• Title/Summary/Keyword: 승인점

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A Study on Development of Fashion Sharing Platform for Shared Economy -Focusing on fashion rental service case- (공유경제를 위한 패션 공유플랫폼 활성화 방안 연구 -패션 대여서비스 사례를 중심으로-)

  • Yoon, Ji-Yeon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.199-205
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    • 2017
  • Despite the economic downturn, the amount of clothing being discarded is increasing due to the fast fashion. The purpose of this study is to propose a fashion sharing service development to settle the rational consumption culture along with the abandoned clothes problem. Shared fashion rental service has attracted as a solution to environmental problems not only when clothes are incinerated but also in manufacturing process, but there is a lack of precedent research. Therefore, this study is meaningful in that it has developed two development plans based on the results of analysis of service case based on three factors by Rachel Botsman. First, active community development. Second, it is the creation of goods through activation of the shared economy. In this study, there are limitations that can't be proved through actual application, so more research is needed through empirical studies on actual users in the future.

A Study on Development of Travel Application UI Design for Improving User Experience (사용자 경험 개선을 위한 여행 애플리케이션 UI디자인 개발에 관한 연구)

  • Lee, Ji-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.369-374
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    • 2017
  • The object of this study is to offer domestic and overseas travel informations efficiently for domestic tourists growing far beyond 15 million even now through user centered interface more convenient and accurate. In a method of research, 100 people were surveyed after recasting of evaluation questionnaire about UI design using 5-point Likert and nominal scale and additionally, the in-depth interviews were given to 10 people who use travel application frequently. In consequence, this interview revealed where users feel convenience and difficulty and want improvement of usability, information accuracy, etc. Finally, this study has a meaning to suggest new UI prototypes and various guideline about additional UI design on the basis of surveyed parts.

A Study on the Role of Social Robot in Aspect of User Experiences -Focus on Single-person Households- (사용자 경험 측면에서 소셜로봇의 역할에 관한 고찰 -1인 가구 생활을 중심으로-)

  • Chae, Min-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.295-300
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    • 2017
  • The study evaluates exploration of social robot's role which can emotionally communicate with human as an alternative to heal psychological isolation for single-person households. At first, I conduct a study on literatured to understand the definition and characteristics of social robot then analyze the current situation and future prospects. Based on this, I organized the requirements of social robot in aspect of user experience through in-depth interview of twenties single-person households living in the metropolitan area who could be potential customers. As a result every subject require social robot specialized to them through accumulated interaction. On the other hand, degree of attachment with social robot is different from subjects. Hear by I realize every subject require social robot to different and various functions according to their lifestyle and personality. Therefore I could draw conclusions and implications from this study that technical development in aspect of personalized user experience is necessary for social robot to settle in to human's life in the future.

Evaluation for User Experience about Service of Fintech -Mainly with Analysis on 'Kakaopay' and 'Naverpay'- (국내 핀테크 시장 사용자 경험에 따른 서비스 분석 -카카오페이와 네이버페이를 중심으로-)

  • Lee, Yoon-Jeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.387-393
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    • 2017
  • This study sought to improve the mobile easy payment services available in Korea by conducting a comparison analysis of Kakaopay, the front-runner of the mobile easy payment services in Korea's FinTech industry, compared to Naverpay, the relative newcomer in the industry. The services were compared by analysing users' experience. First, a literature review on the theoretical background of the FinTech and its characteristics was performed. Secondly, a survey created by reframing the six elements of the "Creating Pleasurable interfaces Model" by Stephen Anderson was conducted. In result, Kakaopay showed limited applicability caused by the lack of affiliated stores and it also showed the lack of reliability due to errors and cancellations related to the payments. It was shown that Naverpay also needs to make an effort to improve the reliability by minimizing errors in the use of the program and payments. This current study aimed to contribute as a resource which can be used, in the future, to improve the users' experience in FinTech services offered in Korea and also to invigorate the Fintech industry.

A Study on the Method of Using Educational Aids for Improving Mathematical Understanding (수학 이해력 증진을 위한 교구활용 방안에 관한 연구)

  • Nam, Seung-In;Kwon, Min-Sung
    • Education of Primary School Mathematics
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    • v.10 no.2
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    • pp.125-139
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    • 2007
  • The purpose of this study seeks entry into a method to make the use of educational aids popular. To achieve it, it is observed that instructions applying worksheets to make an activation of use of educational aids have influences on mathematical achievement and mathematical disposition and attitude. All variables exception with the frequence of use of educational aids are controlled in both experimental group and comparative group. According to the result, there is no significant difference of mathematical achievement in pre t-test between two groups, while experimental group get 10 points higher than comparative group in average (t=0.519, p<0.01). On the other hand, within intra-experimental group the influences of use of educational aids on mathematical achievement is positive without the achievement levels of students. The difference dependent on the levels of student is sought by ANCOVA using prescores as a covariance, and it appears in the significance level of 5%(F=4.885, p<0.05), and the effect is more in the lower level of students than in the middle and high level.

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Design and Implementation of H.323 Gatekeeper based on Direct Model for Multimedia Conference Service (멀티미디어 회의 서비스의 직접모델 방식에 의한 H.323 게이트키퍼의 설계 및 구현)

  • Kim, Gi-Yong;Seong, Dong-Su;Lee, Geon-Bae
    • The KIPS Transactions:PartD
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    • v.9D no.3
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    • pp.501-510
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    • 2002
  • A various multimedia application services should be developed with techniques of high speed networks and computer. Among these, video-conference system over Internet is useful and important, and the standardization for it should be showed in ITU-T H.323. H.323 standardization consists of four components such as Terminal, MCU(Multipoint Control Unit), Gatekeeper, and Gateway. Among these, the functions of Gatekeeper are as follows, firstly the address translation service to translate the alias address into the IP address, secondary conference admission control service to control of conference start and termination, thirdly bandwidth management service for H.323 terminals. In this paper, we implemented the Gatekeeper for an efficient management of video-conference components in Internet environment, and will introduce our system. As the experimental results with CUSeeMe and Netmeeting which are well-known H.323 terminal, it is known that our gatekeeper should be satisfied with H.323 standardization.

The Envy and Suffering: Feelings of Characters Appearing in Self-Development Narrative - Focusing on a Soap Opera (시기심과 고통: 자기계발 서사에 나타난 감정 연구 - 막장드라마 <아내의 유혹>을 중심으로 -)

  • Park, Suk-Ja
    • Cross-Cultural Studies
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    • v.46
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    • pp.21-42
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    • 2017
  • This study aims at analyzing the trend of feeling under the neo-liberalism era through the soap operas. In particular, this article focuses on 'envy'. Unlike jealousy, envy is the feeling of comparison appearing in people in similar circumstances that is displayed within the dual relation with its characteristic of having dynamics on the fortune (victory) of the other party for an unpleasant feeling, denial and interference. However, under the neo-liberalistic order with unlimited competition as its characteristic, 'envy' has the tendency to discourse with its passion of subjects participating in the limited share of competition. This begins in 'envy' under a soap opera to lead to competition to reproduce as the drama to dream of success for self-development. Under the circumstances, the feeling or behavior of characters not showing the general pattern but to individualize with the envious behavior of evil characters to turn away from the structural context for characters of issue of suffering originated within. For example, the soap opera imagines with 'envy' for the feeling of characters to reproduce the neo-liberalistic subject in darkness as well as to transfigure the suffering or context encountered by the characteristics to present the issues.

Study of Korean-Content Development Strategy -Focusing on Netflix and Watcha Play- (K-콘텐츠 발전 전략 연구 -넷플릭스와 왓챠플레이를 중심으로-)

  • Moon, Da-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.399-404
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    • 2019
  • This study proposes a strategy for developing Korean entertainment video service by studying the current status of user's experience of OTT(Over the Top, online video streaming service), mainly Netflix and Watcha Play. Firstly, as case study research, I investigated the features of domestic video streaming services and that of foreign services and K-content service needs. Secondly, I interviewed eight Netflix and Watcha Play users to understand the user experience and the demand for K-content video streaming service. As a result, I was able to derive two points about the strategy. First, isolated channel strategy. Second, content diversification and personalization strategy. This study is meaningful that it presented a strategy for the direction of the Korean entertainment industry. I hope that the follow-up study will help improve the Korean entertainment industry and help develop Korea's entertainment strategy.

A study on the user experience according to place branding -Focused on the experience store of Samsung and Apple- (장소 브랜딩에 따른 사용자 경험 연구 -삼성, 애플의 체험 매장을 중심으로-)

  • Chung, Seung-Jae;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.293-298
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    • 2019
  • This study is a user experience study based on location branding at mobile experience stores. As mobile devices have recently become saturated beyond the penetration, the IT industry is encouraging users to buy through experience and can be competitive by increasing brand loyalty through experience stores. The purpose of this study is to analyze the effect of place branding among experience stores through qualitative and quantitative measurements and analyze the user experience factors related to the location branding to present a future direction. A total of eight subjects were given tasks and then experimented with participatory observations and conducted in-depth interviews. The experiment showed that the experience had a significant effect on users, but the difference between each brand was obvious. Since this study has identified the experience-oriented elements, we expect to provide better service and experience for future users.

Study on Customized Theme Travel Guide Services through the Platform (플랫폼을 통한 맞춤형 테마 여행 가이드 서비스 연구)

  • Kim, Seung-In;Lee, Kaha
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.97-103
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    • 2019
  • The purpose of this study is to identify the needs of domestic and overseas tourists in the growing travel industry and platform industry and propose a customized matching platform service. A survey was conducted on a total of 106 people from domestic teenagers to 60s or more and case studies with domestic travel related and expert matching application. According to this survey, It was possible to identify the inconveniences and necessary needs during the trip. As the aging society is on the way, It propose a local guide matching platform service that can cover not only 20s and 30s but also 40s ~ 60s, which will be a competitive platform service in the age of 100 years. However, since this study have studied a somewhat comprehensive age range from 20 to 60 years or older, future studies will require intensive research on subjects aged 40 to 60 years or older.