• Title/Summary/Keyword: 사용 중심 디자인

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Development of an Automated Gangform Climbing System for Apartment Housing Construction - Structural Stability and Tower Crane Lifting Load Analysis - (공동주택 전용 갱폼 인양 자동화 기술의 개발 - 구조적 안정성 및 타워크레인 양중부하 분석 -)

  • Lee, Jeong-Ho;Yang, Sang-Hoon;Kim, Young-Suk
    • Korean Journal of Construction Engineering and Management
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    • v.13 no.4
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    • pp.48-59
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    • 2012
  • Gangform, compared to the traditional forms, is a systemized form which can reduce construction duration and cost by the advantage of using it repeatedly. However, transportation and climbing process of the Gangform is highly dependant on the performance of tower crane. Gangform climbing process takes one day out of six to seven days of a structural work cycle. Tower cranes can not be used in other lifting works when they lift the Gangform during the structural work cycle, causing the delay in the construction project. Numerous efforts and researches have been done in domestic and international industry to solve such limitations of Gangform climbing process. Especially, "A Study on the Development of Automatic Gangform Climbing System for Apartment Housing Construction"has suggested a conceptual model which can climb the Gangform system without a tower crane. In this paper, the technical and economical feasibilities of previously proposed Automatic Gangform climbing system are examined by evaluating its structural stability and lifting load reduction effect.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

Using Big Data and Small Data to Understand Linear Parks - Focused on the 606 Trail, USA and Gyeongchun Line Forest, Korea - (빅데이터와 스몰데이터로 본 선형공원 - 시카고 606 트레일과 서울 경춘선 숲길을 중심으로 -)

  • Sim, Ji-Soo;Oh, Chang Song
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.5
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    • pp.28-41
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    • 2020
  • This study selects two linear parks representing each culture and reveals the differences between them using a visitor survey as small data and social media analytics as big data based on the three components of the model of landscape perception. The 606 in Chicago, U.S., and the Gyeongchun Line in Seoul, Korea, are representative parks built on railroads. A total of 505 surveys were collected from these parks. The responses were analyzed using descriptive statistics, principal component analysis, and linear regression. Also, more than 20,000 tweets which mentioned two linear parks respectively were collected. By using those tweets, the authors conducted the clustering analysis and draw the bigram network diagram for identifying and comparing the placeness of each park. The result suggests that more diverse design concept links to less diversity in behavior; that half of the park users use the park as a shortcut; and that same physical exercise provides different benefits depending on the park. Social media analysis showed the 606 is more closely related to the neighborhoods rather than the Gyeongchun Line Forest. The Gyeongchun Line Forest was a more event-related place than the 606.

Method Extracting Observation Data by Spatial Factor for Analysis of Selective Attention of Vision (시각의 선택적 주의집중 분석을 위한 공간요소별 주시데이터 추출방법)

  • Kim, Jong-Ha;Kim, Ju-Yeon
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.3-14
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    • 2015
  • This study has extracted observation data by spatial factor for the analysis of subjects' selective attention with the objects of public space at the entrance of subway stations. The methods extracting observation data can be summarized as the following. First, the frequency analysis by lattice was prevalent for those methods, but there is a limitation to the analysis of the observation data. On the contrary, the method extracting observation data by factor applied in this study can make it clear if any sight is concentrated on any particular factors in a space. Second, the results from the extracted data corresponding to the observation area can be objectified while the method setting up the observation area by applying the radius of fovea. Third, time-sequential trace of observation results of relevant factors was possible through hourly analysis of spatial factors. The consideration of the results of "corresponding spatial scope" which is the object of this study will reveal that the more the observation time, the less the degree of attention it receives. Fourth, the frequency of observation superiority was applied for the analysis of the sections with selective attention by time scope; this revealed that men and women had intensive observation in time scope I (52.4 %) and in time scope IV (24.0 %), respectively.

Effects of Consumer Trust and Perceived Usefulness on Mobile Payments and Online Shopping Website Loyalty (간편결제 서비스에 대한 지각된 유용성 및 신뢰가 결제 및 쇼핑몰 충성도에 미치는 영향)

  • Han, Jin-Hee;Jae, So-Hyun;Kim, Bo-Hyun;Park, Jee-Sun
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.75-87
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    • 2015
  • The current study examines whether consumers' perceived usefulness of and trust in the integrated mobile payments services positively influence consumer loyalty to the payments system as well as to the online shopping websites where they have used the payments system. Moreover, the study investigates the effects of individual characteristics and brand awareness of the provider of mobile payments on perceived usefulness and trust. Online survey was administered to consumers ranging in age from 20s to 40s. Data analysis reveals that as consumers' perceived usefulness of and trust in the mobile payments system positively influence consumer loyalty to mobile payments and shopping mall websites. The results of the study suggests that e-commerce's user interface design, particularly the transaction system, should receive greater attention as a basic web element of e-commerce building rather than a set of plug-ins or so.

Media Research in Global Brand Timelapse Advertisement (글로벌 브랜드 타임랩스 광고에 나타난 영상 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.333-340
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    • 2017
  • Timelapse is an imaging technique that captures motion at regular intervals and then projects it at normal speed. We looked at Timelapse advertising images of global brands and presented a model for analyzing components and expression methods of Timelapse, a new image technique. In previous research, literature research, Internet data survey, and YouTube data were investigated. Continuous photography has been developed as an imaging technique, and we have examined the current production status applied to domestic and foreign documentary, domestic and foreign drama, film, and advertisement. In 2015-2016, I will analyze the techniques of iPhones (2016), Ralph Lauren Polo Ads (2015), and Canon EOS (2013) videos that use Timelapse techniques in their recent advertisements. The results show that the Timelapse component is a static element, the static motif is mainly an artificial structure, the place is outdoor, the color is taken at a time showing the characteristics of the place, and the layout is all centered. The dynamic motif is a moving object. The dynamic line consists of a story based on the object. The time is about 11-15 seconds, the longest is about 1 minute and 30 seconds, and the editing is mainly focused on the product with the brand logo emphasized. In conclusion, it is the role of the image to pay attention to the advertisement and catch the eye. In order to motivate the buyer's mind, it is necessary to direct and edit such as Timelapse, which stimulates the emotions inherent in the mind and stimulates the non-verbal symbols. Future research is likely to reveal various attempts at temporal editing of images.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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The Dose Characteristics of Designed Ir-192 Micro-source for Brachytherapy (근접조사용 Ir-192 마이크로선원의 디자인과 선량 특성)

  • 최태진;김진희
    • Progress in Medical Physics
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    • v.14 no.2
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    • pp.81-89
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    • 2003
  • The dose distributions of designed Ir-192 micro-source were investigated by dose computations which were accomplished by employing shape of encapsule material and thickness of the source for self-absorption. The computation dose derived from air-kerma rate (S$_{k}$ ) and dose rate constant (Λ) includes the anisotropy of dose distribution around the source. We got the dose rate constants in a water medium is 1.154 cGy h$^{-1}$ U$^{-1}$ . The size of the source was 0.5 mm in diameter and 3.5 mm in length and it was encapsuled in 1.1 mm$\Phi$${\times}$5.5 mm of stainless steel sealed with 0.3 mm of filter thickness. The tissue dose of reference point at 1.0 cm radial distance of the source axis was delivered 1.154 Uh$^{-1}$ (1.3167${\times}$10$^{-3}$ cGy/mCi-sec) from the S$_{k}$ 4.108U/mCi of Ir-192 source. The filtration effect contributed to air-kerma strength as exponential filtering effect of 86.2% in total attenuation, but self-absorption was 88.4% from radial dose distributions. In particular, the dose attenuations showed a rapid anisotropic distributions as 56% of reference dose along to $\pm$10 degrees from the tip of source axis and 50% for of that to source-cable direction. We persist in use the large diameter of applicator will avoid the dose anisotropy by the filtered attenuation effects along the axis of Ir-192 micro-source.

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A Study on how to improve Survey of Fire Safety Management of manufacturing plants (The Medium and Small-sized Manufacturing industry) (제조 사업장의 소방안전관리 실태조사 및 개선방안에 대한 연구 (중소규모 제조사업장 중심으로))

  • Choe, Yeong-Gi;Kim, Byeong-Seok
    • Proceedings of the Safety Management and Science Conference
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    • 2013.11a
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    • pp.483-497
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    • 2013
  • 현대사회가 발전 할수록 대량산업화와 도시화가 심화되어 건축물의 초고층화 및 대형화가 증가하고 있으며, 안전적인 건축물 보다는 건물 및 제조사업장의 시각적인 디자인에 치우쳐 화재하중이 높은 건축자재의 내 외장재 및 고급스러운 장식물을 사용함으로써 그 위험뿐 만 아니라 화재발생시 대규모 인명 및 재산상의 피해를 가져오게 된다. 그리고 제조사업장화재는 화재로 인한 직접적인 손실 즉 물적 손실은 물론 생산중단으로 인한 간접적인 손실은 실로 측정하기가 어렵다. 지금까지 발생한 제조사업장화재의 발화요인별 분석은 부주의, 전기적, 미상 순으로 인한 화재가 가장 많고 발화열원은 작동기기, 담뱃불(라이터), 마찰 전도 복사등이 주요 원인이 되고 있고 대형화제 취약시설로는 공장 및 창고로 나타나고 있다. 소방방재청의 통계자료를 살펴보면 2012년 화재 발생현황 중 발화요인에 대한 화재별 장소 건수를 검토 한 결과 비주거의 화재발생 16,009건 중 5,758건으로 (36%)부주의이고, 주거에도 화재발생 10,715건 중 5,560건으로 51.9%의 부주의로 가장 높은 것으로 나타났다. 그러므로 제조사업장의 사소한 부주의로 발생하는 화재를 예방하기 위해서는 소방안전관리자의 처우개선과 기업활동규제완화의 겸직 허용을 재검토 하여야 하며, 소방안전관라자의 실무능력 강화를 위한 소방안전관리 실무교육과정을 이론적 교육 보다는 현장 실습위주로 할 필요가 있다. 이를 위해서는 소방안전관리자에 대한 법정 실무교육 횟수를 확대하여 현행 2년에 1회 에서 1년에 1회로 하고, 실무교육에 있어서도 우수송방안전관리 업체를 선정하여 화재예방에 대한 구체적인 업무를 활성화 하고, 문제 발생요소들을 분석하여 실습을 통한 소방안전관리자의 실무교육을 실시해야 할 것이다. 이러한 전문 소방안전관리자로 소방대상물의 소방교육 및 훈련을 성실히 수행 해야 할 것 이다. 한순간의 부주의로 인하여 화재가 발생하면 돌이킬 수 없는 수백명의 생명을 앗아가고, 수백억원대의 재산피해를 줄이기 위해서는 소방안전관리자의 역량을 넓히고 화재예방 업무를 최우선적으로 수행해야 할 것이다. 화재예방을 위해 소방안전관리자의 업무개선 및 전문교육을 활성화 하여 업무능력을 향상 시켜 화재발생시 초기진압에 신속하고 정확하게 대처해야 한다는 것이 전문적인 화재예방 대책 일 것이다.

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The Effect of Community Artifacts and Media Richness Elements on the Experiences of the Social Network Game Users : 'Anypang' Case (커뮤니티 요소와 매체 풍요도 요소가 소셜 네트워크 게임 이용자의 이용경험에 미치는 영향 : '애니팡'을 중심으로)

  • Lee, Un-Kon;Kim, Kyong Kyu;Lee, Jung Reul
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.191-211
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    • 2013
  • The deployment of social network service(SNS) makes the social network game(SNG) as the new value added service of SNS be popular. But, a few study had identified the reason of this popularity and the elements of SNG. Based on the social presence theory and media richness theory, we had tried to identify three community artifacts (i.e. persistent labeling, self presentation and deep profiling) and two media characteristics(i.e. vividness and interactivity) as the SNG elements in this research. Then we had empirically validated the effect of these elements on the SNGexperience (i.e. social presence, perceived enjoyment) and behavioral intentions (i.e. Continuous usage intention, willingness to pay and loyalty) of the users. We conducted a survey to the actual SNG users. 243 data were collected and analyzed by PLS algorism. The results indicated that the community artifacts mediated by the social presence and media characteristics could significantly affect on the experiences and behavioral intentions. These findings could contribute to identify what element could be the reason of social network game popularity and could also contribute to design more attractive social network game in practice.