• Title/Summary/Keyword: 시각화 가이드라인

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A Guiding System of Visualization for Quantitative Bigdata Based on User Intention (사용자 의도 기반 정량적 빅데이터 시각화 가이드라인 툴)

  • Byun, Jung Yun;Park, Young B.
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.6
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    • pp.261-266
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    • 2016
  • Chart suggestion method provided by various existing data visualization tools makes chart recommendations without considering the user intention. Data visualization is not properly carried out and thus, unclear in some tools because they do not follow the segmented quantitative data classification policy. This paper provides a guideline that clearly classifies the quantitative input data and that effectively suggests charts based on user intention. The guideline is two-fold; the analysis guideline examines the quantitative data and the suggestion guideline recommends charts based on the input data type and the user intention. Following this guideline, we excluded charts in disagreement with the user intention and confirmed that the time user spends in the chart selection process has decreased.

A Proposal for Meta Guideline of Orientate Signage Design based on Information Design (정보디자인 관점에서 방향 안내 표지판 디자인의 메타 가이드라인 제안)

  • Han, Ji Ae;You, Si Cheon
    • Smart Media Journal
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    • v.10 no.2
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    • pp.61-69
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    • 2021
  • Wayfinding is a 'Process solving problem to find destination', and it is important to select spatial data for optimal way. Recently, due to the complexity of space and the expansion of the medium of the wayfinding service, it is necessary to the approach on the information design for them. Therefore, the purpose of this study is to propose a meta guideline on the information design for the design of orientation sign, which is an important cognitive clue in the wayfinding. It was conducted in 3 stages, First, a design process was proposed and design elements were derived for each step by literature research related to information and sign design, and analysis of manual for signage design. Second, a meta guideline for information organization and visualization in the three-stage design process was proposed by FGI and analysis. Third, the meta guideline was applied to the sign design on an area for user evaluation to inspect the applicability of the meta guideline. Through the user questionnaire, the possibility of applying the guideline for visualization of directions and spaces, information hierarchy according to spatial characteristics and information priority was identified. It is meaningful in that necessary element for signage design are systematized centering on the process and that it presents a macroscopic methodology according to spatial characteristics.

Analysis of Perception on TV Caption and Graphics (방송자막의 시각인지도 분석)

  • Lee, Kook-Se;Moon, Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2008.11a
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    • pp.77-80
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    • 2008
  • 영상매체를 통한 다양한 정보가 지식을 습득하는 보편화된 수단으로써 자리를 잡아가고 있다. 방송자막은 불과 10여 년 전만 해도 영상의 효과적 전달을 위한 하나의 보조적 수단에 불과했지만 이제는 프로그램의 가치를 높여주는 중요한 정보 중 하나로 꼽을 수 있다. 현재의 방송자막은 SDTV의 가이드라인을 기준 삼아 타 매체에도 그대로 사용되고 있고 수신기 역시 점차 화면이 대형화, 소형화되고 있어 정보전달 면에서 문자의 가독성에 여러 가지 문제점을 지니고 있다. 본 논문에서는 2차의 설문을 통해 전문가 그룹을 대상으로 한 델파이조사를 기반으로 영상화면의 자막크기, 글꼴, 문자속성, 표출효과 등의 시각적 요소와 인지도가 어떤 연관을 가지고 있는지를 고찰하고 OSMU 환경에서의 각 매체별 특성을 고려한 가이드라인을 제안한다.

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Relationship with Visualization and Immersion in Virtual Reality Games (가상현실 게임에서의 시각화와 몰입도의 상관관계)

  • Choi, Min Soo;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.121-128
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    • 2018
  • Virtual reality is a technology that enables users to implement environments that are separate from the real world, and immersion is an important factor in implementing separate environments. However, a variety of studies have been conducted to solve this problem as the lack of awareness of the surrounding environment can lead to an unstable virtual reality game environment. Most studies are focused on solving problems through visualization. On the other hand, because visualizations are generally information that is not relevant to the space of virtual reality, research is needed on the effect of the degree of immersion in virtual reality to which they are applied. The guidelines are necessary because there are differences in individual tendencies and the factors that influence the immersion. In order to solve these two problems, we are going to conduct experiments on two systems: a survey based on the immersion tendency and a visualized communication of information about the surrounding environment. Through these results, we will measure the immersion of individuals and identify the impact of visualizations on virtual reality games by dividing them by their propensity to do so to present guidelines on the creation of virtual reality game environments based on the individual's tendency to engage in immersion.

A Proposal of Guidelines for Developing the Mobile Application of Infection Controls for the Elderly -Focused on the Aspects of the Universal Design (노인 감염관리를 위한 모바일 어플리케이션 개발의 가이드라인 -유니버셜 디자인(Universial Design) 관점에서)

  • Kim, Ho-Da;Joo, Ae-Ran
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.1-9
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    • 2018
  • The worldwide population is aging rapidly. In this circumstance, Korean society is in need of the urgent comprehensive countermeasures that will help the elderly with their health problems and infection control in their daily life. Universal design has supportive, adaptable, accessible and safety-oriental design standards for the elderly. Is this study, we propose the guidelines of the mobile application development based on the application of the universal design for infection control in the elderly. From the perspective of the universal design, there are several important guidelines including 'generalized access', 'simple and intuitive usage', 'low physical effort', and 'visualized language' based on the KCDC(Korea centers for disease control and prevention) principles for the elderly. These findings show that the guidelines for improving the health literacy of the mobile application via universal design are necessary to enhance the health behavior of infection control for the elderly.

Study of GUI design convergence guideline for the users of aged generation (고령화 세대의 스마트폰 사용자를 위한 GUI 디자인 융복합 가이드라인 연구)

  • Jeon, In-Kyu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.323-331
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    • 2015
  • 21st Century is getting into Super aging society worldwide basis. Among those population, silver(aged) generation users' physical condition, such as sight, hearing and body, is getting older, especially sight ability which processes 80% of input data, it requires us studying new smartphone GUI designs convergence for the elderly. In light of this social phenomenon, this study suggests smartphone GUI designs convergence guideline for the silver generation through the research of text, icon which are basic elements of smartphone GUI with proper visual attributes. I had inferred UX designs, expert group and evaluation categories from existing papers, related books and designed some displays for the survey. I also offered this guideline with the deep survey of 101 people over 65 years old.

Development of the Guidelines for Expressing Big Data Visualization (공간빅데이터 시각화 가이드라인 연구)

  • Kim, So-Yeon;An, Se-Yun;Ju, Hannah
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.100-112
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    • 2021
  • With the recent growth of the big data technology market, interest in visualization technology has steadily increased over the past few years. Data visualization is currently used in a wide range of disciplines such as information science, computer science, human-computer interaction, statistics, data mining, cartography, and journalism, each with a slightly different meaning. Big data visualization in smart cities that require multidisciplinary research enables an objective and scientific approach to developing user-centered smart city services and related policies. In particular, spatial-based data visualization enables efficient collaboration of various stakeholders through visualization data in the process of establishing city policy. In this paper, a user-centered spatial big data visualization expression request method was derived by examining the spatial-based big data visualization expression process and principle from the viewpoint of effective information delivery, not just a visualization tool.

An Analytic Study on Characteristics of Conceptual maps for the Visualization of Storytelling (스토리텔링의 시각화를 위한 개념적 맵들의 특성분석)

  • Lee, Ji-Su;Jeong, Gyeo-Un;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.364-369
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    • 2008
  • 이 연구는 정보와 지식을 효과적으로 시각화하기 위해 만들어진 개념적 맵(Conceptual map)들의 종류와 그 특성과 차이점을 분석하고 활용 방안으로서 디지털 스토리텔링으로의 적용 가능성과 방법에 대한 연구이다. 사회현상에 존재하는 다양한 정보에서 사용자가 원하는 정보를 검색하고 조직하기 위해 다이어그램, 그래프, 맵 등 정보시각화를 통한 여러 방법들이 사용되고 있다. 특히 이 중에서 맵을 이용한 시각화에 주목하는 이유는 수많은 정보와 지식을 기반으로 만들어진 개념적 지도가 정보와 지식을 표현해 줄 뿐만 아니라, 이들 사이의 관계를 조직해주는 데에도 효율적으로 사용되고 있기 때문이다. 이러한 정보시각화는 대량의 정보 속에서 사용자들이 찾고자 하는 정보를 빠르고 용이하게 찾을 수 있도록 도와준다. 또한, 일련의 스토리 라인을 갖고 있는 책의 시각화의 경우 등장인물과 그들 주변에서 일어나는 사건들의 관계를 형상화할 수 있다. 이러한 과정을 통해 만들어진 개념적 맵에서는 개개인이 알고 있는 이야기와 그에 관한 정보를 다른 사람들과 의사소통하며 그 정보와 지식들이 확장될 수도 있어, 이는 지식시각화의 좋은 활용사례가 될 수 있을 것이다. 본 연구에서는 대표적인 개념적 맵의 세 가지 종류인 개념맵(Concept map), 지식맵(Knowledge map), 토픽맵(Topic map)의 정의와 특성들을 살펴보고, 각각의 구성요소의 차이점을 비교하여 시각화 방법론을 제안하였다. 또한, 각 맵의 특성과 차이점을 이용해 루이스 캐롤(Lewis Carroll)의 <이상한 나라의 엘리스>의 이야기 요소들을 각각의 개념적 맵들로 구성해봄으로써, 그 효과를 확인해보았다. 스토리텔링을 개념적 맵을 이용하여 표현할 경우, 사용자들은 스토리텔링을 효과적으로 접근할 수 있으며, 이러한 분석은 개념적 맵을 제작할 때 가이드라인으로 활용될 수 있을 것이다.

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Proposal of Bus-stop Information Design Guideline Based on User Experience Design -The Case of Seoul Metropolitan City- (사용자 경험 디자인을 기반으로 한 버스정류장 정보 디자인 가이드라인 제안 연구 -서울시를 중심으로-)

  • Kim, Tae-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.351-356
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    • 2018
  • The aim of this study is to propose guidelines for bus-stop information design that is more congested with the advent of U-Shelter, via case studies and focus group interviews. First, the literature research explored the concept of information design and correlation of information design and route map. Second, raising problems and consider improvement plans through case study in korea, overseas. Finally, current information design was evaluated and user's requests were derived through focus group interview. The current information design had problems with lack of priority, information overlaying, and hard recognition. Priority shall be selected by bus route, direction of bus, arrival time, interval, and operating time, and information overlay can be reduced into one. Also visualize the connection and direction between the lines using schematic and two-dimensional lines and shapes for recognition. Through this study, it will be used as a reference material to help improve and develop the bus-stop information design.

Method of Visualization and UI/UX Component mapping for Senior (고령 사용자를 위한 UI/UX 컴포넌트 매핑 및 시각화 방법)

  • Lee, Seolhwa;So, Aram;Hur, Yuna;Hwang, Taesun;Lim, Heuiseok
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.85-87
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    • 2018
  • 고령 사회의 급격한 확대로 인해 스마트 기기를 잘 다루는 스마트 시니어들의 문화향유가 급증하고 있다. 시니어 세대는 인지 및 운동능력이 급격히 감퇴하는 시기로, 콘텐츠를 활용한 원활한 문화향유를 위해서는 감퇴하는 능력에 대한 개인의 능력을 파악하여 콘텐츠 제작자들에게 알맞은 가이드라인을 제공해줄 필요가 있다. 본 연구는 시니어의 인지 및 운동능력 측정을 통하여 웹콘텐츠에 사용되는 UI/UX 컴포넌트를 매핑하고, 컴퓨터 과학에 전문적인 지식이 없는 개발자 또는 콘텐츠 제작자들에게 시니어를 잘 이해할 수 있도록 하는 시각화 방법을 제안한다.

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