• Title/Summary/Keyword: Participation design

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A Semantic Approach to the Design of Valid and Reversible Semistructured Views

  • Chen, Yabing;Ling, Tok Wang;Lee, Mong Li;Nakanishi, Masatake;Dobbie, Gillian
    • Journal of Computing Science and Engineering
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    • 제1권1호
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    • pp.95-123
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    • 2007
  • Existing systems that support semistructured views do not maintain semantics during the process of designing the views. Thus, these systems do not guarantee the validity and reversibility of the views. In this paper, we propose an approach to address the issue of valid and reversible semistructured views, We design a set of view operators for designing semistructured views. These operators are select, drop, join and swap. For each operator, we develop a complete set of rules to maintain the semantics of the views. In particular, we maintain the evolution and integrity of relationships once an operator is applied. We also examine the reversible view problem under our operators and develop rules to guarantee that the designed views are reversible. Finally, we examine the changes in the participation constraints of relationship types during the view design process, and develop rules to ensure the correctness of the participation constraints.

게임화 기반 디자인 사고 방법론의 개발과 실제 : 대학교 로열티 프로그램을 중심으로 (The Development and Practice of Design Thinking Methodology Based on Gamification : Focusing on University Loyalty Program)

  • 나주연;전희라;전유정;최혜영;박도형
    • 한국IT서비스학회지
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    • 제15권2호
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    • pp.65-80
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    • 2016
  • Currently, many universities offer a variety of programs for students to improve their knowledge and expertise for their career development. Because each program's success depends on students' active participation and passion, the university makes a lot of efforts to motivate them enhance the loyalty toward the school. Several universities in Korea operate their own loyalty program based on their students' activities. However, we need to develop a distinctive loyalty program to suit universities' education environment because the purpose of education is different from existing commercial purpose. This study shows the process that improves problems of loyalty programs that are operated by the K University and suggests new ideas based on design thinking methods. Also, this study includes a process that changes standardized and involuntary loyalty program to interesting loyalty program that induces students' voluntary participation through combining with gamification concept. The method that we suggest in this study is expected to extend various fields.

<사용자 참여를 통한 미래 사용자 사용패턴 예측 방법론 제안> 블루투스 핸즈프리 헤드셋의 UI 디자인 개발 사례를 중심으로 ( based on Bluetooth Handsfree Headset UI Design Project)

  • 조현재;김선아;이현주
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 2부
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    • pp.524-529
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    • 2006
  • 짧은 기간에 비약적으로 기술이 발전하는 시대에는 사용자의 미래환경과 그에 따른 사용자의 행태를 미리 분석할 수 있는 방법이 절실히 요구된다. 본 연구에서는 블루투스 핸즈프리 헤드셋의 UI 디자인 개발을 위해 사용된 사용자의 제품 사용행태 예측 과정을 통해 그 방법론을 제시하고자 한다. 1 차로 블루투스 핸즈프리 헤드셋 사용자가 그것을 사용하는 사용행태를 조사 분석하였으며, 조사의 결과를 인터랙티브 스토리텔링의 방법으로 구성하여 아이디어개발을 위한 보조도구로 개발하였다. 조사의 대상은 블루투스 헤드셋의 주요 사용자 층인 10 대 후반에서 20 대 중반에 속하는 사용자 그룹이며 블루투스 헤드셋으로 변용 가능한 패션 액세서리를 선정하고 선정한 액세서리를 블루투스 핸즈프리 헤드셋으로 가정하여 사용시의 그들의 사용 포즈를 분석하는 방법을 통해 주사용자 층의 사용행태를 예측하고자 하였다. 이 연구의 결과는 블루투스 헤드셋 개발팀내의 기획자, 기술자, 디자이너들이 제품의 개발 방향에 대한 아이디어 공유를 위하여 Macromedia Flash 를 사용하여 인터랙티브 스토리텔링으로 제작하여 디자인을 위한 보조 툴로 제안하였다. 본 연구는 블루투스 핸즈프리 헤드셋과 같이 사용자의 새로운 요구와 사용성이 기대되는 제품 UI 디자인을 위해서는 사용자의 미래 요구사항을 예측 할 수 있는 방법이 필요하다는 배경에서 시작되었으며, 블루투스 핸즈프리 헤드셋의 사용자의 요구 파악 및 예측을 위한 방법으로 제품과 사용자의 사용 포즈를 연계하여 분석하는 방법을 제안하였다.

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서울시청 앞 광장 조성 계획 (Design Proposal of Seoul City Hall Plaza)

  • 이민우;안세헌;조경진
    • 한국조경학회지
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    • 제31권3호
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    • pp.34-45
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    • 2003
  • The motivation for transforming the Seoul City Hall plaza into place for pedestrians was prompted by the 2002 World cup event. This place has diverse time layers ranging from the Yi-dynasty to the present. Around city hall, diverse cultural assets and distinctive architecture are scattered. The place is a kind of melting pot that represents different times and cultures in the city. Transforming place for cars into place for citizens suggest several implications in city making policy such as high priority for pedestrians in urban design and enhancement of the public open spaces through downtown remodelling. Our plan is to propose the idea of Media plaza. One of the characteristics of Seoul now can be summarized as Media because the W industry and infrastructure are well developed in the city. ´Seoul Media Plaza´ adopts high-tech infrastructures such as RGB color post, multi box, I-Gate, etc as design materials. Three concepts of the plan are ´evolutionary plan´, ´flexible plan´, and ´participatory plan´. First, the plan will embrace the future changes of external conditions. Second, the plan should be flexible to accomodate the diverse activities in the plaza. Another special aspect of the plan is a kind of open plan. The ground surface of the plaza will be changed in its pattern and shape by citizen participation. Finally, the ´Seoul Media Plaza´ attempts to represent the spirit of Seoul and to connect the past, the present and the future while promoting citizen participation.

직장보육시설 실내환경계획 방향에 관한 연구 (A Study on the Indoor Plan of the Day Care Centers in Workshop Area)

  • 김정진;장선희
    • 한국실내디자인학회논문집
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    • 제18호
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    • pp.59-65
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    • 1999
  • As women's economic participation increases, the problems of day care appears seriously in Korea. The government made of nurture law for infants in 1991 and drove more establishment day care center, However, currently only 7.3% of 1.86 million infants, of working mother's infants under age 5, are caring. The employers supporting day are facilities which have many advantages such as enable women's economic participation stability of mental state, but the number of such facilities was recorded as 114 in 1996. therefore, the support for the facilities are demanding in terms of quantity but it is required improvements of in terms of quantity because infants are easily influenced by their environment. This study aims to provide infants of employers more efficient and better interior environment for day care and education facilities. By analyzing actual condition of plans and space utilization of selected facilities were cases and found out the problems in the selected facilities. The study of study identified are explained. 1. The object of study identified are explained. 2. Relevant theories and studies on environmental structure of infant day care. 3. The present conditions of infant day care are investigated and analysed with selected facilities as cases. 4. The concept and basic direction of design was made based on above researches.

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영농형 태양광 발전 시스템 구축 및 활성화 방안 연구 (Building an Agrophotovoltaic System and Suggesting Activation Plans)

  • 조영혁;조석진;권혁수;유동희
    • 한국정보시스템학회지:정보시스템연구
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    • 제28권1호
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    • pp.115-132
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    • 2019
  • Purpose The purpose of this study is to explain the agrophotovolatic system built by the Korea South-East Power Company and to propose methods to activate the agrophotovolatic system for the development of the renewable energy industry. Design/methodology/approach We conducted a three-step simulation in order to design a photovoltaic module, and we built the agrophotovolatic system based on the results of the simulation. Then, we analyzed the monthly generation of power and the rice harvests produced on farmland using the photovoltaic module. Based on the results of the analysis, we proposed institutional improvements to increase the use of the agrophotovolatic system, and we proposed new business models to increase the participation of farmers and business persons. Findings When we compared the agrophotovolastic system with the general photovoltaic system, we found that the agrophotovoltaic system had higher utilization rates and power generation. An analysis of rice produced on farmland using the photovoltaic module showed that more than 80% of the rice produced on general farmland was harvested. We suggested activation plans that involved the revision of the farmland law and the introduction of renewable energy certificate (REC). We also proposed a land lease model and a farmer participation model as two new business models, and we conducted economic evaluations and sensitivity analyses for both models.

New Fashion Products Development through Consumer Co-Creation

  • Jaekyong Lee;Ho Jung Choo
    • 한국의류학회지
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    • 제47권3호
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    • pp.475-491
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    • 2023
  • New product development (NPD) is crucial for fashion brands as they are required to constantly innovate in product design and technology to remain competitive in the global fashion market. In this study, we investigated the co-creative new fashion product development (NFPD) process to understand its structural characteristics and examined the components of this business model through case studies. Fashion companies frequently collaborate with consumers to create unique and innovative fashion items that both satisfy consumer demand and expand their economic potential. Base on case studied involving consumer participation in NFPD, our study analyzed the structural characteristics of the co-creative NFPD process. Consequently, our investigation identified five key factors of the co-creative NFPD business model: co-value, co-creator, co-activity, co-platform, and co-partner. The co-creation approach established in this study will help advance research on new fashion strategies and provide foundational information for Korean fashion companies that are facing an increasingly competitive global market, thus making a significant contribution to the literature.

영산강 하구둑 환경설계 (Environment Design of an Estuary Dike on the Youngsan-River)

  • 배현미
    • 한국조경학회지
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    • 제30권1호
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    • pp.44-51
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    • 2002
  • The objective of this project is to improve the environment of the estuary dike on the Youngsan-River through Re-landscaping. An estuary dike of the Youngsan-River, the largest in the Orient, was constructed in 1981 and connects Mokpo City and Youngam-Gun province. Twenty years ago, when this dike was completed, this place was one of the famous tourist attractions of Korea. It symbolized the development and growth of Korea. But this dike at present is only a dreary sight as a huge concrete construction element. Therefore, a wall painting on the estuary dike was planned to improve this image. The site, an estuary dike of the Youngsan-River, is located in Mokpo City and its length is about 1,360m. The planning focus of this re-landscaping, which is a proposed improvement design through the analysis of characteristics and problems in conventional facilities, is as follows: (1) Introduction of a wall painting that is a symbol of the sea and river (by the creation of an illusion), (2) Production of the wall painting which is under consideration to create a friendly atmosphere of the circumference view and (3) Preparation of a design to establish an approach to the waterfront. By following these steps, an estuary dike can function as a tourist attractions and can be transformed in to cultural space for civilian. This project is good example of environment design that is completed with the regional residents participation through community input in the planning and initiation of a wall painting. The concept of environment design which involves the residents participation and re-landscaping in Korea has not been established up to now on. However, as this projects has proven, consideration for regional residents is a very important factor for the administrative office and planing specialist to address. In the future, it will have a direct influence on the development of design planning. If the establishment of space that can be accepted by residents with love, affection and self-confidence is possible, environment design in which residents participate actively, can be realized.

주민참여형 워크샵을 통한 공동주택의 주거환경개선 디자인 제시 - 서울시 수서영구임대 단지 사례 연구 - (A Design Suggestion for Improving Apartment Complex Environment through Resident-participated Workshop)

  • 오준식;서귀숙;정수미
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2009년도 추계학술발표대회 논문집
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    • pp.207-212
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    • 2009
  • This research is focused on the 'Resident-participated Workshop' which targets the improvement of residential environment of apartment complex from the residents' point of view. The purpose of the workshop is to induce the residents interest and encourage them to participate in design process, thus, residents will be satisfied with the result with affection and achievement. This research aims the effectiveness of 'Resident-participated' design plan as a program which enables them to maintain and self manage in the long run. The object of this research was the public space within the apartment complex of Susojugong Rental Apartment Complex in Gangnam-ku, Seoul and followings are the contents; 1. Method of 'Resident-participated Workshop'. 2. Program of 'Resident-participated Workshop'. 3. Design analysis of improved apartment complex through 'Resident-participated Workshop' and selection. As a result, it was noticeable that 'Resident-participated Workshop' was an important factor in decision making of designs from the very first stage through communication. As a part of workshop program, design game used cubic models which was useful to enhance the understanding of the participants. It also induced the cubic conception so that intercommunication with the design specialists was possible. But, the development of various workshop method to increase the residents' interest and participation is necessary, especially, program development is required to change the residents' attitude towards the design plan. It is anticipated that a continuous related research is neccsary in this regard.

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메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구 (A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology)

  • 전주희;김마리;김보경;강규리
    • 공학교육연구
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    • 제26권6호
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.