Recently, there have been increasing attempts to pursue and express feelings such as sensibilities, emotions, and impressiveness in commercial spaces. One of such methods is to apply 'storytelling' to space designs. Applicability of storytelling to a space suggests that the contents of a space can be expressed through various mediums. Portraying events and situations through a single time continuity of a story is referred to as 'narrative'. The movement of users and sequence of contents are determined by a narrative. It provides different storytelling and a sense of place to each space through various roles, such as wide association, engraving, and image formation. A narrative can lead users to engage in different perceptions and behaviors even in spaces with the same content. Thus, this study is intended to examine the impact of space marketing in line with design narratives, assuming that narratives of commercial space designs will influence the formation of brand identity. The research methods are as follows. First, the definition of narratives in space design was established by examining narrative architectures. Second, design analysis tools for commercial spaces were established from the perspective of narratives through preceding studies. Third, the design narratives of different shops under the same brand were comparatively analyzed through a case study. To carry out a case study, a commercial space of 'O'sulloc' was selected, and its brand identity was studied from the narrative standpoint. The case study involved interior designs of 7 road shops of 'O'sulloc.' Among the 7 road shops, two of them with the biggest difference in design narratives were selected, and an observation survey was done on the users as a second analysis. Through the observation survey, actual design narrative experience was analyzed in 4 steps of introduction, development, turn, and conclusion. The findings are as follows. The design method of each shop varied, and different design elements were emphasized. Among various elements, the ones that reflect the brand identity of 'O'sulloc' the best were logo, product, and shape. During the process of narratives, the characteristics of each shop and user recognition and behavior varied depending on the degree of emphasis on a particular element. It suggests that space design narratives can influence the formation of brand identity. This study provides ideal directions of developing space designs necessary for forming brand identity from the standpoint of Korean traditional culture modernization. Future studies could discuss the economic feasibility of such designs.
Recently, with the advent of applications using locations of moving objects, it becomes crucial to develop efficient index schemes for spatio-temporal databases. The $TPR^*$-tree is most popularly accepted as an index structure for processing future-time queries. In the $TPR^*$-tree, the future locations of moving objects are predicted based on the CBR(Conservative Bounding Rectangle). Since the areas predicted from CBRs tend to grow rapidly over time, CBRs thus enlarged lead to serious performance degradation in query processing. Against the problem, we propose a new method to adjust CBRs to be tight, thereby improving the performance of query processing. Our method examines whether the adjustment of a CBR is necessary when accessing a leaf node for processing a user query. Thus, it does not incur extra disk I/Os in this examination. Also, in order to make a correct decision, we devise a cost model that considers both the I/O overhead for the CBR adjustment and the performance gain in the future-time owing to the CBR adjustment. With the cost model, we can prevent unusual expansions of BRs even when updates on nodes are infrequent and also avoid unnecessary execution of the CBR adjustment. For performance evaluation, we conducted a variety of experiments. The results show that our method improves the performance of the original $TPR^*$-tree significantly.
In line with network technology development and smart device penetration, the social network service (SNS) has expanded its influence. The SNS which is a service based on communication and sharing among people, has grown based on users' voluntary engagement and participation and its influence has appeared beyond the cyberspace into the overall areas of domestic and foreign culture and society. In particular, SNS-based real-time communication during diverse disasters, can help prevent further damage. By sharing information on social donation activities and environmental campaigns, people have used SNS as a tool to change the society in a more positive way. Such series of activities functioning as a power to change the society have been made much faster and wider through the help of a new media called SNS. To better understand such trends, we are required to study about the SNS and its user relationships first. In this context, this study sought to identify the effects of people's desire to build friendships through SNS on the voluntary and society-friendly activities of people. This study considers online pro-social behavior and proposes online citizenship behavior. Citizenship behavior has been examined in organization context. That is, organizational citizenship behavior explains an employee's pro-social behavior in an organization context. Organizational citizenship behavior is characterized by the individual's helping others and promoting the functioning of the organization. By applying organizational citizenship behavior to an online context, we propose online citizenship behavior, an individual's pro-social behavior in an online context. An individual's pro-social behavior, i.e., online citizenship behavior, could be considered as a way for the better management of online community and society. It also needs to examine the development of online citizenship behavior. This study examined online citizenship behavior from the friendship desire. Because online society or community is characterized by online relationships between members, the friendship between members would lead to pro-social behavior, i.e., helping others and promoting the functioning of the online society, in such online context. This study further examines the antecedents of friendship desire in terms of SNS interactivity with its four factors. The findings based on the survey from real SNS users explain that the three factors of SNS interactivity (connectivity, enjoyment, and synchronicity) increases online friendship desire which then increases online citizenship behavior significantly. This study contributes to the literature by examining the key role of online friendship desire in leading to online citizenship behavior and identifying its antecedents in terms of SNS characteristics. The findings in this study also provide guidance on how to manage online society and how to promote the effective functioning of SNS.
KIPS Transactions on Software and Data Engineering
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v.8
no.6
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pp.243-250
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2019
Because of a moving UAV has a lot of potential/kinetic energy, if the UAV falls to the ground, it may have a lot of impact. Because this can lead to human casualities, in this paper, the population density area on the UAV flight path is defined as a dangerous area. The conventional UAV path flight was a passive form in which a UAV moved in accordance with a path preset by a user before the flight. Some UAVs include safety features such as a obstacle avoidance system during flight. Still, it is difficult to respond to changes in the real-time flight environment. Using public Big Data for UAV path flight can improve response to real-time flight environment changes by enabling detection of dangerous areas and avoidance of the areas. Therefore, in this paper, we propose a method to detect and avoid dangerous areas for UAVs by utilizing the Big Data collected in real-time. If the routh is designated according to the destination by the proposed method, the dangerous area is determined in real-time and the flight is made to the optimal bypass path. In further research, we will study ways to increase the quality satisfaction of the images acquired by flying under the avoidance flight plan.
This study is to suggest necessary improvements of inconvenient elements as well as the ergonomic design standard to develop disabled cars by evaluating the types of needs and observing the behavior characteristics on their car use and the survey on the complaints of the disabled drivers and their guardians in the use of disabled car. The results of this study are as follows. First, both the disabled drivers and their guardians are found to feel high inconvenience and low satisfaction with the cars they use now. Second, the disabled owner-drivers also answered in a same way as guardians. They find the most difficulty in moving the supporting equipment to get into and out of a car. Both the owner-drivers with disabilities and guardians complained of lack of handiness they face when they wear the seat belts and sitting on the seats. In view of this, a disabled car to be developed should have ergonomic design for its seats and the safety of the seatbelt as well as trouble-free supporting equipment helping them move. Third, rather than owner-drivers with handicaps, guardians expressed more difficulties and less contentment with the cars for the disabled, which is reckoned to lead to the changes of perspectives on development of cars for the disabled breaking away from existing viewpoints focusing on the accessibility to the vehicles. Fourth, both owner-drivers and guardians showed higher interests in driving and other safety and convenience measures than in using supporting equipment to get into and out of vehicles, implying that rather than the accessibility to get into and out of a car, convenience should primarily be taken into account for the design of the disabled car. Fifth, the auto-manufacturer is to give prior thought to user convenience when developing a car in practice. For this, the developer may have the disabled car users join the process of development as well as asking experts for help and participation.
Yu, Ji Soo;Choi, Si-Jung;Kwon, Hyun-Han;Kim, Tae-Woong
Journal of Korea Water Resources Association
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v.51
no.spc
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pp.1117-1126
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2018
Water supply system aims to meet the user's demand by securing water resources in a stable way. However, water supply failure sometimes happens because inflow decreases during drought period. Droughts induced by the lack of precipitation do not always lead to water supply failures. Thus, it is necessary to consider features of actual water shortage event when we evaluate a water supply risk. In this study, we developed a new drought index for drought management, i.e., Joint Drought Management Index (JDMI), using two water supply system performance indices such as reliability and vulnerability. Future data that were estimated from GCMs according to RCP 4.5 and 8.5 scenarios were used to estimate future water supply risk. After dividing the future period into three parts, the risk of water supply failure in the Nakdong River basin was analyzed using the JDMI. As a result, the risk was higher with the RCP 4.5 than the RCP 8.5. In case of RCP 4.5, W18 (Namgangdam) was identified as the most vulnerable area, whereas in case of RCP 8.5, W23 (Hyeongsangang) and W33 (Nakdonggangnamhae) were identified as the most vulnerable area.
Broadcasting and audiovisuals are the easiest audiovisuals to access in everyday life and are shared through the media by recording the times. Overseas, independent broadcasting and audiovisual archives are already in operation under the legal system. As the domestic broadcasting and audiovisual industries continue to grow in size and are drawing global attention, the establishment and operation of public broadcasting and audiovisual archives need to be discussed in more detail. In particular, it is clear that the legal device is a task that must be preceded as the basis for the establishment of public broadcasting and audiovisual archives. To this end, this study first looked at the Digital Archive Center, which was operated in the 2000s. In addition, the cause of the dismantling of the Digital Archive Center was considered as the absence of a legal device, and the case of the Institut national de l'audiovisuel(INA), which has been operating on a legal basis for a long time, was investigated. INA is a representative example of implementing a lead-based system in the broadcasting and audiovisual fields, and has been introduced several times through previous studies, but tends to be focused on user services. Therefore, in this study, the analysis was focused on legal factors supporting the operation of INA. Finally, in order to realize the Public Broadcasting and Audiovisual Archive discussed in the previous study, I would like to suggest a legal device for the establishment of Public Broadcasting and Audiovisual Archive in Korea.
Journal of Information Technology Applications and Management
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v.28
no.3
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pp.59-75
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2021
This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.
This study suggests the necessity and domestic application plan a national authority database that promotes an integrated access, richer search, and understanding of historical information sources and archival resources distributed among cultural heritage institutions through the "Social Networks and Archive Context" project case. As the SNAC project was transformed into an international cooperative organization led by NARA, it was possible to secure a sustainable operating system and realize cooperative authority control. In addition, SNAC authority records have the characteristics of providing richer contextual information about life and history and social and intellectual network information compared to libraries. Through case analysis, First, like SNAC, a cooperative body led by the National Archives and having joint ownership of the National Library of Korea should lead the development and expand the scope of participating institutions. Second, in the cooperative method, take a structure in which divisions are made for each field with special strengths, but the main decision-making is made through the administrative team in which the two organizations participate. Third, development of scalable open source software that can collect technical information in various formats when constructing authority data, designing with the structure and elements of archival authority records, designing functions to control the quality of authority records, and building user-friendly interfaces and the need for a platform design reflecting content elements.
The 2-dimensional arrangement method of nodes has been used in most of RF (Radio Frequency) based communication network simulations. However, this method is not useful for the an none-obstacle 3-dimensional space networks in which the propagation delay speed in communication is very slow and, moreover, the values of performance factors such as the communication speed and the error rate change on the depth of node. Such a typical example is an underwater communication network. The 2-dimensional arrangement method is also not useful for the RF based network like some WSNs (Wireless Sensor Networks), IBSs (Intelligent Building Systems), or smart homes, in which the distance between nodes is short or some of nodes can be arranged overlapping with their different heights in similar planar location. In such cases, the 2-dimensional network simulation results are highly inaccurate and unbelievable so that they lead to user's erroneous predictions and judgments. For these reasons, in this paper, we propose a method to place uniformly and randomly communication nodes in 3-dimensional network space, making the wireless link with neighbor node possible. In this method, based on the communication rage of the node, blocks are generated to construct the 3-dimensional network and a node per one block is generated and placed within a block area. In this paper, we also introduce an algorithm based on this method and we show the performance results and evaluations on the average time in a node generation and arrangement, and the arrangement time and scatter-plotted visualization time of all nodes according to the number of them. In addition, comparison with previous studies is conducted. As a result of evaluating the performance of the algorithm, it was found that the processing time of the algorithm was proportional to the number of nodes to be created, and the average generation time of one node was between 0.238 and 0.28 us. ultimately, There is no problem even if a simulation network with a large number of nodes is created, so it can be sufficiently introduced at the time of simulation.
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