• Title/Summary/Keyword: 상호작용 디자인

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Experience Design Guideline for Smart Car Interface (스마트카의 인터페이스를 위한 경험 디자인 가이드라인)

  • Yoo, Hoon Sik;Ju, Da Young
    • Design Convergence Study
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    • v.15 no.1
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    • pp.135-150
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    • 2016
  • Due to the development of communication technology and expansion of Intelligent Transport System (ITS), the car is changing from a simple mechanical device to second living space which has comprehensive convenience function and is evolved into the platform which is playing as an interface for this role. As the interface area to provide various information to the passenger is being expanded, the research importance about smart car based user experience is rising. This study has a research objective to propose the guidelines regarding the smart car user experience elements. In order to conduct this study, smart car user experience elements were defined as function, interaction, and surface and through the discussions of UX/UI experts, 8 representative techniques, 14 representative techniques, and 8 locations of the glass windows were specified for each element. Following, the smart car users' priorities of the experience elements, which were defined through targeting 100 drivers, were analyzed in the form of questionnaire survey. The analysis showed that the users' priorities in applying the main techniques were in the order of safety, distance, and sensibility. The priorities of the production method were in the order of voice recognition, touch, gesture, physical button, and eye tracking. Furthermore, regarding the glass window locations, users prioritized the front of the driver's seat to the back. According to the demographic analysis on gender, there were no significant differences except for two functions. Therefore this showed that the guidelines of male and female can be commonly applied. Through user requirement analysis about individual elements, this study provides the guides about the requirement in each element to be applied to commercialized product with priority.

A Case Study on Exploring Service Examples of Domestic and International Art Content Platform (국내외 아트 콘텐츠 플랫폼의 서비스 사례 고찰)

  • Jun Hee Park;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.147-154
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    • 2024
  • Since the COVID-19 pandemic, art content platforms have evolved into content venues for the holistic experience of art, which is distinct from offline experiences, and possesses unique characteristics that are no longer just auxiliary means of information delivery. The purpose of this study is to explore the direction of platform development for art content in order to revitalize art experiences in the era of the Fourth Industrial Revolution by analyzing functional utility cases of art content platform services both domestically and abroad. To achieve this, factors for analyzing the functional utility of art content platforms were extracted through literature research. Then, the functions and services of domestic and foreign art content platforms were categorized into three groups, and based on the analysis factors of 'interaction', 'reliability', 'convenience', and 'diversity' extracted from the literature, the development direction of art content platforms was examined through a service and function analysis. The significance of this study is that it analyzed the overall user experience online and the development direction of art content platforms through functional utility analysis. Through this, it aims to provide implications by analyzing the various utilization possibilities of art content platforms and the perspective of users who experience art in the media environment.

A Study on the Educational material Using Integrated Media (인터그레이티드 미디어 교육교재에 관한 연구)

  • 이영희
    • Archives of design research
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    • v.12 no.3
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    • pp.5-14
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    • 1999
  • In this competitive environment which changes rapidly na extensively we can perceive that the role of education is getting important more and more. The challenge that we face is how we can handle the information and convert it to the knowledge. A lot of schools have already tried to improve the effect of education by using the computers. Besides providing the content of education newly and interestingly the educational use of the integrated Media has a strong point in terms of efficiency and effectiveness that it is excellent in storage, communication, control and handling enormous information as well as in a peculiarity of reciprocity, the high usefulness of communicative education using the experience of vision, audition and simulation in the method of participating of students themselves in education that the previous media systems didn't have. This thesis brought up a substantial problem in producing the consequences of education for children by investigating the psychological and recognitional abilities of children and by understanding the essence of the Integrated Media. And this study provided the solution in terms of the content and the viewpoint in design to raise the educational efficiency and effectiveness of the Integrated Media even though it is just a partial solution.

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Knowledge Combination and the Usefulness of Inventions: Focusing on the Moderating Effects of Technological Change (지식 조합과 발명 유용성 간의 관계에 대한 연구: 기술 변화의 조절 효과를 중심으로)

  • Mun, Hee Jin;Chung, Yerim
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.315-324
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    • 2018
  • The study examines the effects of knowledge combination and of its interaction with technological change on the usefulness of inventions. We argue that inventing with knowledge components of prior art or with those in a variety of technical fields results in useful inventions, which changes after the emergence of dominant design because external actors' perception of which knowledge components are appropriate in current technological environments changes. Based on data from U.S. granted optical disc patents filed from 1992 to 2000, the results show that inventions with more new knowledge components relative to their prior art are less useful but that inventions with more diversified knowledge components are more useful. Also, the empirical findings show that the negative relationship between new knowledge components of inventions and their usefulness strengthens after dominant design emerges.

BPMN2XPDL: Transformation from BPMN to XPDL for a business process (BPMN2XPDL : 비즈니스 프로세스에 대한 BPMN 표기법을 XPDL 언어로의 변환)

  • Park Jung-Up;Jung Moon-Young;Jo Myung-Hyun;Kim Hak-Soo;Son Jin-Hyun
    • The KIPS Transactions:PartD
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    • v.13D no.4 s.107
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    • pp.535-548
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    • 2006
  • To formally describe business process, many business process languages have been so far specified with different origins and goals such as XPDL, BPML and BPELAWS. Especially, XPDL proposed by WfMC has been widely used in various business process environments for a long time. On the other hand, the necessity of a standard graphical notation for a business process may create BPMN driven by BPMI. Because BPMN is composed of graphical constructs which can be used to graphically depict business process, BPMN-formed business processes should ultimately be converted to their corresponding semantically equivalent business process language(XPDL). Then, the business process languages can be consequently executed by business process engines. In this paper, we proposed a transformation mechanism from BPMN to XPDL for a business process. By this paper, We minimized the difference between process designers and process execution modules as reducing the gap of semantics between BPMN and XPDL.

Research on the impact factors of smartphone medical APP user experience - centered on Chinese medical APP (스마트폰 의료 앱 사용자 체험의 영향 요인에 관한 연구 - 중국 의료 앱을 중심으로)

  • Zhang, Zhuo;Jang, Chung-Gun
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.125-133
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    • 2021
  • With the advent of experience era, the user experience has attracted much attention in all walks of life. And the importance of user experience emphasize began to be emphasized. It analyzed the interfering factors of user experience of smart phone medical APP, and evaluated their relative importance. Then it made suggestions on the priority of medical APP development and provided reference for medical APP design optimization and service quality improvement. First of all, based on the related research about user experience theory, smartphone APP user experience and mobile medical APP, it summarized the user experience elements of smartphone medical APP. Secondly, 200 subjects in the 20-40 age group who chose smartphone download experience and used medical APP were surveyed to rate the effect of 18 factors. The results show that the factors such as product resources, medical advertising recommendations, doctor-patient interaction, emotional pleasure, easy to learn, and other factors have a significant impact on users' good experience when using app.

The Effect of Interactive Metronome Training on Increasing Attention and Impulsivity Control for Children With Attention Deficit Hyperactivity Disorder (상호작용식 메트로놈(Interactive Metronome; IM) 훈련이 주의력결핍 과잉행동장애(Attention Deficit Hyperactivity Disorder; ADHD) 아동의 집중력 향상과 충동성 조절에 미치는 효과 : 개별 실험 연구)

  • Kang, Jae-Won
    • Therapeutic Science for Rehabilitation
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    • v.6 no.1
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    • pp.45-54
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    • 2017
  • Objective : The purpose of this study was to investigate the effects of an Interactive Metronome on increasing attention and impulsivity control for children with attention deficit hyperactivity disorder(ADHD). Methods : This study was conducted through the ABA'design among single-case research methods with one child with ADHD. From May to July, 2014, 3 sessions of baseline phase(A), 15 sessions of intervention phase(B), and 3 sessions of post baseline(A') were conducted. The intervention was IM training, and each session carried out short form assessment(SFA) of IM and concentration tasks. In addition, long form assessment(LFA) of IM and Self-Control Rating Scale (SCRS) were conducted at baseline, intervention and post baseline. Results : After IM training as the intervention, the participation showed an increase in attention and controled in impulsivity. After the intervention, it was demonstrated that the effects were maintained or improved in the post baseline. Conclusions : IM training can be useful for increasing attention and impulsivity control of children with ADHD. The results demonstrated the efficacy of IM training as a new approach for children with ADHD.

A New Approach to Mobile Device Design - focused on the Communication Tool & it's GUI for Office Workers in the Near Future - (모바일 기기 디자인의 새로운 접근 - 근 미래 작업환경에서의 커뮤니케이션 도구 디자인과 GUI 연구를 중심으로 -)

  • Yang, Sung-Ho
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.31-42
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    • 2006
  • This study originates from the following critical mind; what will the office of the future be like? and what technology will we rely upon most to communicate with colleagues or to access business information. In the office environment today, new technology has compelled new work paradigm and has greatly affected the capabilities of the individual to work in a more productive and efficient manner. However, even though new computer technology has changed the business world so rapidly, it is very difficult to see the changes that have been taken place. As an aim of the study, creating a mobile tool for office workers that successfully supports their work and communication was explored, and this study explored future work environment with a 5 years technological and social perspective. As a result of this study, the bON brings new visions to the mobile professionals via various interfaces. The bON, a mobile device, is both a system of work and of communication for office workers. The bON, as an integrated tool for working and communicating, forms the basis for a mobile information gateway that is equally capable of functioning as a mobile desk. The basic underlying idea is that all formal meeting places and hallways in the office are equipped with large wall-mounted screens. The bON collaborates with these media in various ways to enhance productivity and efficiency. The main challenge for the bON to enhance both mobility and quality of information is using new technology including bendable and flexible display and soft material display and sensors. To answer for the strong needs for mobility, the whole size of the device is fairly small while the screen is rolled inside the device. For Graphical User Interface, moreover, a new technique called Multi-layering Interface was adopted to stretch user's visual limits and suggests new direction in designing mobile device, equipped with small size display.

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A Study on the Application of Design Components of 3D Greenery System for Eco-Friendly Indoor and Outdoor Space of Buildings (건축물 내외부의 친환경 구성을 위한 입체녹화의 부문별 디자인 적용요소에 관한 연구)

  • Shin, Kyung-Sun;Kim, Won-Pil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.275-284
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    • 2017
  • As the 3D Greenery system is known to improve the urban environment, it works as new alternative for eco-friendly building and warrants further study for application to the domestic field. This study aimed to apply the design components for eco-friendly composition by investigating the spatial characteristics of the 3D Greenery System reflected in interior and exterior of buildings and to analyze the organization and design elements of domestic and foreign cases. The results showed that instances of the Greenery System tended to be a large scale and high-density development in order to expand various exterior spaces. Although its early forms were often found in such public facilities as exhibition and education purpose, cases of multi-unit dwelling have been growing. Allowing apartment residents to prefer intimate space by providing various such spaces for residential units and offering independent green spaces would induce diverse residents' lifestyles rather than monotonous design. The analysis also indicated that community space composed of various outdoor spaces and atmosphere would change life patterns of multi-housing and establish a real neighborhood through social interaction. Moreover, further investigation of the design patterns of outdoor space arrangement is needed since the Greenery system actively reflects the environmental characteristics of building sites and clearly shows a tendency to utilize natural terrain and slope in building shapes.

Approach to the possibility of Multimedia Art in the Digital Media World (디지털 미디어 환경에서의 멀티미디어 아트의 가능성에 대한 접근)

  • 장용훈
    • Archives of design research
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    • v.16 no.3
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    • pp.309-318
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    • 2003
  • A work of Art is not supposed to be isolated from the world, but it should be influenced by its cultural background and situations of the times. Therefore, Art itself reflects its era. In other words, it is created being based on the thought of its artist and simultaneously interacting with external conditions or circumstances of the era, so it would also affect the cultural code of its society. This is why modern art made by the individual living in this complicated and diversified society is quite avant-garde. Various demands from its society and diversified senses have been influencing diversification of works of Art. Now we can say that a mode of art is also dose to current stream of the times. A lot of artists have been trying to get out of traditional way of presentation techniques and classification of genres. In that point, the emergence of Multimedia Alt is inevitable in this digital era. The terms of Internet or multimedia are now familiar with everybody in the world, and a lot of works like Technology Art, Information Art, Computer Art, Digital Art, New Media Art, and so on have been coming into the world by using multimedia. Unlike other works of Art, these works from multimedia are practically used by being combined with technologies. Hereupon, in this paper I would like to find out a concept of Multimedia Art, its social function, and the future prospect of this brand-new form of art.

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