• Title/Summary/Keyword: User's development characteristics

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A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design (중국 신화 무협 MMORPG 캐릭터 디자인에서 전통예술 표현에 관한 연구)

  • Jin, Chun-Ji;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.119-130
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    • 2013
  • The purpose of this study is to analyze the characteristics of traditional art expressions in recent Chinese online games, which are now most popular in Chinese game market. Designing the MMORPG game character reflecting users' psychological preferences for aesthetic characteristic of the traditional Chinese culture allows the users to feel more visual satisfaction while they are enjoying a game. The selected characters for this analysis were chosen from the traditional myth chivalry game to utilize the traditional art expressions that are peculiar in Chinese MMORPG. The analysis was conducted within the context of an ideal character figure and operation, and social nature reflecting a personal user. This analysis suggested the representation technique reflecting traditional clothing, color, and life style, and the reconstruction of subject matter, and the development of the characteristics of ideal group character. Even though Chinese MMORPG history is short, this study will help the user understand more effectively the identity of the myth martial MMORPG game in connection with the Chinese traditional culture and art. And this study will also increase the user's satisfaction of the Chinese online-game.

Functional Mechanism of Wearable Devices based on the Consumption Value of Generation MZ (MZ 세대의 소비가치에 따른 웨어러블 디바이스의 기능적 메커니즘)

  • Soojeong Kim
    • Journal of Fashion Business
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    • v.28 no.4
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    • pp.167-178
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    • 2024
  • With the advent of the ICT era in the 4th Industrial Revolution era, cutting-edge industries in accordance with changing trends of the time, the MZ generation is leading a new consumer culture with a digital platform-based lifestyle. As such, wearable devices are leading popularization of the market, the need for product development and research that goes beyond simply combining high technology and combines user-centered functions and designs is emerging. Therefore, the purpose of this study was to analyze the functional mechanism of wearable devices according to consumption value of the MZ generation, focusing on wearable devices currently being commercialized in the digital transformation era, their characteristics were also derived. The research method for this purpose involved classifing wearable devices into notification, information, and content types according to their functional mechanisms and examing them. As a result of the research, characteristics of identity, collaboration, customization, and content were derived, I was is thought that they could interact with situational awareness to suit the situation and purpose. They are closely related. They could make social responsibility and sustainable efforts beyond the brand's image and profit pursuit. As the consumption value of the MZ generation, a new consumer class, is highlighted, it is essential to segmenting and analyzing user-centered functions and content, not simply combining cutting-edge technologies this study is significant in that it provides essential data for continuous development of wearable devices and the establishment of successful marketing strategies.

A New Methodology for Advanced Gas Turbine Engine Simulation

  • M.S. Chae;Y.C. Shon;Lee, B.S.;J.S. Eom;Lee, J.H.;Kim, Y.R.;Lee, H.J.
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2004.03a
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    • pp.369-375
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    • 2004
  • Gas turbine engine simulation in terms of transient, steady state performance and operational characteristics is complex work at the various engineering functions of aero engine manufacturers. Especially, efficiency of control system design and development in terms of cost, development period and technical relevance implies controlling diverse simulation and identification activities. The previous engine simulation has been accomplished within a limited analysis area such as fan, compressor, combustor, turbine, controller, etc. and this has resulted in improper engine performance and control characteristics because of limited interaction between analysis areas. In this paper, we propose a new simulation methodology for gas turbine engine performance analysis as well as its digital controller to solve difficulties as mentioned above. The novel method has particularities of (ⅰ) resulting in the integrated control simulation using almost every component/module analysis, (ⅱ) providing automated math model generation process of engine itself, various engine subsystems and control compensators/regulators, (ⅲ) presenting total sophisticated output results and easy understandable graphic display for a final user. We call this simulation system GT3GS (Gas Turbine 3D Graphic Simulator). GT3GS was built on both software and hardware technology for total simulation capable of high calculation flexibility as well as interface with real engine controller. All components in the simulator were implemented using COTS (Commercial Off the Shelf) modules. In addition, described here includes GT3GS main features and future works for better gas turbine engine simulation.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

A Study on the Design Tendency of Contemporary Architecture Introducing New Media Art Concept - Focusing on the change for way of information transmission change and media development - (뉴 미디어 아트의 개념을 도입한 현대 건축의 디자인 경향에관한 연구 - 미디어 발전과 정보 전달 방식의 변화를 중심으로 -)

  • Cho, Kyoung-Soo;Woo, Ji-Chang
    • Korean Institute of Interior Design Journal
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    • v.19 no.2
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    • pp.66-72
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    • 2010
  • The purpose of this study is to pronounce design trends in contemporary architecture collaborated with new media art concept. Currently, the prevalence of media presence has evolved perspectives on contemporary aesthetics today. To make clear demonstration on the issue, this study categorized new media art's expressional characteristics applied in the contemporary architectural design in conjunction with analytical researches on typologies and expressional characteristics appear in new media art. More specifically, the study selected architects who adopted new media art's expressional characteristics into their works from the year 2000 and performed analytical case studies with regard to the effect of the new media art into their architectural practices. By following methodologies mentioned above, conclusively the study categorized distinct expressional characteristics appears in contemporary architecture as a result of merging with new media art. The characteristics of the new media art appeared in contemporary architecture are categorized into three groups such as the design controlling external environment, the design utilizing web environment and the design participated by users. These observation could be translated that architects could present interactive design between users and building as a result from architect's capability of designing protocols which generate variable forms, colors and patterns in architecture. In particular, architecture utilizing web environment has characteristic capability of configurating user's program in virtual space. Also it is anticipated to suggest new patterns in generating architectural programs and forms. These patterns would not recognize the city merely as an incident or fragmented image but would configurate forms and images constructed by individual notional character. In conclusion, the architecture itself is expected to perform as media to open up opportunities that enables to contribute in expediting interactions among environment, users, and buildings by deviating from perspectives of representation as an object expressed in modernism architecture or as a classical decoration in post-modernism architecture in the past era.

A Study on the Design of Library Homepages (도서관 홈페이지 설계에 관한 연구 - 인터페이스와 정보자료구성을 중심으로)

  • Lee Lan-Ju;Yoon So-Jung
    • Journal of the Korean Society for Library and Information Science
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    • v.32 no.4
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    • pp.141-157
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    • 1998
  • The purpose of this study is to increase the effective utilization of library homepages by providing design guidelines. Seven of the library homepages are selected and have their menus of library homepages do share Each library homepage has it's own distinct characteristics, however the library homepages do share five common services : User Service. OPAC, CD-ROM Search, DB Search, Related Sites, Other Services. The result of this study can be used as the basic data for researching of library homepage's interface designs and collection development of electronic information.

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Development of Vehicle Oriented Black Box System Based on U-Healthcare and Human-Free Guard Functions

  • Lee, Dong-Myung
    • Journal of Engineering Education Research
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    • v.13 no.5
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    • pp.36-40
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    • 2010
  • The vehicle oriented block box system based on the u-healthcare and the human-free guard functions is developed in this paper. We also suggested the design philosophies, ideas, and analyzed the performance of the suggested system. The developed vehicle oriented black box system has some characteristics such as; 1) detects the dangerous situation by ultrasonic sensor in advance, and stores the situation information of the neighborhood of the vehicle to the imbedded SD memory card if the dangerous situation may be occurred in the parked vehicle; 2) detects the present location and speed information of the vehicle by GPS receiver and 3-axes acceleration sensor, and stores the information to the SD memory card periodically if the vehicle is running; 3) measures the dioxide carbon in the vehicle inside using $CO_2$ sensor, and forces the ventilation motor of the vehicle to operate and maintains the driver's health if the measured level is more than standard health requirements; 4) provides the stored vehicle's operating information to the driver by GUI (Graphical User Interface) based touch LCD monitor.

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The Analysis and Direction for Improvement of University Library Online Tutorial (대학도서관의 온라인 튜터리얼 분석과 개선방향)

  • Yoon, Hee-Yoon;Kim, Sin-Young
    • Journal of Korean Library and Information Science Society
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    • v.37 no.1
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    • pp.169-192
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    • 2006
  • This study is aimed to suggest the core elements of instruction and development program through understanding the generation Y's characteristics and examining the standards and education models for information literacy. Concretely, this paper is comparatively analyze and customize the successful online information literacy tutorial models adopted by university libraries in U.S.A, Japan, and Korea. As a result of research, the outline of the needed procedure and required contents for the improvement of the online tutorial in the university of our country are suggested.

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Application Possibility of Parallax Scrolling Technique for Website Users' Emotional Experience (웹사이트 이용자의 감성적 경험을 위한 Parallax Scrolling 기법 활용 가능성)

  • Ko, Hye-Young;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.277-286
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    • 2015
  • Recently, to draw the web users' attention and stay in the website for a long time to transmit information efficiently, the website designing is focused on providing emotional experience. Emotional experience is possible through the use of interactive storytelling and multimedia. Users immersion, pleasurable experience and synesthesia satisfaction is connected to the emotional experience due to the interaction operation and multimedia feedback. In this study, application of the parallax scrolling technique's possibility has been studied to induce the emotional experience of the web users that appeared in the technical development of the web. Realizing characteristics of the elements that effect emotional experience through web cases are studied and the possibility of effective emotional experience is proposed as using parallax scrolling technique on web.

How User-Generated Content Characteristics Influence the Impulsive Consumption: Moderating Effect of Tie Strength (사용자 제작 콘텐츠 특성이 충동구매에 미치는 영향: 유대강도의 조절효과를 중심으로)

  • Weiyi Luo;Young-Chan Lee
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.275-294
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    • 2022
  • In recent years, with the continuous integrative development of e-commerce and social media, social commerce, as a trust-centered social transaction mode, has become an important performance form of e-commerce. The good experience of online community and abundant user-generated content (UGC) attract more and more users and businesses to participate in the community contribution. In this context, the cost of accessing information is continuously decreasing, which not only makes the purchase process more concise and efficient, but also greatly increases the possibility of consumers' impulsive consumption. However, there are very few empirical studies on the internal influencing mechanism of consumers' impulsive consumption based on the characteristics of UGC for social commerce. In view of this, based on S-O-R model, this study constructs a model of consumers' impulsive consumption in the context of social commerce from the characteristics of UGC, with perceived risk as the mediating variable and tie strength as the moderating variable. The results show that content authenticity, content usefulness, and content valence of UGC have significant negative impacts on consumers' risk perception in the process of purchase decision-making, and consumers' perceived risk has a significant negative impact on consumers' impulsive consumption. Meanwhile, the tie strength between UGC producer and UGC receiver plays a moderating role between content usefulness and perceived risk, as well as between perceived risk and impulsive consumption. Finally, combined with the above findings, this study provides effective suggestions for relevant participants in social commerce in terms of business management.