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Smart-textronics Product Development Process by Systematic Participatory Design Method (체계적인 사용자 참여형 디자인 방법론을 활용한 스마트 텍스트로닉스 제품 개발 프로세스)

  • Leem, Sooyeon;Lee, Sang Won
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.163-170
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    • 2021
  • Smart-textronics technology which enables functional textiles has recently been applied in various fields such as smart clothes, smart home and smart health care, and a variety of smart-textronics products have been developed. In this context, the smart-textronics product development process is proposed based on the systematic participatory design method in this paper. The proposed method consists of two phases: in-depth interviews and analyzing. In the phase of in-depth interviews, participants are asked to create journey maps that include activities, pain points and emotional status and to generate solution ideas with sketches and simple prototypes. In the analyzing phase, design researchers investigate the participants' journey maps, and create personas by identifying critical characteristics with the behavior pattern analysis. Then, each persona's needs are linked with value elements of the E3 value framework. Finally, pre-survey was conducted to identify smart-textronics market and a smart sofa design is proceeded as the case study to show the applicability of the proposed method.

The Effect of Empathy in Responses to Persuasive Health Communication Campaign Contents (건강캠페인 콘텐츠에 대한 공감 반응 효과 연구)

  • Shin, Kyung-Ah;Cha, Kyung-Sim;Kim, Ji-Yun
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.128-137
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    • 2021
  • The purpose of this study is to examine the effect of sympathetic reactions to public service advertisement video messages produced for health campaigns. To this end, based on the empathy response scale proposed by Campbell & Babrow (2004), the empathy response to the images of nine health campaigns with themes of smoking cessation, tuberculosis, and suicide triggered fear of health risks and health behaviors (information seeking, preventive actions). As a result of the analysis, among the factors of empathy reaction, the reality of the message creative, the match of emotions, and the identification of the characters in the video each played a role in raising fear, and it is rather fear that logically understanding the situation that causes health problems through the health campaign video It was found that it played a role in reducing health information seeking behavior. On the other hand, it was found that the higher the degree of interest, such as sympathy for the characters in the video, among the factors of the sympathetic response to the health campaign, the higher the intention of preventive action to reduce the health risk.

A Study on the Performative Case of Contemporary Ceramics through Convergence with Performance (퍼포먼스와 융합을 통한 현대 도예의 수행적 사례 연구)

  • Chung, Yong Hyun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.227-232
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    • 2022
  • This thesis studies and analyzes the performative expression and meaning of ceramic performance art in the diversifying contemporary ceramic art. Therefore, after analyzing the ceramic performance works of Miquel Barcelό, Josef Nadj, Kang-hyo Lee, Teri Frame, and J. J. McCracken, I tried to find out the performativity and effectiveness of the performance. As a result of the study, the ceramic performance shows the expandability beyond the expression form and production process shown in general ceramic artworks through physical actions using clay. In addition, the real-time performance of the actor is a process embodiment of creating an event, and the open structure in which the artist and the audience relate to each other enables interpretation and understanding in a different way than before. Convergence attempts with other media imply borderlessness in contemporary ceramics and show the possibility of expanding into new field. This is expected to have a positive impact that breaks the ideological frame of the ceramic arts field, which has strong craft characteristics.

A Study on analysis tools in the SWF file URL (SWF 파일의 URL정보 분석도구)

  • Jang, Dong-Hwan;Song, Yu-Jin;Lee, Jae-Yong
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.105-111
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    • 2010
  • SWF(Shock Wave Flash) file is a format file for vector graphics produced by Adobe. It is widely used for a variety of contents such as advertising at websites, widgets, games, education, and videos and it contains various types of data such as sound sources, script, API and images. Many SWF files contain URL information on action script for communication in the network and they can be used as important research data as well as PC users' Web Browser history in terms of forensic investigation. And a decompiler for analyzing SWF files exists by which SWF files can be analysed and URL information can be verified. However, it takes a long time to verify the URL information on action scripts of multiple SWF files by the decompiler. In this paper, analysis of URL information on action scripts and extraction of URL information from multiple SWF files by designing analysis tools for URL information in SWF files is studied.

A Study on Xu Bing's artworks Contributed to expansion of printmaking in Contemporary Chinese Art (중국 현대미술에서의 판화 매체 확장을 일으킨 쉬빙(徐冰) 작품 연구)

  • Song, Dae-Sup;Cho, Ye-In
    • Cartoon and Animation Studies
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    • s.45
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    • pp.321-343
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    • 2016
  • The purpose of this thesis is to look through the political and social background of China preparing for a new era after getting out of the Communist Party of Mao Zedong, rapid inflow of the Western modernism and the avant-garde art arising in China with the focus of art works of Xu Bing, which contributed to the expansion of printmaking of China. Particularly, 85 New Wave Movement arose by young artists since 1985 and the China/Avant-Garde Exhibition held in Beijing in 1989 are the two important issues which reflect a new change from the traditional Chinese art. The artists of 85 New Wave Movement, who pursued a historical revolution and novelty, worked very actively by leading private exhibitions. Since the Cultural Revolution, the government owned the National Museum of Fine Art Beijing had exhibitions on a large scale displaying various visual arts such as performing art, installation, painting, sculpture but the Chinese government interrupted exhibitions two time due to bold performing art and unconcealed installation. Some artists were even taken to the police when performing art. Under these circumstances, Xu Bing, who majored printmaking, produced one of his major works, Books from the sky(1988), while he was working on various experiments focusing on the production process of printmaking and its repetitiveness. Xu Bing devised letters, carved them in trees and finally created approximately 2000 characters. Going further he displayed it as installation work, which means the developed characters go beyond a printed form, for audiences. This made him earn favorable reviews since it was a form of western art coupled with Chinese contents 'Chinese character'. After he received unfavorable reviews, however, he went to America leaving his last work in China, Ghost Pounding the Wall, in 1990, which was not able to exhibited. In those days, China society was going through a chaotic era thanks to the extinction of the Cultural Revolution and Deng Xiaoping's(1904-1997) reformation after the debacle of Tiananmen Massacre. This study looks into Xu Bing's artworks from his initial print works until he went to the US in 1991 and examines how he performed experiments utilizing reproductivity and plurality of prints tinged with Chinese traditional elements, and ultimately became one of the avant-garde artists representing the period.

A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

Goryeo Dynasty Incense Culture and Incense Burners (고려의 향문화(香文化)와 향로(香爐))

  • PARK Jiyoung
    • Korean Journal of Heritage: History & Science
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    • v.56 no.2
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    • pp.62-78
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    • 2023
  • The act of burning incense originated from Buddhist rituals and customs, and gradually formed its own culture. In the Goryeo Dynasty, in addition to religious and national rituals, incense came to be enjoyed more generally and widely. In particular, Goryeo literati enjoyed the elegant lifestyle of staying home and burning incense. This was part of a regional culture shared across East Asia. Such incense burning applied the same methods as were used during the same period in China. In collections of writings from the Goryeo Dynasty, it can be seen that incense methods such as gyeok-hwa-hoon-hyang (隔火熏香) and jeon-hyang (篆香) were used. A particular method of incense influenced the size and shape of the incense burner utilized. Small incense burners suitable for simple everyday incense were used, such as the hyangwan (香垸), a cup (wine glass)-shaped burner. White porcelain incense burners from Song were discovered in Gaegyeong, and celadon incense burners from Goryeo were made in the same shape. This phenomenon shows that there was great demand for ceramic incense burners in Goryeo in the 12th and 13th centuries. During this period, incense burners that imitated metalware were produced, and some applied the techniques and patterns of Goryeo celadon. The Goryeo Dynasty-era incense burner was basically a necessity for use in various rituals, but gradually came to be widely used also by individuals.

Self-inflicted Tongue Ulceration in a Patient with Tourette Syndrome: A Case Report (뚜렛 증후군 환자에서 자해로 인한 혀 손상 : 증례 보고)

  • Lee, Kkotnim;Kim, Miae;Hwang, Inkyung;Park, Jihyun;Mah, Yonjoo
    • Journal of the korean academy of Pediatric Dentistry
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    • v.43 no.3
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    • pp.327-333
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    • 2016
  • Tourette's syndrome is a chronic neuropsychiatric disorder characterized by the presence of vocal and multiple motor tics. Tics are defined as brief, intermittent, repetitive, unpredictable, purposeless, and stereotyped movements or sounds. Some patients experience physical pain from intense and complex tics. In addition, motor tics can result in self-injury which is a common feature of Tourette's syndrome. A 9-year-old boy was referred by the department of neuropsychiatry because of a severe tongue laceration. His parents reported that he had been biting his tongue irregularly for 2 months before referral and suffered from an intense burning sensation. The repeated biting resulted in ulcers on the tongue, which quickly worsened and led to progressive difficulty chewing and swallowing food. We offered to give him a two-piece removable appliance to limit tongue biting; it was made of soft silicone and fitted to both the maxillary and mandibular arches. As we emphasized that the device could help alleviate his pain, he agreed to accept it and adapted well. Just 3 weeks later, his tongue lesions had healed significantly.

Analysis of the Payment Rates and Classification of Services on Radiation Oncology (치료방사선과 의료서비스에 대한 원가산정)

  • Shin Kyung Hwan;Shin Hyun Soo;Pyo Hong Ryull;Lee Kyu Chan;Lee Yoon Tae;Myoung Hee Bong;Yeom Yong Kwon
    • Radiation Oncology Journal
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    • v.15 no.2
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    • pp.167-174
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    • 1997
  • Purpose : The main Purpose of this study is to develop new payment rates for services of Radiation Oncology, considering costs of treating patients. Material and Methods : A survey of forty hospitals has been conducted in order to analyze the costs of treating patients. Before conducting the survey, we evaluated and reclassified the individual service items currently using as Payments units on the fee-for-service reimbursement system. This study embodies the analysis of replies received from the twenty four hospitals. The survey contains informations about the hospitals' costs of 1995 for the reclassified service items on Radiation Oncology. After we adjust the hospital costs by the operating rate of medical equipment, we compare the adjusted costs with the current Payment rates of individual services. Results : The current payment rates were 5.05-6.58 times lower than the adjusted costs in treatment planning services, 2.22 times lower in block making service, 1.57-2.86 times lower in external beam irradiation services, 3.82-5.01 times lower in intracavitary and interstitial irradiation and 1.12-2.55 times lower in total body irradiation. Conclusion : We could conclude that the current payment system on Radiation Oncology does not only reflect the costs of treating patients appropriately but also classify the service items correctly. For an example, when the appropriate costs and classification are applied to TBI, the payment rates of TBI should be increased five times more than current level.

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Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,