• Title/Summary/Keyword: 정보콘텐츠디자인

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A Study on the User Perception for the Operational Plan Following the Establishment of the Okcheon-gun Daily Life Culture and Sports Center Library (옥천군 생활문화체육센터 도서관 건립 후 운영 방안을 위한 이용자 인식조사 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Kang, Bong-Suk;Ko, Jae Min;Kim, Jeong-Taek;Kwak, Woojung
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.87-110
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    • 2022
  • This study was conducted based on the need to establish an operational plan following the establishment of the Okcheon-gun Daily Life Culture and Sports Center Library, and for the users of public libraries in Okcheon-gun, the functions and roles of the Okcheon-gun Library, collection related to operational direction, user service related activation, library usage related status survey, preference for the future use and perception of desired services were surveyed. Based on the results of the perception survey, the direction required by the Okcheon-gun residents for the Library was identified, and the research results are as follows. As a result of the study, first, when establishing a collection plan, the data types ought to be based on the printed materials and the multi-media materials to reflect the needs of the users, and it may also be necessary to collect them in consideration of the subject areas including literature, art, history, and technical sciences. Second, to provide various information services, it would be necessary to establish an overall information service plan, and it was identified that it would be necessary to develop various information services according to the user preferences and provide cooperative services. Third, it was determined that the programs appropriate for the various subjects and age groups should be continuously expanded moving forward in consideration of the larges demand for programs by the residents of Okcheon-gun. Fourth, new constructions and spatial improvements are needed, and the overall preference for open spaces was significant. In the case of cultural space, the preference for youth cultural facilities, convenience facilities for residents, infinite loss of imagination, and the (experiential) exhibition halls turned out to be large.

Effects of Information Retrieval and Coffee Shop's Attributes on the Means of Repositioning (정보검색과 커피전문점 선택속성이 재방문 의도에 미치는 영향)

  • Baek, Young Ju;Lee, Min Jung
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.549-557
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    • 2020
  • Recently, the number of coffee shops has continued to increase, and information searches have been increasing for consumers who want to visit coffee shops. We wanted to find out the impact on the intention of revisiting a coffee shop by adding information search factors to the existing coffee shop's selection properties and search for the actual selection properties, and summarize the results as follows. The analysis of this study was conducted in two ways, before and after visiting a coffee shop through information search. First, the four factors and optional attributes that are important in information retrieval were the reliability of information (the number of reviews and views by coffee shops, recent postings), physical environment (the proximity of stores, the atmosphere, size, presence of side menus), visuality of information (physical environment, background, design, easy composition), merchantability (the taste of coffee, convenience of parking). In addition, the selection properties for satisfaction after visiting coffee shops through information search were derived from five general characteristics of coffee shops, menu, information consistency, taste of coffee, and convenience of parking, and among them, the consistency of information, taste of coffee, and general characteristics of coffee were found to affect the intention of revisiting again.

A Study on Interaction Design for Improving Usability of Random item box in Korean Mobile Game (국내 모바일 게임의 확률형 아이템 사용성 개선을 위한 인터랙션 디자인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.137-143
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    • 2018
  • This study is an interaction design study which can improve the usability of random item boxes that are used as in - game contents in Korean mobile games. Currently, Korean mobile game sales continue to rise. Sales of random item boxes are the main reason for the increase in sales. Problems with the use of random item boxes have been continuously raised, and legal regulations are currently in place. When using random item boxes, the user can not know the exact percentage information. There is a concern that this expresses gambling. In this context, we have studied interaction design to improve the usability of random item boxes, and conducted user online surveys and in - depth interviews to provide users with a better game experience. As a result, it is shown that providing percentage information intuitively when using random item boxes can enhance user experience. Through this study, it is expected that interaction design research will be actively conducted to provide a better user experience when using random item boxes.

Study on the Autonomous Vehicle Feature for the Elderly Driver (Focusing on Interaction Design) (고령운전자를 위한 자율주행차량 기능 연구 (인터랙션 디자인을 중심으로))

  • Choi, Kyu-Han
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.474-481
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    • 2019
  • Korea entered the aged society in 2018 with the elderly population accounting for 14.4% of the total population, and it is expected to enter the super-aged society in 2026. In particular, it is predicted that by 2050, the elderly population will be 38% of the total population, making it one of the countries with the highest number of elderly people in the world. The increase in the elderly population is naturally leading to an increase in the number of traffic accidents among elderly drivers, in 2017, there were 26,713 elderly driver accidents over 65 years of age, with 848 people dying and 38,627 injured. Compared with 2011, the number of accidents and injuries has doubled and the number of deaths has increased 1.4 times. This study determined that the main factors of the increase in traffic accidents were the characteristics of elderly drivers, such as a decrease in visual/hearing ability, cognitive and information processing ability, and muscle strength. Therefore, it raised the necessity of autonomous vehicle(level 2) for elderly driver who can minimize the burden of driving and aimed to study the function of autonomous vehicle for elderly driver who is not familiar with new technology. Based on this, four functions of autonomous vehicles for elderly drivers were derived, such as providing clear information according to the road environment, considering physical characteristics of drivers, simplifying interface, and reinforcing in-vehicle safety devices.

An Improvement of User Interface for Design Idea Generation System based on WEB2.0 (WEB2.0 기반 디자인 아이디어 발상 시스템의 사용자 인터페이스 개선)

  • Choi, Eun-Suk;Chung, Seung-Ho;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.37-45
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    • 2010
  • WEB or Internet has given mankind an unprecedented experience in indefinite sharing of online content by original means of digitalized information, but it comes to face an empirical issue of unreasonable informational superfluity as well as a practical issue of collapsed dot.com bubble economy in 2001. Instead, a latest networking concept called 'WEB 2.0' or 'Semantic WEB' becomes embodied as a new approach to entities such as end users and content. The concept of WEB 2.0 for creating a platform on the basis of openness and collaboration has made such a technological setting that we can effectively resolve and manage unreasonable data maintenance and interface inherent in Creative Group Thinking System (CGTS), a WEB-based computer-aided idea generation system developed in 2003. Concerning decreased usability and difficulties with data maintenance due to certain issues of CGTS as a part of WEB R&D platform, such as complex display composition and inefficient data processing system, this study seeks to simplify and streamline data structure by means of AJAX and DOM as WEB2.0-based technologies, and integrate interface structure of WEB platform to focus on end users, so that it can improve interface of conventional CGTS for the purpose of realizing end user's participation through improving usability.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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A study on the device management application production of the focal of user interface (사용자 인터페이스 중심의 디바이스 관리 앱 제작에 관한 연구)

  • Choi, Yong-Seok;Ju, Woo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.170-171
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    • 2015
  • At the present time it continues to be the smart device released has also been commercialization device accessories accordingly. Such accessories are getting great response to consumers in the form of an external device to a character commercialization design. However, these products are not useful in the functional aspects of using the external form of the device is concentrated only. This study documents the management app to give the game character acts on the application category grouping the ability to efficiently manage the smart device. Research method is to study the existing product released to find out how it works come from the smart device management side, The device app management features added to the game play will be produced based on them.

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A Study on the Presence Classified by Dimensions through Character Agents on E-Learning (온라인 강의 프로그램의 캐릭터 에이전트를 통한 차원별 프레젠스 연구)

  • Kweon, Sang-Hee;Cho, Eun-Joung
    • Journal of Internet Computing and Services
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    • v.10 no.6
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    • pp.123-143
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    • 2009
  • This study examined factors of presence using the experimental method. The design of this study was to analyze presence through the dimensions of character agents(text, voice, 2D, 3D, reality character dimension and gender) for e-learning platforms that used new technology-based content. There were 232 experimental participants in the study. This study was designed to measure their cognitive awareness of presence by agent dimensions in the first level to measure the presence level in the types of users. The results showed that there were significant correlation between types of users and presence. However there were no statistically significant results on dimensions. In addition, there were significant differences on character gender, voice or non-voice, text or non-text and character dimensions.

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Optical implementation of optical switching by use of a multimode planar waveguide and hologram filters (다중모드 평면 도파로와 홀로그램 필터를 이용한 광신호 교환의 광학적 구현)

  • Shin, Dong-Hak
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.3
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    • pp.563-568
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    • 2008
  • We present a method to implement an $M{\times}N$ switching system by use of an $M{\times}1$ multimode planar waveguide and N hologram filters. The $M{\times}1$ multimode planar waveguide provides the pass of optical signals and changes the output speckle patterns by applying an electrical signal. The complex speckle patterns generated from the multimode planar waveguide are recorded into the N hologram filters and used as the code for destination. The feasibility of our method is experimentally demonstrated.

An Analytic Study on the Present Condition of Internet Knowledge Exchange Market (인터넷 지식거래소의 현황분석에 관한 조사연구)

  • Noh Young-Hee
    • Journal of Korean Library and Information Science Society
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    • v.37 no.3
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    • pp.33-57
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    • 2006
  • Upon the growing popularity of knowledge information and paid digital content, the Internet knowledge exchange market had emerged. A Internet knowledge exchange market consists of general characteristics of a market where a wide variety of knowledge is exchanged at market-appropriate prices, the Internet knowledge exchange market is recently gaining momentum with specialized knowledge items such as design, program source, patent information, consulting service, multimedia, or resumes, as it seeks to secure competitive advantage over its peer markets. Considering the immense influence that these Internet markets will exert on the existing system of knowledge circulation including libraries and information centers, this study aims to contribute to a better understanding of Korea's knowledge circulation structure by analyzing the current standing of the Internet knowledge exchange market.

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