• Title/Summary/Keyword: Activity-Centered Design

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The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.15-24
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    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.

A Study on the Characteristics and Direction of Spatial Composition of Shared Culture in European City Square (유럽 도시 광장에서 나타나는 공유문화기반의 공간적 구성 특성 및 방향 연구)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.4
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    • pp.75-83
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    • 2017
  • The cultural tendency based on sharing and cooperation, which has recently been a hot issue, accelerates throughout the world. This study began with a perception that a sharing culture is inherent in urban public spaces. This study aims to conduct a theoretical study of the sharing culture and to analyze the characteristics of the design composition of public spaces. This study selected squares in 16 European cities as cases for analysis. The results are summarized as follows:1)To analyze the design characteristics of public spaces in which a sharing culture is inherent, this study drew the shape and type of planes and sharing elements such as accessibility, symbolism and activity with the squares in the cases. 2)The shape of planes in the squares in the cases has been formed in close relations with the historic meaning and events of the area and the process of the construction of buildings surrounding the square. The squares in the cases were classified into seven plane types, and these squares have developmentally contributed to the formation of a sharing culture as a place for free participation and communication concerning social issues. 3)In the squares in the cases, the weight of road-centered access appears high, and in terms of the construction of human-friendly / environment-friendly infrastructure in the city or judging from the trend of the recent increase of pedestrian-centered plans for public space, it is judged that approaches with a high utilization rate of sidewalk or public transportation would be desirable. 4)Symbolic elements of the square become a device by which citizens can share the historic symbolism, along with artistic inspiration. In addition, by serving as an observatory from which people can take a view of the landscape of the city, it allows visual sharing of the entire city as well as the square. 5)A square is common pool resources in the community, and it is necessary to vitalize that in a direction of increasing the possibility of sharing, through the characteristics and methods of the composition of public design.

The Effect of Group Occupational Therapy based on Sensory-Motor Centered Convergence Activities on Self-regulation and Executive Function of Maladapted Children in First Grade Elementary School: A Case Study (감각-운동 중심의 융합 활동을 기초로 한 그룹 작업치료가 초등학교 1학년 부적응아동의 자기조절능력과 실행능력에 미치는 영향: 사례연구)

  • Cho, Sun Young
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.67-75
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    • 2021
  • The purpose of this study was to investigate the effect of sensory-motor centered group occupational therapy program on self-regulation and executive function in first grade elementary school maladjusted children. It is a case study through pre-post design with a total of 3 subjects. A pre-and post-test was conducted to determine the change in Self-Control Rating Scale and to find out the execution function by Bruininks-Oseretasky Test of Motor Proficiency. The sensory-motor centered group occupational therapy program performed movement activities based on vestibular sensation, proprioception, and tactile sensation, and the task was selected by investigating the child's preference for activity. As a result, subjects 1 and 2 children showed improved self-regulation and executive function. Based on the results of this study, it is considered that the group-centered sensory-motor program can be provided to children who show maladjustment in school by linking the educational field and clinical practice.

A Development of CNC Engraving Machine System for Non-experts (비숙련자를 위한 CNC 조각기 시스템의 개발 방안 연구)

  • Yang, Min Cheol;Chung, Yunchan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.41 no.7
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    • pp.673-682
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    • 2017
  • As the culture of making things based on "do-it-yourself" (DIY) activity is increasingly promoted, the use of recent digital technologies and tools, including the 3D printer, have become widespread. However, the use of computerized numerical control (CNC) engraving machine is considered difficult because of the complicated procedures and specialized knowledge required for its operation. Therefore, this study aims to resolve the issue that limits the usability of the CNC engraving machine. This paper presents a novel CNC engraving machine system for non-experts based on human-centered design. First, the size and type of the workpiece and tool are reduced. Second, computer-aided process planning (CAPP) steps such as tool path generation, workpiece clamping, and corresponding coordinate system are automated by compromising productivity and efficiency. As a result, a CNC engraving machine system that can be easily used by non-experts was developed. This development has great significance in that it opens up the possibility of using the CNC engraving machine for a wider range of DIY activities.

A Product Model Centered Integration Methodology for Design and Construction Information (프로덕트 모델 중심의 설계, 시공 정보 통합 방법론)

  • Lee Keun-Hyoung;Kim Jae-Jun
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.99-106
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    • 2002
  • Researches on integration of design and construction information from earlier era focused on the conceptual data models. Development and prevalent use of commercial database management system led many researchers to design database schemas for enlightening of relationship between non-graphic data items. Although these researches became the foundation fur the proceeding researches. they did not utilize the graphic data providable from CAD system which is already widely used. 4D CAD concept suggests a way of integrating graphic data with schedule data. Although this integration provided a new possibility for integration, there exists a limitation in data dependency on a specific application. This research suggests a new approach on integration for design and construction information, 'Product Model Centered Integration Methodology'. This methodology achieves integration by preliminary research on existing methodology using 4D CAD concept. and by development and application of new integration methodology, 'Product Model Centered Integration Methodology'. 'Design Component' can be converted into digital format by object based CAD system. 'Unified Object-based Graphic Modeling' shows how to model graphic product model using CAD system. Possibility of reusing design information in latter stage depends on the ways of creating CAD model, so modeling guidelines and specifications are suggested. Then prototype system for integration management, and exchange are presented, using 'Product Frameworker', and 'Product Database' which also supports multiple-viewpoints. 'Product Data Model' is designed, and main data workflows are represented using 'Activity Diagram', one of UML diagrams. These can be used for writing programming codes and developing prototype in order to automatically create activity items in actual schedule management system. Through validation processes, 'Product Model Centered Integration Methodology' is suggested as the new approach for integration of design and construction information.

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An Activity-based Instructional Design For Search Algorithm Expression of Elementary Students (초등학생의 알고리즘 표현을 위한 활동 중심의 검색 알고리즘 수업 설계)

  • Han, Byoungrae;Gu, Jungmo;Song, Taeok
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.161-170
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    • 2016
  • Currently computer education has been emphasized improving thinking skill instead of practical education of applied software. There are various studies that are to teach algorithm with visualization learning materials or activitives-centered unplugged class. However, algorithm classes for elementary school have various difficulties. One of the reasons is insufficient learning materials and teaching methods. Therefore we designed a activities-centered algorithm class for elementary school students. We hope this study will contribute to the study of algorithm classes for improving kids' thinking skill.

Design and Implementation of WBI Courseware Based on Learning Activities for Studying Angle Subject at Elementary School (학습 활동 중심의 초등학교 수학과 각도학습 웹코스웨어의 설계 및 구현)

  • Park, Ung-Kyu;An, Byung-Hong
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.192-200
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    • 2006
  • With the appearance of the Internet and the development of the World Wide Web, web-based education has made individual and selective learning centered on students in cyberspace available at any time and anywhere. In this paper, we design and implement courseware for a web-based 4th-year elementary school mathematics course. In order to make it as student-centered as possible, the courseware adopted learning activities using various Flash animation and design methodology to enhance students' interest to complete all parts of the course. When we gave our WBI courseware to 4th-year elementary school students to use, their achievement in the subject was greater than a group who studied with the traditional course. The results of the question investigation of the experimental group showed a positive reaction and increased educational achievements in the fields of comprehension, interest, convenience and reflection on self-directed learning.

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A study on design process for public space by users behavioral characteristics (이용자 행태 특성에 의한 공용공간의 디자인 프로세스 연구)

  • 김개천;김범중
    • Archives of design research
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    • v.17 no.1
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    • pp.89-98
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    • 2004
  • A systemic approach to behavior on the basis of human psychology is needed for behavior-centered space design. Also, the recognition that human and environment, in all, have complementarity is needed- human and space shall be understood as a general phenomenon, supposing interaction. Design of behavior-oriented space means configuration and coordination of physical subjects as well as understanding, analysis and reflection of psychological and behavioral phenomena. It is analysis of a private individual as well as understanding of interaction between human groups, as well. In respect of space recognition, analysis not on material movement but on energy circulation and variable is important. It means that the understanding of user's behavior and psychology does not orient reasonable purpose just for convenience. That is, such understanding intends to understand behavioral patterns and psychological phenomena between space and human beyond the decomposition of structure of human and space into physical elements and the design based on standardized data. Thereby, more human-oriented space design might be implemented by the understanding of behavioral essence. Also, a user-centered design process from another viewpoint might be created, and the general amenity among man, space and environment - better environmental quality - might be produced. For this, the consciousness of human activity that is, activity system shall be ahead of it, and the approaches for design shall be implemented into a process not in predictive ideas but in semi-scientific system. On the basis of the above view, this study was attempted to investigate the orientation of design to recognize space as another life, and explore a process where it is drawn into a design language on the basis of human behavior. If the essence of space behavior and the activity system are analyzed through user observation and it is reflected upon a space design program and then developed into a formative language, a new design process on human and environment might be produced. In conclusion, the reflection of user's behavior and psychology into design, contrary to existing public space design based on physical data, can orient quality improvement of human life and ultimately be helpful to the proposition, 'humanization of space'.

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Assessment of Earthquake Disaster Risk in Seoul Metropolitan Area (서울지역 지진 재해 위험도 평가)

  • Lee, Chang-Soo
    • Journal of the Korean Society of Hazard Mitigation
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    • v.5 no.4 s.19
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    • pp.71-78
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    • 2005
  • The principal basic concepts of aseismic design minimize damage of human-life and have little probability during life of structures. For detailed understanding of the design, the best reasonable countermeasure can be possible equally the smallest damage of human-life and economic loss. As a result, it can be achieved by notion of not structure-centered but city-centered, the notion is actualized by development of a macro-level evaluation. A seismic damage between city and country is different. And the larger the city then, the greater the loss by rather collateral hazards than collapse of structures. Hence, the macro-evaluation of an earthquake disaster is suitable for an old city where is center of political and economic activity, and is concentration of population and infrastructure. This study aims to develop comprehensive earthquake desaster risk index, and assesses relative earthquake risk of six zones in Seoul metropolitan area.

Media-Aesthetical approach to the Computer-based Layer (컴퓨터 기반의 레이어(layer)에 대한 매체미학적 분석)

  • 이병주
    • Archives of design research
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    • v.17 no.2
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    • pp.471-478
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    • 2004
  • The recent aesthetical argument has been focusing on the interrelation between art and media. Now media is a kind of creative activity and dynamic factor which comprises aesthetic perception in itself compared to that of the past linear thingking era that was just a means of proving presence. Norbert Bolz, a leading media-aesthetician, puts the emphasis on the transformation of image, not the its dupe. He urges that this artistic form does not deliver the image of object, but means the objectless image itself. Therefore creativity is caused by an effect of a optional technic in the stage of technological environment where is under the control of the non-linear thingking system. In this context, this essay investigates to confirm the above mentioned aestheical views by analyzing the computer based layer as an detailed example, and to illuminate the designers creative activity where is deemed to be under its radical influence. Therefore it can be dedicated to the extension of the theoretical background in design, bridging between two practices accor ding to the Bolz's notion that the new aesthetical concept should be accompanied by ' the Design Science ', that is centered on the new media.

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