• 제목/요약/키워드: Participatory-design

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현실기반의 다중 참여형 모바일 게임의 설계 (Design of the reality-based multi-participatory mobile game)

  • 이황근;이근호
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2014년도 추계 종합학술대회 논문집
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    • pp.25-26
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    • 2014
  • 스마트폰의 폭 넓은 보급으로 인해 스마트폰 시장은 급격한 성장을 이루었고, 모바일 환경의 발전은 다양한 형태의 애플리케이션의 개발과 모바일 게임 시장의 성장으로 이어졌다. 모바일 게임에서 사용자간 상호작용은 중요한 요소가 되었다. 하지만 대부분의 모바일 게임들은 소셜네트워크상의 초대와 아이템의 제공, 스코어 비교 등에 그치는 등 제한된 영역에서의 상호작용에 그치는 경향이 있다. 이에 본 논문에서는 메시지 서버를 활용하여 다수의 모바일 디바이스를 유기적으로 연계, 모바일 디바이스의 화면이나 기능을 확장하고 게임세계와 현실세계의 접목을 통한 새로운 형태의 게임 가능성에 대해 연구하였다.

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자기주도 학습을 위한 참여형 콘텐츠 관리 시스템 설계 (Participatory Contents Management System Design for Self-Directed Learning)

  • 강혜경
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2012년도 춘계 종합학술대회 논문집
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    • pp.201-202
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    • 2012
  • 본 논문은 강의에서 생산되는 다양한 콘텐츠들을 교육자, 학습자가 수준별로 다양하게 활용하고, 이를 통해 학습자가 자기 주도적 학습을 할 수 있도록 시스템을 설계 한다. 이를 위해 학습 콘텐츠를 객체 기반화하며, LCMS를 도입하여 참여형 콘텐츠 관리 시스템을 설계한다. 본 연구에서 개발되는 시스템은 교수자와 학습자가 교육과정 종료이후에도 계속 활용할 수 있으며, 새로운 학습자들이 계속 참여하여 풍부한 콘텐츠를 구축하며 상호교류 하여 소셜 학습 네트워크(Social Learning Network)를 구축할 수 있도록 한다. 이는 평생학습이라는 사회적 요구에도 부응할 수 있을 것이다.

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Development of Customized Textile Design using AI Technology -A Case of Korean Traditional Pattern Design-

  • Dawool Jung;Sung-Eun Suh
    • 한국의류학회지
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    • 제47권6호
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    • pp.1137-1156
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    • 2023
  • With the advent of artificial intelligence (AI) during the Fourth Industrial Revolution, the fashion industry has simplified the production process and overcome the technical difficulties of design. This study anticipates likely changes in the digital age and develops a model that will allow consumers to design textile patterns using AI technology. Previous studies and industrial examples of AI technology's use in the textile design industry were investigated, and a textile pattern was developed using an AI algorithm. A new textile design model was then proposed based on its application to both virtual and physical clothing. Inspired by traditional Korean masks and props, AI technology was used to input color data from open application programming interface images. By inserting these into various repeating structures, a textile design was developed and simulated as garments for both virtual and real garments. We expect that this study will establish a new textile design development method for Generation Z, who favor customized designs. This study can inform the use of personalization in generative textile design as well as the systemization of technology-driven methods for customized and participatory textile design.

도시 단독주택 정원의 공간적 특징과 유지.관리에서 보이는 거주자의 정원 인식에 관한 연구 (Research on the Characteristics of Garden Design and Dwellers' Understanding of Garden Maintenance in Single Detached Urban Dwellings)

  • 조동범;김수란;김근호
    • 한국조경학회지
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    • 제34권6호
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    • pp.54-65
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    • 2007
  • There is little research on the exterior spaces or gardens of single detached urban dwellings in Korea because apartments are the general housing type of most inhabitants. However there is an increasing demand for idyllic houses in the urban fringe and for environmentally friendly dwellings or healthy houses that is represented in urban residents gardening activities. The purpose of this research is to analyze residents' preferences and problems in gardening and management of single detached urban dwellings, and to evaluate the possibility of gardens as biotopes. It also addresses the issue of providing public amenities in the urban landscape. One hundred thirty-six dwellings were selected in residential areas of the city of Gwangju. The layout and plant composition, residents' evaluation and understanding of their own gardens, and maintenance and management were investigated. The results indicated that residents associate gardening with mental health and recognized a lack of space as one environmental restriction. Watering was seen as a primary difficulty for maintaining gardens. This research suggests that providing space for gardening could be a tool for participatory community making. When considering the important aspects of gardening, residents responded that gardens offer naturalness, scenic beauty, and practicality and also felt that gardens provide a buffer from environmental pollution and relief from mental duress. Results from the factor analysis using 15 semantic differential variables showed that 'spatial openness', 'natural variety' and 'familiarity' were representative factors. Although a garden is mainly considered as a space for the appreciation of nature with plant material, our results suggest that meaning and environmental symbolism are important elements.

실내디자인 관련 연구의 경향 분석-1970년 1996년 실내디자인 관련 석.박사논문을 중심으로- (Analysis of Interior Design Research in Korea-Focused on Master's theses and doctoral Dissertations published from 1970-1996-)

  • 신화경;이수진
    • 한국실내디자인학회논문집
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    • 제12호
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    • pp.87-90
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    • 1997
  • Interior design, evolved from interior decoration of the 20th century, is one of environmental designs which contribute to the overall well-being of human life-physically, psychologi-cally, and emotionally. Moreover, it is also a complex and multi-faceted profession that requires a strong understanding of not only human behaviors and the impact of the designed environment on them, but also of changing technologies and their potential effects. Furthermore, design is a participatory process which requires the application of research, and theoretical knowledge to resolve issues addressing the society. Indeed, there has been various kinds of researches in the interior design field that came about. Through scrutinization of master's theses and doctoral dissertations, this study intends us to grasp the current trend of interior design researches. Theses and dissertations related to interior design and architecture were and sources for this study. The subject of the analysis for this study was limited to the 560 titles of such like these, published from 1970 to 1996 by gradute schools related to interior design or architecture. The results were as follows : Since the '80s, there had been active researches on the interior design field. The subject space had extensively been expanded in its area, especially in the case of commercial environment. The content of those researches had focused on space design with the intention of applying the results to hypothetical one.

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공동주택 외관 리모델링 과정에서 거주자 참여 설계를 지원하는 인터넷 기반 외관디자인 협업설계 프로세스에 관한 연구 (A Study on the Internet-based Collaborative Exterior Design Process to Support Users′Participation in Apartment Exterior Remodeling)

  • 심재란;최진원
    • 한국주거학회논문집
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    • 제14권4호
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    • pp.77-85
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    • 2003
  • The facade design of apartment is getting more important, since residents'needs on raising the quality of housing have increased, and also public interests on urban landscape are higher than before. As a way of improving facade design the necessity of remodeling consequently has been risen. The government also relieves the regulations related to remodeling. A apartment facade design should address how to express both identities and aesthetic tastes of residents, so they want to reflect their own ideas and opinions on the apartment facade design during the remodeling process. It is not always easy, unfortunately, to reflect residents'ideas and opinions due to the public characteristics of apartment facades and absence of tools that support effective design participation. This paper proposes an internet-based collaborative design process that supports residents'active participation in the exterior remodeling process of apartment. We outline three main issues involved in developing the design system: 1) a semantic facade database built upon classification of building facades; 2) an Internet-based facade modeler based on a real-time, rule-based procedural modeling method; and finally 3) the virtual reality(VR) simulation that allows a group of designers and residents to design in a collaborative fashion.

A Study on Citizen Participation System based on Design Thinking, Design Science - Smart City case

  • SUH, Eung-Kyo
    • 융합경영연구
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    • 제9권2호
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    • pp.11-20
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    • 2021
  • Purpose: The importance of creativity has been emphasized in the transition from industrial society to knowledge-based society. Recently, design thinking has attracted great attention as one of the ways to increase the creativity of the organization. From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Research design, data and methodology: From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Results: Therefore, the purpose of this research was to design a citizen-participation type system and contents using a specific space to realize a smart city. This system utilizes the concept of space as a tool to promote innovation activities with the participation of citizens and makes it easy for users of space to participate based on urban problems derived from living labs and the internal structure and user flow line have been designed. Conclusions: It was been also used voice recognition, artificial intelligence, the Internet of Things, and big data as important technologies for experiencing smart cities. The system and content were designed with an emphasis on allowing citizens to directly recognize and experience smart city technology, especially through space-based information visualization and multi-faceted stimulus elements.

3D Online Marshmallow Simulation Game for Target Value Design

  • Kim, Suryeon;Mainardi, Pete;Jeong, H. David;Rybkowski, Zofia;Seo, Jinsil Hwaryoung
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.661-668
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    • 2022
  • Various lean design and construction methods such as target value design, pull planning, value stream mapping have successfully transformed the commercial building construction industry into achieving improved productivity, higher design and construction quality, and meeting the target values of construction projects. Considering the significant advantages of lean, the accelerated dissemination and adoption of lean methods and tools for construction is highly desirable. Currently, the lean design and construction body of knowledge is imparted primarily through publications and conferences. However, one of the most effective ways to impart this soft knowledge is through getting students and trainees involved in hands-on participatory games, which can quickly help them truly understand the concept and apply it to real-world problems. The COVID-19 Pandemic has raised an urgent need of developing virtual games that can be played simultaneously from various locations over the Internet, but these virtual games should be as effective as in-person games. This research develops an online 3D simulation game for Target Value Design that is as effective as in-person games or possibly better in terms of knowledge capture and retention and enjoyable environment and experience. The virtual game is tested on volunteers using feedback from pre-and post- simulation surveys to evaluate its efficacy.

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사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현 (Design and Implementation of the Image Creation System based on User-Media Interaction)

  • 송복득;김상윤;김채규
    • 한국멀티미디어학회논문지
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    • 제19권5호
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

중세유럽의 극장과 중국 전통극장의 공간 구성 및 비교에 관한 연구 - 만시옹, 페이젼트, 글로브극장과 노대, 붕, 구란을 중심으로- (A Study on the Comparison and the Space Composition of the European medieval theater and the Chinese traditional theater - Based on the Mansion, Pageant, Globe theater and the Nodae, Boong, Kooran)

  • 임종엽
    • 한국실내디자인학회논문집
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    • 제41호
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    • pp.163-171
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    • 2003
  • The scope of the study involves comparison of theaters in the west and those in the east, which experienced almost no exchange between them in the past, due to diverse restrains including a geographical one. The focus was put on the two types of these theaters whose similarities are meager historically and technologically, and whose link was not verified yet. However, similarities ,if any, will be identified among characteristics of these theaters so that the links such as liberalism, nomadic and participatory nature, non-linear space, ambivalence, mobile space-which are modern characteristics- could be connected from the past to the present, and those modern characteristics can be studied as a process where they could be sensed from the past structure or from each different target.