• Title/Summary/Keyword: 소통 도구

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마케팅의 새로운 화두 ‘체험과경험’

  • Hwang, Bu-Yeong
    • Digital Contents
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    • no.6 s.157
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    • pp.114-117
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    • 2006
  • 현대마케팅의 특징을 규정짓는 요소는 무엇일까. 최근마케팅의 가장 큰 화두는 무엇일까. 약간의 과장을 보탠다면 ‘브랜드’와 ‘정보화’의 두요소가 모든 마케팅을 규정 짓는다고 할 수있다. 정보의 교환과 소통이 인터넷이라는 혁명적인 도구를 이용해 활발해졌고, 그러한 환경변화는 마케팅의 중심에 있는 브랜드를 육성하는 방법까지도 변화시켰다. 브랜드를 제대로 육성하기 위해서는 상투적인 마케팅 수단을 벗어나 새롭게 발전된 개념에 대한 이해가 필수적이라고 주장하는 이들이 힘을 얻고 있다. 특히‘ 체험마케팅(Experiential Marketing)’과‘ 브랜드화 된 고객 경험(Branded Customer Experience)’이란 개념이 마케팅의 새로운 틀로 부각되고있다.

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Service Model for Public Participation of Urban Regeneration (도시재생 공공참여 서비스 모형 연구)

  • Yang, Dong-Suk;Yu, Yeong-hwa
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.1015-1018
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    • 2013
  • 도시재생사업은 주민참여를 중심으로 커뮤니티를 재생시키려는 목적을 갖지만 공람, 공청회 등 현행 주민참여방식은 형식적 수단에 불과하다는 한계를 지니고 있다. 이에 따라, 본 연구에서는 정책결정자, 전문가 그리고 주민이 서로의 생각을 교환하고 이해하는데 유용한 의사소통 도구 및 재생사업의 적극적인 추진 매개체로써의 공공참여 서비스 모형을 수립함으로써 능동적인 공공참여를 이끌어낼 수 있기를 기대한다.

Collaboration Tool Implementation in Web Applications using WebSocket (WebSocket을 활용한 웹 어플리케이션의 협업 기능 구현)

  • Cho Kyu Cheol;Jang Dong Geon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.251-254
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    • 2024
  • 본 논문에서는 협업이라는 주제로 WebSocket을 활용한 웹 어플리케이션의 협업 기능 구현을 통해 다양한 사용자들이 자유롭게 소통하고 의견을 전달 할 수 있도록 웹 사이트를 제작하였다. 웹 어플리케이션의 기능인 그림그리기, 채팅, 파일전송 등을 통해 사용자가 전달하려는 정보를 여러 방법을 통해 전달 할 수 있도록 하여 본 연구를 통해 구현된 도구가 협업에 도움을 줄 것으로 기대한다.

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Use of Digital Smile Design in esthetic restoration in anterior teeth: A case report (전치부의 심미 수복을 위하여 Digital Smile Design을 적용한 증례)

  • Shin, Sejun;Noh, Kwantae;Kwon, Kung-Rock;Kim, Hyeong-Seob
    • The Journal of Korean Academy of Prosthodontics
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    • v.55 no.2
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    • pp.164-170
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    • 2017
  • When restoring their anterior dentition, patients become more demanding on esthetics compared to posterior region during treatment planning phase. Digital Smile Design (DSD) procedure is performed in presentation software and digital photographs. This can widen diagnostic visualization and aid in transferring information between clinician, patient, and technician. This case presented is that of patient with dissatisfaction of his anterior old restoration. Retreatment procedures were carried out in two different manners: (1) using DSD protocol for diagnosis, smile simulation, communication and fabricating interim and definitive prosthesis by totally digitized workflow. (2) Using diagnostic wax-up for smile design and fabricating restorations by conventional workflow. Comparing two methods, DSD was easier to communicate between the dental team than the diagnostic wax-up method. But the final result obtained failed to meet total esthetic factors. Therefore, to obtain predictable esthetic results, more advanced design tool would be needed, including consideration of various esthetic factors besides successful communications.

Which Direction Is the Opposite Side? The Ambiguity of Spatial Language and Communication Problems ('맞은편'은 어디인가? 공간언어의 모호성과 의사소통 문제)

  • Lee, Jong-Won
    • Journal of the Korean Geographical Society
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    • v.43 no.1
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    • pp.71-86
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    • 2008
  • The ambiguity of spatial language can be a source of communication problems. For instance, the 'the opposite side' in a sentence such as 'where is the opposite side of building X' can mean more than one direction. Research interests are focused on the directions of a spatial language 'the opposite side'. This study also explored the effect of geometric properties such as reference object's shape and distance from the reference object and spatial reference frame in the comprehension of 'the opposite side'. The assessment tasks used consisted of rating how appropriate the sentence 'where is the opposite side of building X' was to describe a series of pictures. The results of experiment suggest that 'the opposite side' means in most cases more than one direction simultaneously. Changing spatial reference frame has significant effects on individuals' rating of the tasks. However, while reference object's shape (prolonged building) has a consistent effect of the ratings given, the distance from the reference object (shortened road width) has limited influence in comprehending the tasks.

Development of the Items for the Assessment of Mathematical Thinking (수학적 사고력 측정을 위한 수학 평가 도구의 개발)

  • Shin, Joon-Sik;Ko, Jung-Hwa;Park, Moon-Hwan;Park, Sung-Sun;Seo, Dong-Yeop
    • Journal of Elementary Mathematics Education in Korea
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    • v.15 no.3
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    • pp.619-640
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    • 2011
  • The study aims the introducing the items for the assessment of mathematical thinking including mathematical reasoning, problem solving, and communication and the analyzing on the responses of the 5th grade pupils. We categorized the area of mathematical reasoning into deductive reasoning, inductive reasoning, and analogy; problem solving into external problem solving and internal one; and communication into speaking, reading, writing, and listening. And we proposed the examples of our items for each area and the 5th grade pupils' responses. When we assess on pupil's mathematical reasoning, we need to develop very appropriate items needing the very ability of each kind of mathematical reasoning. When pupils solve items requesting communication, the impact of the form of each communication seem to be smaller than that of the mathematical situation or sturucture of the item. We suggested that we need to continue the studies on mathematical assessment and on the constitution and utilization of cognitive areas, and we also need to in-service teacher education on the development of mathematical assessments, based on this study.

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Development of TPACK and mathematical communication of pre-service teachers in math classes using apps for group creativity (집단창의성 발현을 위한 앱 활용 수학 수업을 위한 예비교사의 TPACK과 의사소통 능력 신장 방안)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
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    • v.25 no.2
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    • pp.195-224
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    • 2022
  • In this study, pre-service mathematics teachers cultivated technology content teaching knowledge (TPACK) in the regular curriculum of the College of Education. The course was designed to enhance pre-service teachers' mathematical communication skills by using an application, which is a mobile mathematics learning content for the development of group creativity of high school students. The educational program to improve mathematics teaching expertise using the application for group creativity expression consists of pre-education, goal setting, planning, teaching at school, and evaluation. In this process, pre-service teachers evaluated technology tools. They also wrote a task dialogue, lesson play, reflective journal, and lesson plan to guide high school students to develop group creativity in both app activities. As a result of the educational program, pre-service mathematics teachers cultivated TPACK and enhanced their mathematical communication skills with high school students to develop group creativity.

Study on Motivation and Satisfaction of Voice Chat Service (음성채팅서비스사용자의이용동기와만족감)

  • Eunji Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.205-210
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    • 2024
  • Nowadays, online messengers are the main communication tool of modern people. Currently, not only messengers that communicate based on text and images, but also services that can interact in real time through voice or screen sharing are actively used by the MZs. This study aims to figure out 1) the motivation of users of voice chat services, and 2) to explore the influence of motivation for use on satisfaction that one of the factors that determine the user's experience. As a result, five major motivations for using voice chat service(Relationship formation, Usefulness, Relationship maintenance, communication supplementation, and distance overcoming) were found. Among them 'Usefulness' and 'Relationship maintenance had a positive effect on user satisfaction. This study, highlighted the various needs of users who communicate in a non-face-to-face environments as well as factors to be satisfied for their positive experiences. These results should be actively used in the online communications market.

A Study on the Prototyping for Developing Computer Game (컴퓨터게임 제작을 위한 프로토타입에 관한 연구)

  • Tak, Hwa-Eun;Kim, Sung-Kon
    • Archives of design research
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    • v.17 no.4
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    • pp.129-140
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    • 2004
  • The process of game development is contained of many steps that is hard to forecast success or failure. In order to develop successful game, the development period should be shorter, which could reduce development cost. In order to reduce development period and cost, it is needed to make a communication among planners, programmers, graphic designers and investors lively with a prototype as a communication tool. In this study, the concrete examples are demonstrated how to use prototypes as a tool for communication and feedback of team members, in the process of game development. This paper explains the characteristics of various types of prototypes according to types of game contents. This paper demonstrated two types of prototype according to development stage, one type is a prototype to gather feedback in the planning stage, the other is a prototype to make team members cooperate and communicate in the stage of production stage.

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A Study of Development of Architectural Design Tool Using Immersive Virtual Reality Simulation (몰입형 VR(Virtual Reality)을 활용한 건축 설계 도구 개발에 관한 연구)

  • Goh, Il-Du;Kim, Jin-Wook;Lee, Seong-Ryeong
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2010.04a
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    • pp.141-144
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    • 2010
  • 건설공사 프로젝트는 기획, 설계, 시공, 운영 및 유지관리 등 각 단계의 다양한 참여 주제에 의해 프로젝트가 진행되고 각 분야 간 원활한 의사소통을 통한 협업으로 일을 진행해 나간다. 그러나 각 단계별 커뮤니케이션이 원활히 이뤄지기가 힘들며, 이러한 단계별 분절의 가장 큰 이유 중 하나가 실제적 결과물은 3차원 기반인 것에 비해, 그 과정이 2차원 CAD 시스템에 의존하는 결과와 과정의 격차 때문이다. 그로 인해 각 관련 분야에서 발생되는 정보의 불확실성, 부정확성, 표현의 애매모함 등으로 인해 재작업 및 불필요한 작업이 빈번히 발생하여 전체적인 공정의 지연 및 비용의 문제, 결과물의 품질에 대한 문제가 발생하고 있다. 또한 도면에서의 한계점인 거리감, 공간감 등 실제 사람이 느끼는 Scale감을 알 수 없어 공간에 대한 이해도가 떨어지는 한계점을 극복하지 못하고 있으며 1인칭 작업운영 방식으로 인하여 협업 설계과정에서 원활한 팀워크를 유도 할 수 없다. 따라서 본 연구에서는 협업설계 과정에서 기본설계 단계를 지원하는 설계 도구로서 건축모델의 단순 시각화에서 벗어나 가상공간에서 몰입형 VR 시뮬레이션을 구현하기 위하여 프로토타입 응용을 개발 하였고, 이것을 "Digital Studio"에 구현하여 즉각적인 공간 시뮬레이션을 통하여 실제 시공 전에 문제점들을 검토 및 보완하고 전체적으로는 생산성 향상과 설계 과정 중 오류를 최소화하기 위한 VR시뮬레이션 시스템의 제안 및 Viewer 모듈을 개발 하였다.

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