은 향후, 서비스의 최대 걸림돌이 되어왔던 값비싼 EDI 사용료의 부담에서 벗어날 수 있게 할 것이며, 저렴한 EDI구축/운영 비용으로 전자문서교환의 활성화와 XML이 인터넷 기반의 문서유통 표준으로 자리매김할 수 있는 중요한 계기가 될 것이다.

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Factors Affecting the Behavior of Sharing Online Video : Focusing on Need to Belong, Personal Growth Initiative, and Theory of Planned Behavior (온라인 비디오 공유 행위에 영향을 미치는 요인: 소속 욕구, 자기성장주도성, 계획된 행동이론 모델을 중심으로)

  • Yu, Su-Min;Noh, Ghee-Young
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.213-223
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    • 2019
  • This study aims to prove the relationship between a TPB(theory of planned behavior) variables (subjective norms, attitudes, and self-efficacy), need to belong and personal growth initiatives to explain the reasons for users' shared behavior. 959 participants who had shared online video were collected as a sample through an online survey and the collected data were analyzed through structural equation modeling. The study found that need to belong affected attitudes to online video sharing and subjective norms, and that personal growth initiative also affected attitudes to online video sharing and self-efficacy. In addition, all three variables of TPB were affect the intend of online video sharing, and attitudes to online video sharing were affecting subjective norms and self-efficacy. This study is meaningful in that it demonstrated the user's intention to share online video through variables of TPB along with their need to belong and personal growth initiatives.

Festival Space Design to Change the Value of Sudokwon Landfill Site - 2014 Dreampark Chrysanthemum Festival Basic Plan and Design - (수도권 매립지 가치변화를 위한 지속 가능한 축제 공간 계획 - 2014 드림파크 국화축제 기본계획 및 기본설계 -)

  • Kim, Ok-Kyung;Lee, Hak-Youn;Kim, Joo-Am;Lee, Bo-Ram;Kim, Ha-Yan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.4
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    • pp.89-99
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    • 2014
  • This paper offers a landscape design proposal for the 2014 Dreampark Chrysanthemum Festival within the Sudokwon Landfill Site. This site is located at 58 Baeksukdong, Seo-gu, Incheon, and it has an area of approximately $560,000m^2$. Over 1.53million visitors came to this festival on the previous year. This design includes an overall masterplan and a series of planting plans along with a core selection of iconic topiaries. The goal of the design is to create a landscape that improves the value of the place image and local economy as well as celebrates the 2014 Incheon Asian Game. In order to achieve this goal, three design subjects were considered: promoting local pride as a part of Incheon, increasing the aesthetic value of the site based on the brand image, and sustainable placemaking. To promote local pride, the 2km long "Little Incheon" is designed over a wildflower field, which is inspired by Incheon Bridge to give a strong image of the locality. A variety of programs from local gardening participation were introduced to the east part of the site. The design also outlines the vision for the development of Dreampark - a people-oriented gathering place for the entire community with spaces that offer a variety of unstructured recreational and cultural experiences. To increase the aesthetic brand value of the festival, it introduced a variety of wildflower beds scattering through the whole site. It creates a strong brand image for the festival and memories that will encourage visitors to return. Various folktales of Asian countries are displayed by autumn flowers and groundcover plants at the centre of the site, which is the highlight of the festival site. For sustainable placemaking, the design preserves the existing trees and reed beds for wildlife to create natural layers of landscape. In addition, facilities and service centers are designed to be flexible and are centred on the needs of the people using them. Also a festival management scheme was planned in order to operate the site efficiently and economically.

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.

Change of Usage Behavior According to Advance of Mobile Phone Capability -Focused on Female University Students- (모바일 기기의 사용 행태 변화에 대한 탐색 연구 -20대 전반 여대생을 중심으로-)

  • Choi, Yoo-Me;Yu, Hyun-Jung;Lee, Hye-Sun;Kim, Eun-Jung;Jang, Ha-Ri
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.92-102
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    • 2013
  • The definition of mobile phone was a device that can make and receive telephone calls or messages for communication but it has rapidly developed from communication tool into multi-function device. Especially since release of smart phone, Korea is one of the highest country in the world and the statistics can be interpreted into people positively accept new technology. Therefore it's time to study on usage behavior according to different generation of mobile phone. Based on media richness theory and elaboration likelihood model, we analyzed factors affecting usage behavior of mobile phone. Case study methodology were constructed a survey to female university students from 20-24 years of age.

A Study on the Improvements of School Building Innovation Policy - Focused on Policy of School Building Emotionalization in Gangwondo - (학교 현장 중심의 학교공간혁신사업을 위한 개선방안 - 강원도교육청 학교 감성화사업을 중심으로 -)

  • Park, Sung-Chul;Yoo, Hae-Yeon;Kim, Hyun-Jin;Lee, Sang-Min;Shin, Eun-Gyeong
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.20 no.1
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    • pp.11-18
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    • 2021
  • The objective of this research is to propose the policy alternatives which can assist schools to effectively carry out the School Space Innovation Project (SSIP) of the Ministry of Education. The Emotional Space Project (ESP) of Gangwon-do School District was analyzed as one of representative SSIPs. Chapter II analyzed the project process and stakeholders involved in the ESP. Chapter III carried out the interview with the representative stakeholders that had participated in each step. The interview described the major problems ESP and SSIP have. Finally, Chapter IV proposed the comprehensive alternatives to deal with the problems, such as improving the effectiveness of project information sessions, strengthening the competencies of facilitators, and developing guidelines. It is expected that the research alternatives can be applied for developing innovative school spaces more suited to school scenes as well as helping effective operation of SSIP in schools.

The Influence of Professional YouTuber's Reputation on Viewer Loyalty and Subscription Intention : Focused on Moderating Effect of YouTuber Authenticity (전문 유튜버의 평판이 충성도 및 구독의도에 미치는 영향 -유튜버 진정성의 조절효과를 중심으로-)

  • Eun Chang-Ik
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.221-237
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    • 2023
  • This study was conducted as part of a phased study aimed at closely examining the mutual ecosystem between creators and viewers through paying attention to the personal media environment that is in the center of rapid changes in the media industry and particularly exploring the areas of activity of the single-person or minority media creators who lead the mobile media environment that could be accessed, viewed and produced anywhere. In particular, this study aimed to not only pay attention to the situation in which the potential to expand professional YouTuber areas encounters the changing desire and demand of content service users who continue to become more evolved as time passes, but also examine the influence of the reputation of professional YouTubers on users' loyalty and subscription intention, examine the moderating effect of sincerity on the relationship between YouTubers and users, and demonstrate such relationship formation process based on concrete data. In the conclusion section, implications that can be drawn from the study results and suggestions for further studies in the future were proposed.