• Title/Summary/Keyword: 서비스디자인 사례

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A Study on Space Construction for the Aged's Welfare Center in Japan - Focusing on the Aged's Welfare Center in Utsnomiya City - (일본 노인복지센터의 공간구성에 관한 연구 - 우츠노미야시 지역의 노인복지센터를 중심으로 -)

  • Yoo Eun-Yeong
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.155-162
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    • 2006
  • Today, according to population decrease and aging of the old due to the decline of birthrate in our society in $21^{st}$ century, there is a stiff increase of the aged group. Complying with the request of epic needs, as there was a full scale amendment of law of the aged welfare in 1997, the centers appeared differently based on the regional dimension, the difference of the number of persons to be accommodated, and the social and economic characteristics. Coping with these problems occurring, along with the necessity of welfare facilities for the leisure of the aged, the government prepared and carried out a number of plans for the service of the aged and securing of facilities. This practice of the government, however, centered on the crease of service in quantity other than the quality, resulting in a situation of lacking the welfare facilities for the aged meeting the requirement of the aged in their aspect of consumer. On the contrary, building the welfare centers in Japan started in 1960 with a rapid increase of the number of centers in 1970s, and there were 2,214 welfare centers in operation in Japan in 1995, keeping a high level of service in quality and quantity. Thus, this study aims to present basic materials necessary for the criteria of space designing plans for the aged welfare centers in Korea through case analysis of the facility criterion, area constitution and space constitution by the floor that play an important role in regional welfare facilities for the aged in Japan.

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A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
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    • v.12 no.8
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    • pp.45-59
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    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

Digital Hologram Compression Technique By Hybrid Video Coding (하이브리드 비디오 코팅에 의한 디지털 홀로그램 압축기술)

  • Seo, Young-Ho;Choi, Hyun-Jun;Kang, Hoon-Jong;Lee, Seung-Hyun;Kim, Dong-Wook
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.5 s.305
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    • pp.29-40
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    • 2005
  • According as base of digital hologram has been magnified, discussion of compression technology is expected as a international standard which defines the compression technique of 3D image and video has been progressed in form of 3DAV which is a part of MPEG. As we can identify in case of 3DAV, the coding technique has high possibility to be formed into the hybrid type which is a merged, refined, or mixid with the various previous technique. Therefore, we wish to present the relationship between various image/video coding techniques and digital hologram In this paper, we propose an efficient coding method of digital hologram using standard compression tools for video and image. At first, we convert fringe patterns into video data using a principle of CGH(Computer Generated Hologram), and then encode it. In this research, we propose a compression algorithm is made up of various method such as pre-processing for transform, local segmentation with global information of object image, frequency transform for coding, scanning to make fringe to video stream, classification of coefficients, and hybrid video coding. Finally the proposed hybrid compression algorithm is all of these methods. The tool for still image coding is JPEG2000, and the toots for video coding include various international compression algorithm such as MPEG-2, MPEG-4, and H.264 and various lossless compression algorithm. The proposed algorithm illustrated that it have better properties for reconstruction than the previous researches on far greater compression rate above from four times to eight times as much. Therefore we expect that the proposed technique for digital hologram coding is to be a good preceding research.

A Proposal of Smart Speaker Dialogue System Guidelines for the Middle-aged (중년 고령자를 위한 스마트 스피커 대화 체계 가이드라인 제안)

  • Yoon, So-Yeon;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.81-91
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    • 2019
  • Recently, the nation has been suffering from a variety of problems, such as the rapid aging of the population and the weakening of the family's role due to rapid industrialization, such as the problem of supporting the elderly or the decline in the quality of supporting them. Among them, the issue of supporting the sentiment of the elderly is a major issue in terms of the quality of the stimulus. The best solution would be to resolve this issue of emotional support through various physical and human support. However, due to various limitations, access to efficient utilization of resources is being sought, among which support efforts through the convergence of digital technologies need to be noted. In this study, we took note of the problems of aging population shortage due to aging phenomenon and the problems of the emotional side of the problem of declining quality of the service, and analyzed the types of digital technology applied to support the emotional side through the convergence of digital technology. Among them, the Commission proposed emotional support through smart speakers, confirming the possibility of supporting the elderly through smart speakers. In addition, the Commission proposed guidelines for smart speaker communication systems to support the sentiment of older adults by conducting an in-depth interview with the In-Depth interview with the evaluation of the usability of smart speakers for older people. Based on the results of this study, it is expected that it will be the basic data for designing a communication system when developing smart speakers to support the emotions of the elderly.

Development Process for User Needs-based Chatbot: Focusing on Design Thinking Methodology (사용자 니즈 기반의 챗봇 개발 프로세스: 디자인 사고방법론을 중심으로)

  • Kim, Museong;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.221-238
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    • 2019
  • Recently, companies and public institutions have been actively introducing chatbot services in the field of customer counseling and response. The introduction of the chatbot service not only brings labor cost savings to companies and organizations, but also enables rapid communication with customers. Advances in data analytics and artificial intelligence are driving the growth of these chatbot services. The current chatbot can understand users' questions and offer the most appropriate answers to questions through machine learning and deep learning. The advancement of chatbot core technologies such as NLP, NLU, and NLG has made it possible to understand words, understand paragraphs, understand meanings, and understand emotions. For this reason, the value of chatbots continues to rise. However, technology-oriented chatbots can be inconsistent with what users want inherently, so chatbots need to be addressed in the area of the user experience, not just in the area of technology. The Fourth Industrial Revolution represents the importance of the User Experience as well as the advancement of artificial intelligence, big data, cloud, and IoT technologies. The development of IT technology and the importance of user experience have provided people with a variety of environments and changed lifestyles. This means that experiences in interactions with people, services(products) and the environment become very important. Therefore, it is time to develop a user needs-based services(products) that can provide new experiences and values to people. This study proposes a chatbot development process based on user needs by applying the design thinking approach, a representative methodology in the field of user experience, to chatbot development. The process proposed in this study consists of four steps. The first step is 'setting up knowledge domain' to set up the chatbot's expertise. Accumulating the information corresponding to the configured domain and deriving the insight is the second step, 'Knowledge accumulation and Insight identification'. The third step is 'Opportunity Development and Prototyping'. It is going to start full-scale development at this stage. Finally, the 'User Feedback' step is to receive feedback from users on the developed prototype. This creates a "user needs-based service (product)" that meets the process's objectives. Beginning with the fact gathering through user observation, Perform the process of abstraction to derive insights and explore opportunities. Next, it is expected to develop a chatbot that meets the user's needs through the process of materializing to structure the desired information and providing the function that fits the user's mental model. In this study, we present the actual construction examples for the domestic cosmetics market to confirm the effectiveness of the proposed process. The reason why it chose the domestic cosmetics market as its case is because it shows strong characteristics of users' experiences, so it can quickly understand responses from users. This study has a theoretical implication in that it proposed a new chatbot development process by incorporating the design thinking methodology into the chatbot development process. This research is different from the existing chatbot development research in that it focuses on user experience, not technology. It also has practical implications in that companies or institutions propose realistic methods that can be applied immediately. In particular, the process proposed in this study can be accessed and utilized by anyone, since 'user needs-based chatbots' can be developed even if they are not experts. This study suggests that further studies are needed because only one field of study was conducted. In addition to the cosmetics market, additional research should be conducted in various fields in which the user experience appears, such as the smart phone and the automotive market. Through this, it will be able to be reborn as a general process necessary for 'development of chatbots centered on user experience, not technology centered'.

A Study on the Characteristics of Skin Beauty Franchise System -Focusing on the comparison of cases between Korea and the United States- (피부미용 프랜차이즈 시스템의 특성 분석 연구 -한국과 미국의 사례 비교를 중심으로-)

  • Kim, Hyeon-Suk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.688-696
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    • 2021
  • This study compared the current status, opening costs, and service of skin beauty franchises in Korea and the U.S. with the aim of providing data for skin beauty franchises. The main items in both countries include facial and body care, with 54 mean value in Korea, which is smaller than 361 mean value in the U.S. The U.S. franchise fee is about 1.5 times higher than that in Korea, and franchisees pay royalties of 20-60(ten thousand KRW) per month in Korea and 5-6 percent of annual sales in the U.S., as well as submit a net worth requirement and cash requirement. There are many spa services in the U.S. which creates differences in cost from Korea. and for the education, the cost was set in Korea while the time in the U.S. Every franchise offered facial and body care services. In addition, most Korean franchises run bridal care services, while in the U.S., waxing, men's treatment, hot stone, and spa services are offered. These differences are the result of differences in climate and race between the two countries, as well as differences in perception regarding the socio-cultural atmosphere, skin beauty, and openness.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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Study on the Valuation Method for Redeveloped Area of Industrial Heritage (산업 유산 재생지역에 대한 가치 평가 방법에 대한 연구)

  • Sun, Li;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.117-126
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    • 2020
  • Objective evaluation of the resources of industrial heritage regeneration area is an important prerequisite for design and improvement. The purpose of the study is to comprehensively evaluate the value of the industrial heritage regeneration area. This study identifies the method (model), combining the qualitative factor and quantitative factor. (1) Establish an evaluation system (AHP Hierarchy) based on the resources of regeneration area; (2) Choose an evaluation way based on the type of resource; (3) Calculate the value and total value of various resources in the area. The research is a case study of Canal 5 resort. It expounds the using process of the method and gets the rank and total value of each type of resource in this area, the factors influencing the value (mainly concerned with income), etc. The conclusion is that the value of the reclaimed land should be composed of both the use value and the non-use value; the same factor has different influence on different resources; different factors influence one resource to different extents.

A Study on the Business Model Design and Economic Evaluation of Open Source Software License Compliance Platform (오픈소스 SW 라이선스 컴플라이언스 플랫폼의 비즈니스 모델 설계 및 경제적 타당성 분석)

  • Chun, Seoyoung;Yoon, SungWook;Jeong, Sukjae
    • Journal of the Korea Society for Simulation
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    • v.29 no.2
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    • pp.1-10
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    • 2020
  • Companies that use open source SW must comply with the "Open Source SW License" in order to use it freely. However, despite the potential legal responsibilities and risks associated with compliance, they do not know or neglect the risks. For this reason, cases of disputes, including license violations, are soaring. Recently, Open source SW license compliance platform services have been developed and actively utilized to address these issues. This study designed a business model for open source SW license compliance platform and conducted an economic feasibility analysis. The focus of the study is the establishment of a business model and the estimation of potential customers and actual purchase rates. For this purpose, we designed seven business model scenarios for promotion and sales period, and performed an economic evaluation using an expanded model of the Bass model, the Kalish model and the customer's maximum willingness to pay.

Prerequisites on Smart Healthcare in the Perspective of Service Design : Focusing on the Elderly Experience Case (서비스 디자인 관점에서 본 스마트 헬스케어의 선행 조건 : 고령자 경험 사례를 중심으로)

  • Kim, Ho-Da;Joo, Ae-Ran
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.49-58
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    • 2021
  • Due to the increasing interest in wellness aroused by the aging population and the pursuing feature of active old age, Korean elderly set importance on long life with their healthy condition. Following the change in the paradigm of the medical delivery system from hospital-oriented, treatment-oriented to personal-centered and self-care, Service design application of Smart Healthcare for the elderly became valuable. Smart Healthcare is a healthcare service provided through the fusion of ICT technologies including mobile/wearable devices, IoT, big data, and information technology, and it is utilized to prevent diseases managing abundant health information and living habits. As a methodology for delivering such Smart Healthcare to the elderly, Service design can be adopted. Therefore, this study would like to present the perquisites of Smart Healthcare design for the elderly through analyzing the results from in-depth interview methods between the elderly and medical staff. As a result of this study, guidelines for Service design application of health vulnerability management for the elderly utilizing smart phones were presented. Therefore, this study presented four prerequisites composed of 'high level of supplementation and ethical decision making', 'improvement of inequality in accessibility and experience', 'resolving problems in policy implementation' and 'user-friendliness' for the Smart Healthcare service design for the elderly. Overall, Service design is expected to play an innovative role in improving the quality of life for the elderly through the process of collecting and delivering information on Smart Healthcare centered on the experience of the elderly.