• Title/Summary/Keyword: 사용 중심 디자인

Search Result 885, Processing Time 0.026 seconds

XML/EDl 수출통관시스템 개발에 관한 연구

  • 김현수;박남규;손형수
    • Proceedings of the Korea Inteligent Information System Society Conference
    • /
    • 2000.11a
    • /
    • pp.385-394
    • /
    • 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.

  • PDF

An Exploratory Study on the Concept of Play for Establishing Cultural Contents Studies (문화콘텐츠학 정립을 위한 놀이 개념에 대한 탐색적 연구)

  • Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.9
    • /
    • pp.646-657
    • /
    • 2019
  • It has been 20 years since the cultural contents were newly emerged in the late 1990s and grown in our society. However, efforts to establish culture contents concept and to establish cultural contents as a separate discipline are relatively poor. There may be various reasons, but the most important thing is that it failed to cover the broad sense of the word 'cultural contents' and to present a key concept through the core. Therefore, this study examined the possibility of securing the conceptual resources necessary to lay the foundation for cultural contents within play, under the premise that cultural contents should be play studies in the 21st century. In order to do this, this paper examined the meaning of play in each of the three conceptual categories, ie, mimesis, aesthetics, and power, which are deemed to be related to the meaning of cultural contents that we currently use. As a result, it has been confirmed that play is used in various ways in connection with various concepts such as emotion, art, percept, cognition, education, coincidence, power, hegemony, class, religion, ritual. These various uses of play concept can give cultural contents researchers an opportunity to study cultural contents from a play perspective.

Proposal of GUI Guidelines to Improve the Usability of Mobile Healthcare for New Silver Generation (뉴실버세대의 모바일 헬스케어 사용성을 높이기 위한 GUI 가이드라인 제안)

  • Jo, Sung Bae;Lee, Jae Ick
    • Smart Media Journal
    • /
    • v.7 no.2
    • /
    • pp.60-70
    • /
    • 2018
  • Recently with the entrance to the aging society, the demand on health care services is being increased. However, there are still few GUI types of research considering the characteristics of new-silver generation progressively preparing for their golden(old) age. As the new-silver generation showed less reluctance to the information acquired through the Internet comparing to general seniors, but it is urgent to conduct researches about GUI of mobile healthcare services considering their physical, psychological and social characteristics. Hence, the purpose of this study was to propose some guidelines of GUI evaluation so that new-silver generation being emerged as main consumer group in future medical consumption could efficiently use mobile health care services. As the research methods, first, this study analyzed the characteristics of new-silver generation through reviewing literature and previous studies and understood the status quo of mobile health care services, and second, it analyzed the visual composition factors being preferred in each field of current mobile healthcare application and drew out a usability evaluation matrix of mobile GUI design appropriate for elderly people's characteristics. Third, with the drawn evaluation matrix, this study conducted the usability evaluation of 8 subjects in new-silver generation ranging from 57 years old to 65 years old through a heuristic way. This study expects that it would be contributed in increasing the GUI usability by proposing some guidelines for GUI being appropriated for new-silver generation user's characteristics, and thinks that researches about developing health-care mobile applications will be continued in future at the same time.

A Case Study of Environmental Design from a Viewpoint of Hybrid and Features of User Experience (하이브리드와 이용자체험 특성으로 본 환경설계의 사례연구)

  • Jang, Il-Young;Kim, Jin-Seon
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.201-214
    • /
    • 2006
  • Modern society is an age of vagueness and confusion. In addition, vagueness, complexity and variety are seen throughout art including modern philosophy, literature, and environmental design. A phenomenon like this shows that modern society has integrated different components as an organic relationship frequently crossing the boundary of fields. This feature can be regarded as hybrid related with accepting contradictory components and binding them into one under relationship between part and whole. As new design concept, presented are attitude to accept the two instead of attitude to select one of the alternatives, abundance instead of dearness, and ambiguity instead of simplicity. This principle has a crucial influence on creative design providing opposing contradiction and several alternative plans as non-deterministic form not completed one and, above all, useful information in mutual dependence and mutual relationship. When it comes to hybrid, therefore, a strategy is needed to consider layer of several fields getting out of standardizing space into a single space. As an event of this situation and concept, space experience means behaving freely based on experience of users' body. It can be known that this experience brings about users' more dynamic experience in comparison with the experience of seeing environmental design from a viewpoint of visual ism on the existing simplicity. Such a practical experience is subjective, synesthetic, and non-observational one. Therefore, hybrid has brought active users to the stage, which is distinguished from synesthesia felt through body's experience, not through observational attitude and visual space which achieve former balance and harmony with non-determination. That's because hybrid creatures are turning to a product resulted from creative imagination instead of from reappearance which makes text visualized. Such experience performed by user's active participation collapses the boundary between special elite-centered art and daily life and it is the present progressive form showing creation process of future events and new esthetic experience.

  • PDF

A Field Research on Multi-Language Sign System in Hospital at the Point of View in Convergent Study - Focused on General Hospital in Busan and South Gyeongsang Province - (융합적 관점에서 본 병원 사인시스템 다중언어 표기 현황 조사 - 부산 및 경남지역 의료기관을 중심으로 -)

  • Park, Han Na;Paik, Jin Kyung
    • Korea Science and Art Forum
    • /
    • v.37 no.1
    • /
    • pp.87-97
    • /
    • 2019
  • The study began in recent years with the aim of grasping the nation's medical status following the fast-growing trend of international medical tourism and attracting foreign patients, among other things, Busan, which ranks second in attracting foreign patients after the nation's capital, Seoul, has been highly active in the past eight years, with foreign patients rising by about 426 percent, and Russian patients entering the sea. In addition, Gimhae and Changwon, the Busan-based Gyeongsangnam-do region, ranked first and second in number of foreign residents, and are inhabited by a variety of foreign workers. Medical institutions, such as hospitals, should be able to find directions within hospitals. It is also a space where information in various languages, including Korean, English, Chinese, or Russian, must be delivered in a single medium. Based on this research, the purpose of this research is to provide converged information that helps foreigners who are not familiar with Korean language easily understand the proposed recognition system when visiting hospitals. Therefore, this paper is applied to a multi-language survey of six medical institutions (A, B, C, D, E, F) at the university hospital in Busan, and 10 medical institutions (R, J) in Gimhae, South Gyeongsang Province with high foreign residents. Research results and contents are as follows. First, the results of analyzing the design of the sinusoidal system show that the font uses colorless Gothic fonts, arrows, and pictograms to introduce the design of a typical hospital sign system. Second, the results of the multi-lingual situation were found to have only two languages in the system, such as Korean and English, and to have four languages, including Korean, English, Chinese, and Russian, according to their geographical location. However, it was judged that most medical institutions currently have only two languages (Korean, English) that may cause some discomfort in terms of language for foreign patients in non-English speaking countries. Based on these findings, it is necessary to propose designs that are considered by Koreans as well as foreign users in the use of multilingual hospital sign systems.

컴퓨터 소프트웨어를 활용한 테셀레이션 교수 학습 자료 개발 및 활용 방안

  • Im, Hae-Gyeong;Park, Eun-Yeong
    • Communications of Mathematical Education
    • /
    • v.13 no.2
    • /
    • pp.563-589
    • /
    • 2002
  • 고학년으로 갈수록 지필 환경에만 머무르는 현실 속에서 생활 및 예술 작품 등에서 수학적 원리와 개념을 발견하도록 하는 테셀레이션 수업은 학생들의 흥미와 호기심을 유발하고 수학의 아름다움을 느끼게 하는 것 이상으로 기하학적 사고의 기초를 학습하는데 도움을 줄 수 있다. 이에 본 연구는 4학년까지 적용되고 있는 7차 교육과정을 중심으로 새롭게 등장하고 있는 테셀레이션에 대한 이해 및 교수 학습 자료가 체계적으로 정비되어 있지 못한 현실적인 문제의 해결 방안으로서 테셀레이션을 활용한 수학 학습의 내용을 분석하여 교사들에게는 테셀레이션의 이해 및 교수 학습 자료로서 , 학생들에게는 수학의 기하적 개념들을 쉽고 재미있게 학습할 수 있는 학습도구로서 활용할 수 있도록 하는 것을 목적으로 테셀레이션을 구현할 수 있는 컴퓨터 소프트웨어를 활용하여 테셀레이션 교수 학습 자료를 개발하였고 이를 위해 다음과 같은 연구 내용을 설정하였다. 가. 테셀레이션의 정의와 예 그리고 종류를 알아보고 테셀레이션 속의 수학적 개념을 활용방법과 함께 제시한다. 나. 제7차 초등 수학 교육과정 중 도형 영역과 규칙성과 함수 영역을 중심으로 테셀레이션을 적용할 수 있는 내용영역을 분석하고 컴퓨터 소프트웨어를 활용한 테셀레이션 자료를 제시한다. 다. 제작된 테셀레이션 교수 학습 자료의 효과적 활용을 위한 활용 방안을 탐색한다. 라. 제작된 테셀레이션 교수 학습 자료의 활용 효과를 알아보기 위해 적용 실험을 하고 이에 대한 학생들의 반응을 분석하여 학습의 효과를 밝힌다. 제작된 테셀레이션 교수 학습 자료의 적용 실험을 위하여 광주대성초등학교 6학년 한 반을 선정하였고 약 4주에 걸쳐 컴퓨터 소프트웨어를 활용한 테셀레이션 교수 학습 자료를 투입하여 4번의 활동수업을 실시하였다. 수업 후 작성된 학습지와 소감문 및 연구자에 의해 관찰된 수업내용을 바탕으로 다음과 같은 연구 결과를 얻을 수 있었다. 첫째, 제7차 초등 수학 교육과정 중 도형 영역과 규칙성과 함수 영역을 중심으로 컴퓨터 소프트웨어를 활용한 테셀레이션 자료를 제시한 결과 지필적 환경에서 제한적이었던 탐구하고 조작해보는 활동을 할 수 있는 역동적인 수학 실험실 환경이 제공됨으로써 도구적 이해가 아닌 관계적 이해를 하는 것을 확인할 수 있었다. 수학적 개념을 암기하는 것에서 벗어나 자연스런 조작을 통해 학생들이 개념을 이해하고 탐구하는 과정 속에서 학생들은 수학을 공부한다기 보다는 수학 속에서 재미있게 놀이한다는 생각을 가지고 수업에 참여하였고 배우는 즐거움을 알고 자신감을 가지며 더 나아가 창의적인 생각을 하도록 하는 기회를 줄 수 있었다. 둘째, 테셀레이션은 우리 생활 속에서 쉽게 발견할 수 있는 것으로 수학이 단순히 책에서만 한정되지 않고 다양한 분야 즉 디자인, 생활 속에서의 벽지문양과 포장지, 예술작품 등에 활용되고 있음을 체험함으로써 수학이 실생활에 광범위하게 활용되고 있음을 알게 하였다. 역으로 생활 속에서의 테셀레이션을 통해 수학적 개념을 찾는 과정을 통해 수학이 아름다우면서도 실용적이라는 생각을 심어줄 수 있었다. 셋째, 테셀매니아, GSP, 캐브리, 거북기하 등 평소 수업에서는 활용도가 적은 컴퓨터 소프트웨어를 활용함으로써 컴퓨터 소프트웨어 자체에서 오는 호기심뿐만이 아니라 직접 조작하여 테셀레이션 작품과 개념을 익히고 새로운 작품과 학습을 해 내는 과정을 통해 자신감과 성취감 등에 있어 큰 변화가 있음을 발견할 수 있었다. 컴퓨터 기능이 미숙한 학생의 경우 처음에는 당황해 하고 어려워하는 부분도 있었으나 조작할 시간적 여유를 주고 교사와 우수한 학생들이 도우미로서 역할을 잘해내어 나중에는 큰 어려움 없이 마칠 수 있었다. 테셀레이션이라는 용어가 아직은 생소한 현장에서 교수 학습 자료가 부족하고 그에 따른 이해도 부족한 현실 속에서 컴퓨터 소프트웨어를 활용한 테셀레이션 교수 학습 자료가 교수 학습 현장에 투입되어 유용하게 사용될 수 있는지 그 가능성을 조사한 것을 목적으로 한 본 연구의 결과로서 테셀레이션이라는 주제는 도형 영역과 규칙성과 함수 영역에서 평면 도형의 각과 모양 등의 성질을 탐구하게 하고, 대칭변환의 개념을 효율적으로 학습하게 할 수 있고, 반복되는 모양에서 규칙성을 발견하고 부분과 전체를 파악하여 패턴을 인지할 수 있게 하며 제작하고 분석하는 과정을 통해 여러 가지 수학적 개념과 수학적 창의성, 수학적인 아름다움을 느끼게 할 수 있음을 발견할 수 있었다. 또한 테셀레이션은 수학적 개념은 물론 수학과 미술, 수학과 일상 생활과의 연결성을 논의하고 확인하는 데 흥미로운 주제가 될 수 있다. 초등학교 교육과정에서 새롭게 도입되고 있는 테셀레이션을 활용하여 지도하기 위한 교수 학습 자료로 유용하게 사용될 수 있고 앞으로는 테셀레이션과 관련된 내용이 직접적으로 교육과정 내에서 다루어지고, 또한 테셀레이션을 적용한 수업이 학생들의 기하학적 사고 및 수학적 태도에 미치는 영향과 관련한 연구가 뒤따라야 할 것으로 본다.

  • PDF

A Knowledge Management System for Supporting Development of the Next Generation Information Appliances (차세대 정보가전 신제품 개발 지원을 위한 지식관리시스템 개발)

  • Park, Ji-Soo;Baek, Dong-Hyun
    • Information Systems Review
    • /
    • v.6 no.2
    • /
    • pp.137-159
    • /
    • 2004
  • The next generation information appliances are those that can be connected with other appliances through a wired or wireless network in order to make it possible for them to transmit and receive data between them and to be remotely controlled from inside or outside of the home. Many electronic companies have aggressively invested in developing new information appliances to take the initiative in upcoming home networking era. They require systematic methods for developing new information appliances and sharing the knowledge acquired from the methods. This paper stored the knowledge acquired from developing the information appliances and developed a knowledge management system that supports the companies to use the knowledge and develop their own information appliances. In order to acquire the knowledge, this paper applied two methods for User-Centered Design in stead of using the general ones for knowledge acquisition. This paper suggested new product ideas by analyzing and observing user actions and stored the knowledge in knowledge bases, which included Knowledge from Analyzing User Actions and Knowledge from Observing User Actions. Seven new product ideas, suggested from the User-Centered Design, were made into design mockups and their videos were produced to show the real situations where they would be used in home of the future, which were stored in the knowledge base of Knowledge from Producing New Emotive Life Videos. Finally, data on present development states of future homes in Europe and Japan and newspapers articles from domestic newspapers were collected and stored in the knowledge base of Knowledge from Surveying Technology Developments. This paper developed a web-based knowledge management system that supports the companies to use the acquired knowledge. Knowledge users can get the knowledge required for developing new information appliances and suggest their own product ideas by using the knowledge management system. This will make the results from this research not confined to a case study of product development but extended to playing a role of facilitating the development of the next generation information appliances.

The Facade Improvement of Complexed Commercial Building Considering Open Signboard - Focused on Commercial district in Chnagwon - (옥외광고물 설치를 고려한 복합상업건물 입면개선 - 창원시 일반상업지구를 중심으로 -)

  • Yu, Jin-Sang;Seo, You-Seok
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.191-202
    • /
    • 2007
  • In these days, open signboard system is controlled by administrative policy and law, but there is no consideration for different types of building. As such, this study aims to propose planning criteria for streetside commercial buildings, such as elevation and mass design of buildings, layout of signboard attached to the building elevation with consideration for streetscape. In mass planning for streetside commercial buildings, the building type with front open space keeps lower open signboard density than the building type directly leading to the street. It is desirable that open signboard of lower floor part is attached by a horizontal type, open signboard of low medium floor part by a projected vertical type, open signboard of high medium floor part and roof part with a minumum attachment of open signboard. As for elevation planning relative to open signboard, it is desirable that an irregular wall type is more useful than a regular wall type to control open signboard. And in all cases, horizontal element facade has a handicap to control the quantity of signboard. If the building has a corner, the piloti should be used in the corner of lower story for smooth circulation of pedestrians and emphasizing the transparency of elevation. Specially, in the case of a round corner, the corner should be emphasized by the composition of high transparent mass.

  • PDF

Impulsive Buying Behavior of CATV Home-Shopping on Fashion Product (CATV홈쇼핑에 관련된 충동구매행동 - 패션제품을 중심으로-)

  • 박은주;소귀숙
    • Journal of Distribution Research
    • /
    • v.7 no.1
    • /
    • pp.21-40
    • /
    • 2002
  • The purposes of this study were to examine the conceptual structure of consumer characteristics and marketing elements affecting impulsive buying behavior of the CATV home-shopper on fashion products, and to compare the differences of consumer characteristics and marketing elements between impulsive buying shoppers and non-impulsive buying shoppers in CATV home-shopping. We collected data from 263 females of CATV home-shoppers in Busan. Data were analyzed by factor analysis, t- test, $\chi$2-test, and discriminant analysis. The results showed that the exploratory tendency of CATV home-shoppers was consisted of Patronage-orientation, and Product- orientation. The marketing elements perceived by CATV home-shoppers were composed of Promotion, Product and Payment method. There were differences of consumer characteristics and marketing elements between impulsive buying shoppers and non impulsive buying shoppers. Especially, impulsive tendency of shoppers and promotion factor of marketing were significant variables in the impulsive buying behavior of CATV home-shopping. The results provide information about impulsive buying behavior in CATV home-shopping, useful to consumer behavior researchers and retailers.

  • PDF

A Comparative Study on the Pattern Design Element in Traditional Palaces of Korea, China, and Japan (전통궁궐 건축에 나타난 한중일 문양 비교 연구)

  • 박영순;이현정;이경미;황정아
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.311-322
    • /
    • 2004
  • The purpose of this study is to ascertain pattern design element in traditional palaces among those in the neighboring three nations of East Asia, notably Korea, China and Japan. The basic assumption underlying this study is that these northeastern Asian states have been developed a unique inter-cultural ties over long periods of time in history, culminating in their respective design cultures. Undoubtly the ultimate goal to be pursued, by so doing, has to be inquiry into the identical prototype of Korean pattern design element. In the West, the pattern is appreciated by an aesthetic level, but the East Asian pattern is a symbolic alphabet deeply rooted in religious and folk beliefs. The difference of the respective country comes from the expression style of the pattern the Chinese express the magnificent pattern with various color, the Korean do the moderate pattern with harmonious color with the nature and the Japanese do the stylized pattern with the material color. To sum up similarities and dissimilarities among the design element in traditional palaces of Korea, China, and Japan is as the following : It is to be noticed that the mainly common characteristics of the artistic design are 'naturalism', 'harmonious ideas 'and 'confucianism'. But the representation style of the design element is differed from the country.

  • PDF