• Title/Summary/Keyword: 접근가능한 디자인

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A Study on the Effect of Accessible Design Features of Housing and Public Facilities on the Quality of Life of People with Disabilities (주택과 공공시설에서의 접근가능한 디자인 요소가 장애인의 삶의 질에 미치는 영향에 관한 연구)

  • Lee, So-Young;Yoo, Sung-Eun
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.3-10
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    • 2012
  • There is a growing awareness that physical barriers affect the level of independence of people with disabilities. Many researchers insist that barrier free design could influence independence living and quality of life of the disabled. The purpose of this study is to find out the effects of accessible design features of house and public facilities on quality of life of disabled people. A total of 189 questionnaires from the disabled who visited public welfare facilities was analyzed. In order to find out what variables among accessible features in housing and public spaces impact quality of life, multiple regression analysis was carried using SPSS 14. The results showed that accessible designs significantly influence quality of life of the disable. The main reason in which the disabled have difficulties when they move outside is a lack of accessible amenities and facilities. Particularly in house design, accessible main entrance route and accessible main entrance door, and removal of floor level significantly affects quality of life of the disabled. For public spaces, accessible main entrance and installation of ramp or removal of floor levels of main entrance and corridor increase quality of life people with disabilities. This paper suggested that the improvement in housing and public space, in which regulation or bylaws do not specify, should be made to increase accessibility for life quality of the disabled.

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The Role of Key Housing Accessibility in the Relationship Between Mobility Disability and Residential Satisfaction of Seniors - A Case Study of the United States - (주요 접근가능한 주택디자인이 노년층의 이동장애와 주거만족도의 관계에 미치는 영향 - 미국 사례 연구 -)

  • Kwon, Hyun-Joo;Hwang, Eun-Ju
    • Korean Institute of Interior Design Journal
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    • v.27 no.2
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    • pp.98-105
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    • 2018
  • This study investigated whether housing accessibility plays a significant role in explaining the relation between mobility disability and residential satisfaction of seniors. Also, it identified people who are at greatest risk of mobility disability and living in homes without housing accessibility. We analyzed the 2011 American Housing Survey data with a sample of 20,089 households aged 55 and over living in single-family homes. Results show that although residential satisfaction decreased as mobility became more disabled, the key housing accessibility features were significant buffers against the negative impact of mobility disability on residential satisfaction. Seniors who were Black, low-income, housing-costs burden and renters in older housing in an urban area were more likely to have mobility limitations but fewer housing accessibility features. The moderating effect of housing accessibility on residential satisfaction was much greater for seniors with greater mobility disability. For vulnerable seniors living in an old single-family home, housing policymakers or local communities should consider home modification programs and services after evaluating housing accessibility.

The Development Case of G-Learning Based Education Contents (G러닝기반 교육 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.397-402
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    • 2013
  • The development case presented is about the development of smart education contents for development of creativity, and suggests the development contents and approach to design of software of teaching materials based on G-Learning which allow learner to interact depending on their dispositions. Above all, focusing on design approach in order to maximize interaction which is the characteristic of game, the education contents that enable learner to be immersed by education level as per learner's disposition have been developed, and it allows to compose the level of difficulty based contents according to level design plan. Also, it is the case that the contents allow for effective education by setting visual environment which enables learner to be immersed depending on learner's disposition with the realization of object which appears in respect of vision and visual Customizing of character.

Preference for accessible design features for the elderly housing with its cost information (노약자를 위한 주거에서 비용정보제공에 따른 접근가능한 디자인 요소별 선호도 분석)

  • Lee, So-Young;Yoo, Sung-Eun
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.60-67
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    • 2013
  • Preference studies regarding the elderly housing have been conducted to find out design features in specific needs of certain elderly groups with their various demographic characteristics. The purpose of this study was to investigate preference for accessible design features for the elderly and find out the differences in preference whether the cost information was given or not. Contrast to the previous studies, we suggested some alternatives to fulfill the accessible goals. Preference for each option was investigated and differences in preference with its cost information was also investigated. The total of 700 questionnaires were collected and analyzed using SPSS 18.0. As a result, to remove the level differences, respondents prefer installation of trench to installation of deck or ramp. When people received the cost information, the proportion of selection for each option has slightly changed. The findings of the study suggest that cost information is an important factor for choosing the option for removal of level difference, installation of sink design and holding bars, and installation of elevator. Regardless of age, the respondents prefer sliding door option (its cost is equal to the other option), one of the door option for bath room. It may be due to the relative small area for its installation. It was found that when people recognized the importance of the accessible design features higher, they are ore likely to pay for the option even though its cost is higher. The higher people evaluate the importance of accessible design features, the more they can pay for the option. In general, for the preference of alternatives, there are significant differences between the elderly and the younger.

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.

Design of A Security Framework for Collaborative System (협력시스템에서의 보안 프레임워크 설계)

  • 정연일;이승룡
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10a
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    • pp.616-618
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    • 2001
  • 협력 시스템은 분산 시스템 환경에서 호스트들이 네트워크를 통하여 상호 연결되어 있으며 다양한 사용자가 여러 자원들 공동으로 활용한다. 협력 시스템 발전 및 정보 보안의 중요성에 대한 인식 증가로 인하여, 개방형 분산 협력 시스템 환경에서도 정보 통신 시스템의 자원을 보호하기 위한 여러 가지의 보안 서비스에 대한 연구가 진행되고 있다. 하지만 기존의 일반적인 보안 서비스로는 협력 시스템에 특징과 구조에 맞는 서비스를 제공하기 어려운 점이 있다. 본 논문에서는 저자가 개발한 산업 디자인 협력 시스템에서의 보안 프레임워크를 제안한다. 제안된 프레임워크는 인증, 암호와 정잭, 접근제어, 보안 정보 관리의 네 가지로 구분하며 각각의 서비스가 상호 보완적으로 구성되어 있다. 또한, 특정 협력 시스템에 맞도록 구성되었지만 다른 협력 시스템에도 응용할 수 있도록 표준화를 따랐으며, 사용자의 요구에 따라 다른 비밀성과 투결성을 지원하기 위한 QoP(Quality of Protection) 서비스도 고려하여 설계하였다. 제안된 보안 프레임워크는 접근제어 요소를 협력 시스템의 구성에 맞도록 재구성하여 기존 정책의 단점인 복합적인 상황에서 확실한 보안을 할 수 있었으며 접근 정의에 따라 다른 알고리즘을 사용함으로 보안 프레임워크가 포함된 후에도 빠른 협력 작업이 가능했다. 또한 디자인 협력 시스템의 동시성 제어 정책을 기반으로 접근 제어 정책을 결정하였기 때문에 시스템 성능에 향상을 가지고 왔다.

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Defining Emotionalized Product and EP Design Process (Emotionalized Product의 규명과 디자인 프로세스 -제품에 집중된 실행적 감성 접근을 위한 디자인 프로세스-)

  • Seok, Jin-Min;Lee, Eun-Jong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.791-798
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    • 2009
  • The goal of this study is leading discussion on emotional design focused on product domain and approaching it through a practical way so that it'll be able to help designers in their real design work when they design products in an emotional way. Discussions on emotions are remaining on abstract levels and only focusing on 5 senses even though the importance of emotions are increased. But much more is needed to apply emotions in the product domain because these are not the proper forms for applications and they only cover limited parts of it. Therefore, in this study we proposed the notion of 'Emotionalized Product' and defined it into a practical level. We extracted 5 useful frameworks of 'Emotionalized Product(EP)' as a results; EP Media, EP Procedure, EP Level, EP Character, and EP Value. Then we clarified EP with these frameworks. After that, we extracted 2 frameworks: Domain Structure, and EP Opportunity, to combine EP with a real product. Finally we proposed the EP Design Process consisted of Inductive and Deductive Process based on previous work. It can be shared by designers as a base of designing system, and it also can be helpful to design products more successfully with an emotional approach.

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An Experiment on Tangible User Interaction by Developing Astronomy Learning System (촉각적 사용자 상호작용을 이용한 별자리 교육 시스템 개발 연구)

  • 이태일
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.16-17
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    • 2000
  • 폭발적인 편재성의 증가로 인해 테크날러지는 이제 인간에게 어디서든 접근 가능한 것이 되었음과 동시에, 모순적이게도 "보이지 않게" 되었다. 그러나, 이러한 모순적인 이중성은 필연적이며 테크날러지의 시대상을 바라보는 데에 더없이 유용하다. 어떻게 하면 이러한 테크날러지와 함께 살아갈 것인가\ulcorner (중략)

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A Case Study of Sustainable Design Curriculum for the implement SDGs focus on fashion design major (SDGs 지속가능한 디자인 교과목 운영 사례연구 - 패션디자인을 중심으로)

  • Shin, Haekyung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.325-335
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    • 2024
  • In this study, I investigated cases of operating Sustainable Development Goals (SDGs) sustainable design courses based on interdisciplinary education for diverse design major students in the fashion design department. Through literature review, we examined the necessity of this course operation and analyzed the course through class design, execution, and operational results. Sustainable design courses were organized for 2nd to 4th-year students, promoting integrated learning for fashion design and various design majors to enhance interdisciplinary skills based on the in-depth study of SDGs issues. The educational content in the classes focused on the sustainable development goals achieved through upcycling design of waste PET bottle fibers developed by local industries, aiming to pursue sustainable values of designers through problem discovery and resolution. Students developed various upcycled products, evaluated metrics, and assessed satisfaction levels. Through this process, students gained an understanding of the practical value of SDGs, recognized the importance of sustainable development through design approaches for solving local issues, and acknowledged the significance of interdisciplinary education with various design majors.

A Study of XML Design Patterns for Removing Ambiguity in DTD and Using DOM in XML Application (XML DTD 모호성 제거와 DOM 활용을 위한 디자인 패턴 연구)

  • 김태현;고승규;최윤철
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10a
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    • pp.412-414
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    • 2000
  • XML(eXensible Markup Language)은 차세대 인터넷 기술의 대표적인 기술 요소로서 현재 놀라운 속도로 발전하고 있으며 다양한 인터넷 응용분야에서 적용하고 있다. 이런 추세는 XML 어플리케이션을 복잡화, 대형화시키고 있으며 이로 인하여 XML 어프리케이션 개발과 유지 보수가 점점 어려워지고 있다. 이러한 문제점을 해결키 위해 객체지향 개발 방법론애 적용되어온 디자인 패턴(Design Patterns) 개념을 XML 개발 관련 분야에 적용시키는 연구가 이루어지고 있다. 본 논문에서는 XML 디자인 패턴 중 DTD(Document Type Definition) 모델링 시 발생하는 모호성(Ambiguity) 문제를 해결키 위한 패턴과 DOM을 효율적으로 처리하기 위한 문서 구조 트리 운행 및 접근 패턴을 제안한다. 이 패턴들을 활용한다면 DTD 설계 및 DOM(Document Object Model)을 처리하는 단계에서 재사용이 가능해져 개발된 기술들을 공유 가능하며 시스템 디자인 시에 발생 가능한 문제점들을 사전에 해결할 수 있다.

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