• Title/Summary/Keyword: 통합디자인

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A Study on the Development Methodology of Intelligent Medical Devices Utilizing KANO-QFD Model (지능형 메디컬 기기 개발을 위한 KANO-QFD 모델 제안: AI 기반 탈모관리 기기 중심으로)

  • Kim, Yechan;Choi, Kwangeun;Chung, Doohee
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.217-242
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    • 2022
  • With the launch of Artificial Intelligence(AI)-based intelligent products on the market, innovative changes are taking place not only in business but also in consumers' daily lives. Intelligent products have the potential to realize technology differentiation and increase market competitiveness through advanced functions of artificial intelligence. However, there is no new product development methodology that can sufficiently reflect the characteristics of artificial intelligence for the purpose of developing intelligent products with high market acceptance. This study proposes a KANO-QFD integrated model as a methodology for intelligent product development. As a specific example of the empirical analysis, the types of consumer requirements for hair loss prediction and treatment device were classified, and the relative importance and priority of engineering characteristics were derived to suggest the direction of intelligent medical product development. As a result of a survey of 130 consumers, accurate prediction of future hair loss progress, future hair loss and improved future after treatment realized and viewed on a smartphone, sophisticated design, and treatment using laser and LED combined light energy were realized as attractive quality factors among the KANO categories. As a result of the analysis based on House of Quality of QFD, learning data for hair loss diagnosis and prediction, micro camera resolution for scalp scan, hair loss type classification model, customized personal account management, and hair loss progress diagnosis model were derived. This study is significant in that it presented directions for the development of artificial intelligence-based intelligent medical product that were not previously preceded.

The Effect of Color Incongruity on Brand Attitude: Moderating Effect of Self-Image Congruence (컬러 불일치가 브랜드 태도에 미치는 영향: 자아이미지 일치성의 조절효과를 고려하여)

  • Lee, Sang Eun;Kim, Sang Yong
    • Asia Marketing Journal
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    • v.11 no.4
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    • pp.69-93
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    • 2010
  • In this research, through experiments, we show that incongruity of color between mediums has positive influence on brand attitude in terms of integrated management of brand. We also present that self-image congruence of 'brand-consumer' has moderating effect on such influence of color incongruity. Mediums were limited to the ones that magnifying visual influence in order only to observe influence of color. With the same reason, visual factors other than color were coherently set or held constant and we chose brands with either low familarity or no previous knowledge. As a result, we find that brand attitude by the incongruity of color between mediums was higher compared to brand attitude by the congruence of color. In case with lower self-image congruence of brand-consumer we show higher change in attitude compared to the one with higher self-image congruence of brand-consumer. We believe our findings are interesting to note that brand may be enhanced by forming positive brand attitude through brand expression i.e., color of visual factors. In addition, we suggest that level of congruence and diversity of brand expression is in fact deeper or wider than that of brand manager's intuition. We see that it is possible for studying brands the incongruity which has been studied as a strategy to reposition mature brands can be a way of improving the recognition on new brands.

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Comparing Physical and Thermal Environments Using UAV Imagery and ENVI-met (UAV 영상과 ENVI-met 활용 물리적 환경과 열적 환경 비교)

  • Seounghyeon KIM;Kyunghun PARK;Bonggeun SONG
    • Journal of the Korean Association of Geographic Information Studies
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    • v.26 no.4
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    • pp.145-160
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    • 2023
  • The purpose of this study was to compare and analyze diurnal thermal environments using Unmanned Aerial Vehicles(UAV)-derived physical parameters(NDVI, SVF) and ENVI-met modeling. The research findings revealed significant correlations, with a significance level of 1%, between UAV-derived NDVI, SVF, and thermal environment elements such as S↑, S↓, L↓, L↑, Land Surface Temperature(LST), and Tmrt. In particular, NDVI showed a strong negative correlation with S↑, reaching a minimum of -0.52** at 12:00, and exhibited a positive correlation of 0.53** or higher with L↓ at all times. A significant negative correlation of -0.61** with LST was observed at 13:00, suggesting the high relevance of NDVI to long-wavelength radiation. Regarding SVF, the results showed a strong relationship with long-wave radiative flux, depending on the SVF range. These research findings offer an integrated approach to evaluating thermal comfort and microclimates in urban areas. Furthermore, they can be applied to understand the impact of urban design and landscape characteristics on pedestrian thermal comfort.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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병원정보시스템 품질 항목에 대한 제안

  • Park, Chan-Seok;Go, Seok-Ha
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2007.05a
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    • pp.300-320
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    • 2007
  • 정보기술의 발달과 함께 소프트웨어 제품은 모든 산업에 필수요소가 되었고, 품질과 평가에 대한 관심도 점차 증가되고 있다. 하지만 일부 산업에서는 소프트웨어 품질 평가에 대한 사용자들의 만병 통치적 기대, 품질 표준의 부족, 측정을 위한 양질의 데이터 부족, 소프트웨어 분석과 디자인에 대한 공학적 한계로 소프트웨어 품질 평가에 대해 많은 문제점이 지적되고 있다. 국내에서도 의료산업 관련 정보시스템의 오류 및 사용자들의 운영 미숙은 매년 많은 금액의 사회적 비용을 증가시켰고, 병원정보시스템의 품질에 대한 관심을 초래하였다. 특히, 산업적 특성이 강한 병원정보시스템은 성공적 구축을 위해 사용자 중심의 소프트웨어 디자인과 다양한 전문가들의 지식 통합이 필요하며, 정보시스템 품질 측정으로 연구자들과 개발자들의 시스템 설계 혼란을 감소시키는 방법론이 필요하다는 연구들이 등장하고 있다. 대부분의 병원정보시스템이 단편적인 업무처리 위주로 개발 운영되고 있고, 장기적 경영전략이나 임상연구를 위한 분석적 정보처리 기능들은 결여되어 있다. 또한 소프트웨어 재설계나 추가적 개발 에 활용될 수 있는 객관적 품질 기준이 부족하고, 사용자들의 요구사항에 대해 소프트웨어 설계에 있어서 효율적으로 반영되지 못하고 있다. 이에 본 연구는 최근 발표된 병원정보시스템 품질 평가에 대한 연구 경향을 종합하고, 품질 평가에 대 해 효율적으로 활용되고 있는 사용성(Usability)을 기준으로 병원산업의 특수성을 포함한 품질 평가 방법과 품질척도를 제안하고자 한다. 국제표준기구(ISO:International Standards Organization)에서는 품질 특성을 기능성, 신뢰성, 사용성, 효율성, 유지 보수성과 이식성의 특성을 제시하고 있다. 특히 Folmer & Bosch(2004)가 정리한 ISO9126에서는 품질의 특성을 배움의 용이성, 운영의 용이성, 이해성과 매력성으로 분류하였고, ISO9241-11는 효과성, 효율성과 만족성으로 분류하였다. 또한 Shackel(1991)은 배움의 용이성(배움과 시간, 기억력), 효과성(오류, 직무시간), 유연성과 마음가짐으로 분류하고 있다(Shackel, 1991). Nielsen(1997)은 배움의 용이성, 기억의 용이성, 오류, 효율성, 만족성으로 분류하고 있고(Nielsen, 1997), Shneiderman(1998)는 효과성(직무시간, 배움의 시간), 효율성(기억의 지속시간, 오류), 만족도를 품질의 특성으로 분류하였다. 이와 같은 소프트웨어의 품질은 소프트웨어 계획, 개발, 성장과 쇠퇴의 모든 과정에 적용되며, 환경적 변화에 따라 사용자들의 정보욕구를 적절하게 반영하여 만족도를 높이 는 것이라고 요약할 수 있다. 그러나 현재까지 소프트웨어 품질 평가에 대한 연구들 은 보편적인 평가 항목들을 대상으로 측정하여 일반적인 품질기준을 제시하고 있고, 유사한 측정 내용들이 중복되어 있다. 이러한 경향은 산업별 특수성이 강한 소프트웨어에 대해서는 정확한 품질측정이 어려웠고, 품질측정에 대한 신뢰성을 떨어뜨리는 계기가 되었다. 이러한 한계를 극복하고자 나타난 방법론이 최종사용자들의 요구사항을 얼마나 적절하게 시스템에 반영했는지에 대한 사용성(Usability) 측정이다. 사용성에 대한 정의는 사용자들이 실질적으로 일하는 장소에서 직접 사용자들의 시스템 운용실태를 파악하여 문제점을 개선하는 것으로 요약할 수 있다. ISO9124-11에서는 사용성을 "어떤 제품이 구체적인 사용자들에 의해 구체적인 목적을 달성하기 위한 구체적인 사용의 맥락에서 효율성, 효과성을 만족함으로 사용될 수 있는 정도"로 정의하고 있다. 지난 10년간 병원정보시스템 평가에 대한 문헌들을 고찰한 결과 품질 측정의 효과는 정보화에 대한 동기유발과 의료품질을 높이는 게기가 되었으며, 질병에 대한 예방효과도 높은 것으로 조사되었다. 그러나 평가에 대한 인식의 문제, 평가 방법의 신뢰성 부족, 평가 지침과 부분적 평가에 따른 인증의 어려움 평가 결과에 대한 확산과 단편적 연구의 한계 등으로 연구결과에 대한 신뢰도와 활용도는 낮은 것으로 조사되었고, HIS에 대한 연구 빈도와 범위 가 매우 미약하였다. 특히, 품질속성은 같은 용어이지만 연구자에 따라 전혀 다른 측정 내용을 제시하고 있어 효율적인 품질 지표를 제시하는데 많은 혼란을 초래하고 있다. 이러한 품질 평가의 경향은 시스템 설계 및 개발자들에게 필요한 사용자들의 구체적이고 독특한 욕구나 병원정보시스템 환경의 특수성 파악에 한계를 보였으며, 평가 범위도 부분적으로 이루어져 전사적 시스템 설계 및 개발에 중요한 자료를 제공하지 못하고 있다. 이러한 문제점과 한계를 극복하고자 ISO와 같은 품질 표준 속성과 컨텍스트(Context)를 중심으로 사용자에 의한 평가 척도의 설정은 구체적이고 실용적이며 신뢰성 있는 평가 방법이 될 것이다.

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A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop (유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구)

  • Kang, Taesun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.69-81
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    • 2018
  • Recently, user participatory workshops have been applied as a way to plan landscape spaces that reflects the needs and demands of the users. It is also required to improve the quality of the FECC (Forest Experience Center for Children), which is growing rapidly. Therefore, the purpose of this study is to deduct the design elements (forest play activities and space), the basic needs, and the demands of users in making the FECC a preschooler participatory workshop. For this, materials for preschooler participation were selected, and a step-by-step workshop was conducted to satisfy the demands of the preschooler's development. First, in the pre-workshops phase, design elements standards were deducted through the preschooler participatory results (41 children aged 6 and 7, Kindergarten). Second, in the main workshop phase, the design elements to be introduced on the site (Songsan-mulbit FECC) were deducted through the participating preschooler's selection and those results were analyzed. The materials used at the preschooler participatory process were 'drawing a picture' in the pre-workshop phase, and the design elements and the standard types charts were the forest play activity pictogram chart, and the forest play space general images chart in the main workshop. As for results, frst, there are 38 standard types of forest play activities that have been deducted. It consists of 27 cognitive activities (functional 16, constructive 4, symbolic 4, game on rule 3), 9 games (sensory 5, other 4), and two social play activities (solo, group). There are 21 standard types of forest play spaces. They consist of 8 play facility spaces (5 facility, 3 natural), 2 water spaces, and 11 spaces of 5 types. Second, as a result of applying the results to the site, the forest play activities to be introduced on the site were selected, and the functional play was most selected. Additionally, climbing and water play were most selected as the unit activities. Also, functional, constructive, symbolic, games based on rules were selected, even in the preschooler's development play. In the case of the forest play spaces to be introduced in the site, the preschooler's selection results by sex and age tended to be similar to the preschooler's comprehensive selection results, but the boys preferred function and adventure spaces more than the girls, while the girls preferred rest spaces more than the boys. This result is similar to the previous study results, which directly observed the preschooler's forest play behavior, and analysis that the preschooler recognized the site and selected the design elements introduced on the site. Therefore, the participatory workshop process and the materials process in this study are analyzed and applied to the purpose of the study. It is valuable as a case to be applied in design of the FECC from this point forward.

A study on the white porcelain in Sangju focus on the literature data (문헌자료를 중심으로 한 상주백자 연구)

  • Kim, Jong-Tae
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.17-30
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    • 2006
  • The early Joseon Dynasty is very important period of studying about Korean history of ceramics because various kinds of porcelain were produced like celadon, brown porcelain, white porcelain, inlaid white porcelain, blue porcelain etc, $\ulcorner$sejongsilrok$\lrcorner$ $\ulcorner$Jiriji$\lrcorner$ was published and Saongwon established its branch. Moreover, there also had a sudden political change to Joseon Dynasty, so ceramic industry in Gangjin was closed and artisans in Gangjin scattered to find safer place. One of these place was Imiwueri and Chuhyunri, Joongmohyun in Sangju.(the name of the place in that times, now Modongmyun) Also, Sangju in Gyeongsangbuk-Do is one of the places where can get materials for producing white porcelain, so artisans in Gangjin could migrate to the place during change of regime to Joseon Dynasty which based on Sung Confucianism. In $\ulcorner$Tejongsilrok$\lrcorner$, it mentioned specific areas like Joongmo, Hwaryeong in Sangju, Gyeongsang-Do and we can find out about situations of ceramic production in the early 15 centuries with producing dishes for a Royal family. $\ulcorner$Sejongsilrok$\lrcorner$ $\ulcorner$Jiriji$\lrcorner$ mentioned Imiwueri and Chuhyunri and Sangju produced the half of porcelains. In $\ulcorner$Gyeongsangdojiriji$\lrcorner$, Sangju takes charge of 8 spots which is one third of ceramic production. $\ulcorner$Gyeongsangdojiriji$\lrcorner$ and $\ulcorner$Sejongsilrok$\lrcorner$ $\ulcorner$Jiriji$\lrcorner$ were published with same goals at the same year. In $\ulcorner$Gyeongsangdosokchanjiriji$\lrcorner$, there was deleted nine spots which included high, middle, low level compared with $\ulcorner$Seiongsilrok$\lrcorner$ $\ulcorner$Jiriji$\lrcorner$, and in $\ulcorner$Donggukyeojiseungram$\lrcorner$ there was entirely deleted the locations of porcelain spots and potteries.

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Spatial Characteristics of Cultural Economy Emergence and Diffusion: Creative Retail Shops in Bukchon (문화경제의 발현과 확산의 공간적 특징: 북촌의 창의적 소매업을 중심으로)

  • Lee, Kyung-Ok;Lee, Keum-Sook
    • Journal of the Economic Geographical Society of Korea
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    • v.9 no.1
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    • pp.23-38
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    • 2006
  • This study attempts to investigate the spatial characteristics of cultural economies of Bukchon in Seoul, where abundant cultural assets exist. This area has been the administrative-political core locale since 14C, therefore, a lot of traditional- and contemporary-cultural facilities are remains, This area possessed unique place characteristics by coexisting traditional and modern cultures, and thus attracted to culture demanders. Recently many economic activities have increased in this area, and most of them are related with the cultural elements of the region, In particular creative retail shops, which produce goods by flexible-specialized production system, have been agglomerated in this area, The goods are designed, produced, and sold at the shop place. Most of them are uniquely designed hand made products, and produced a few amount. The economic value of these products related with the cultural environment of Bukchon. These creative shops emerged at the front of Samcheongdong street in the beginning, and then have diffused into the inside of Samcheongdong street and Hwagae street. The shops have very unique exteriors related with traditional houses in this area, and located on roadsides where are not many passerby. Most owners of the retail stores are highly educated and studied design, and produce goods by themselves at the shops. The reason that they opened their shops in Bukchon is directly related with the unique cultural environment of this area. They hope that more unique and artistic stores join this area so that developed this area as culture and fashion combined area.

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A Study of material analysis and its experimentation of metamorphosis and its utilities in Copper Alloy plates for contemporary metal craft (현대금속공예용 동합금판의 재료분석과 형질변환 실험 및 응용에 관한 연구)

  • Lim, Ock-Soo
    • Archives of design research
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    • v.17 no.4
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    • pp.241-250
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    • 2004
  • In this research, the copper alloy plates C2200, C5210, C7701, C8113 were selected to make datum and to identify further usage of metal craft experimentation. For its experimentation, the general welding and TIG welding methods were researched; for 2nd experimentation, the Reticulation and Electroforming skill's differences in color and temperature were researched. With these methods 3 different kinds of works are introduced for sample studies. For this research, Dr. Lee, Dong-Woo who works in Poongsan Metal Co, supported 4 kinds of copper alloy metals. Which are Commercial bronze (Cu-Zn), Deoxidiged Copper(Cu-Sn-P), Nickel Silver (Cu-Ni-Zn), and White Bronze (Cu-Ni); they were applied partly and wholly by the method of Laminatin, Reticulation, Fusing, and Electroforming skills. In case of C2200, the brass, the A. C. TIG welding method is better under 2mm slight plate; the D.C. TIG welding is better upper 2mm plate; and 250~300$^{\circ}C$ is recommended for remain heat treatment. In case of C5210, not having Hydrogen in high temperature return period, doesn't need Oxygen in high temperature and hardening in comparative high temperature neither, it is good for welding. It contains Sn 2-9% ad P 0.03-0.4% generally; and in accordance with the growth rate of Sn contain amount, the harden temperature boundary become broad. In case of cold moment after welding, they are recommended that higher speed TIG welding, smaller melting site and less than 200$^{\circ}C$ for pre-heating temperature. In case of C7701, the 10-20% Ni, 15-30% Zn are widely used.. If it is upper 30% Zn, it become (${\alpha}+{\beta}$) system and adhesive power rate become lower, and the productivity become lower in low temperature but the productivity become higher in high temperature. Nickel Silver's resistance of electricity is well; and the heatproof and incorrodibility is good, too. Lastly, in case of C8113, good at persistence in salty and grind; high in strength of high temperature. In case of white brass, contain 10-30% Nickel and hardened in high temperature and become single phrase. For these reason, the crystallization particles easily become large, if the resistance become higher small amount of Pb, P, S separation rate become higher.

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A Study on the Designer's Post-Evaluation of Gyeongui Line Forest Park Based on Ground Theory - Focused on Yeonnam-dong Section - (근거이론을 활용한 설계자의 경의선숲길공원 사후평가 - 연남동 구간을 중심으로 -)

  • Kim, Eun-Young;Hong, Youn-Soon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.3
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    • pp.39-48
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    • 2019
  • This research is based on the analysis of in-depth interviews of designers who participated in the design of the Yeonnam-dong section, which was completed in 2016. The case study site has received many domestic and foreign awards and is receiving very positive reviews from actual users. 53 concepts were derived from the open coding of the ground theory methodology. Thirty-four higher categories incorporated the concepts and 18 higher categories that reintegrated them. Later, the six categories of the ground theory were interpreted as the paradigm, and it was determined that the aspects of 'will of client' and 'work efficiency', 'site resources' and 'field manager's specialty' were the categories that had the greatest positive impact on the park construction. The key category of this park's construction was interpreted as "a park-construction model with active empathy and communication." The results of the study and are linked to the following research proposals. First, the need to improve the trust between the client and the landscape designer and the need to improve the customary administrative procedures; second, the importance of the input of landscape experts into the park construction process; third, the importance of all efforts to develop the design; fourth, the importance of on-site circular resources and landscape preservation; and fifth active social participation to increase the opportunity. This study, which seeks to grasp the facts that existed behind the park's construction, which received excellent internal and external evaluations, and has a qualitative, objective and structural interpretation of the social network related to the park's construction, in contrast to the conventional quantitative post-evaluation. It is expected that the administration and system improvements related to landscaping will be further improved through the continuation of in-depth post-evaluation studies.