• 제목/요약/키워드: User Design-type

검색결과 639건 처리시간 0.032초

사용자 중심 디자인 기반 교실 공간 설계 (A Classroom Space Design based on User Centered Design)

  • 최호순
    • 교육시설 논문지
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    • 제26권6호
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    • pp.19-27
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    • 2019
  • This study aims to design educational space that will respond to changing educational curriculum and creative educational activities. The study was conducted with user centered design method in which students and teachers who actually use space participate directly in space design, moving away from the one-sided approach by experts. The design of educational space, which is the subject of this study, was carried out by the opinions of users and the opinions of users were collected through the descriptive and mapping measure forms by analyzing previous researches and actual space cases on user centered design. Based on the opinions collected by the survey form, total four spaces, Type A, two Type B, and Type C, were designed. The fact that the user directly commented on the space plan to be used and actually participated in the space design would be helpful for users' deep interest in the results of this study and students' academic improvement.

사용자 선호지향 기반에 의한 GUI 아이콘 표현 유형과 조형 요소의 상관관계에 관한 연구 - 그림 아이콘 디자인을 중심으로 - (Research on the relationship between the design of the most favorable ICONs and the formative factors in the GUI design - Focused on the design of the Graphic ICONs. -)

  • 우근도;정성환;홍정표;형성은
    • 감성과학
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    • 제11권4호
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    • pp.521-530
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    • 2008
  • 그래픽 유저 인터페이스 디자인에서의 아이콘들은 시각언어로서 정보를 전달하여 사용자들의 행동을 유도할 수 있는 정보전달 매체이다. 그래픽 사용자 인터페이스에서 사용자와의 커뮤니케이션 수단으로 아이콘을 사용하는 것은 사용자가 인지하기 쉽기 때문에 임의의 사용자에게 원하는 시각정보를 효과적으로 제공하고 커뮤니케이션 효율성을 증대시키기 위해서는 Graphic User Interface이라는 매체의 특성에 적합한 아이콘 개발이 이루어져야 한다. 본 연구에서는 아이콘 유형인 그림 아이콘을 중심으로 하여 그림 아이콘의 각 세부적 표현 유형의 선호도에 따른 조형적 영향 요소간의 상관관계를 파악하며 각 표현 유형에 영향을 주는 조형 요소들이 무엇인지를 알아보았다. 이를 바탕으로 아이콘 디자인에서 사용자 선호 지향적 디자인 방향에 대한 지침을 제공하며 디자인을 할 때 데이터로 활용할 수 있는 이론적 근거를 제시하도록 하였다.

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완전 자율주행 자동차의 주거공간으로의 확장에 대한 연구 (A Study on the Expansion of Fully Autonomous Vehicles into Residential Space)

  • 이현욱;반영환
    • 한국융합학회논문지
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    • 제11권10호
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    • pp.71-79
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    • 2020
  • 최근 주거가치의 변동으로 인해, 주거공간 내에서의 다양한 공간에 대한 사용자 니즈가 커지고 있다. 하지만, 이동과 변형 등이 어려운 주거공간 특성상 최초 구성된 주거 형태를 사용자의 필요에 따라 변경하고 재구성하기가 쉽지 않다. 이에 본 연구는 이동이 가능한 공간 개념의 완전 자율주행 자동차를 활용하여 변화하는 주거가치에 따른 사용자 니즈를 충족시킬 방안을 도출하고자 하였다. 먼저 문헌연구를 통해 기존 주거공간을 유형화하였으며, 이를 토대로 사용자 연구를 통하여 주거를 위한 완전 자율주행 자동차의 공간 유형을 도출하였다. 그 후 설문조사법과 통계적 분석을 통해 주거공간에 대한 사용자 니즈 분석과 도출된 공간 유형의 유용성 분석 및 유형 구체화를 진행하였다. 마지막으로 연구결과를 토대로 주거를 위한 완전 자율주행 자동차의 디자인 방향성을 제시하였다. 사용자의 인식을 바탕으로 주거목적의 완전 자율주행 자동차의 공간을 유형화하고 디자인 방향성을 제안하였다는 점에서 의의가 있다.

지하철 이용 승객을 고려한 사용자 중심의 인간공학적 설계에 관한 연구 (The ergonomic design that considers the user interfaces in the railroad)

  • 박성혁;오세찬;여민우
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2006년도 춘계학술대회 논문집
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    • pp.415-416
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    • 2006
  • In this paper, we propose the ergonomics design method in shape design applicable which considers the user interface for railroad. This study focuses on ergonomics design and sensibility engineering design, user interface, which should be considered from the conceptual design stage of the rolling. Human's sensitivity and User Interface of railroad investigated ergonomics studies of several type. The sensibility engineering design made approach of user center design in railroad design. New design railroad to satisfaction passenger's various desire, to safety and convenient through high technology, to sufficient passenger's aesthetic sense. Therefore, we have application to properly of ergonomics design element in railroad design. we expert visual design and user interface help greatly in excellent railroad design.

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감각형 증강현실 기반 상호작용 대안들의 비교 (Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment)

  • 박상진;정호균;박형준
    • 한국CDE학회논문집
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    • 제17권6호
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    • pp.417-425
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    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.

K대학병원 병동부 이중복도형의 개선을 위한 사용자 요구 조사연구 (A Study on the User Needs for Renovation of Race Track Type of Nursing Units in K University Hospital)

  • 김영애;임오연;김정신;이종세;안의종
    • 의료ㆍ복지 건축 : 한국의료복지건축학회 논문집
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    • 제19권3호
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    • pp.21-28
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    • 2013
  • Purpose: General hospital in korea is getting large-scaled, specialized and upgraded. So, nursing unit of race track type has been advanced along with a spatial organization, building equipment and environmental approach. This study is to search the guidelines for renovation of nursing unit with race track type in the case of K university hospital in Daejeon. Methods: 9 cases of recently opened general hospital has been analyzed for spatial and environmental design solution. Questionnaires and interviews about user needs of nursing staff, patient and visitors, have been conducted for a nursing care system and facility of nursing units in K university hospital. Results: The user needs are represented as followings. Center core public zone in each floor plan and center core nursing station and supporting areas in nursing unit are good for an adjacency and separation of spatial organization. Toilet of group patient room is necessary to equip for easy, safe and infective aspects, and so toilet install will decrease the patient number and increase the nursing care service. Hall type of station front is good for visibility and observation. It is appropriate to renovate into south facing group patient room for privacy, enough space for nursing care facility and supporting area, enough width of door to move portable medical equipment, room for medical doctor and practical student, noise absorbing of day room. Implications: Upgrading the nursing care service and facility equipment is necessary to reflect the user needs and cooperate with hospital management.

사용자 설계형의 방출 제어 솔루션을 통한 효율적인 유체 시뮬레이션 구현 (Efficient Fluid Simulation through Various User Design-type Emission Control Solutions)

  • 황민식;이현석
    • 디지털융복합연구
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    • 제16권6호
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    • pp.197-204
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    • 2018
  • 3D 컴퓨터그래픽에서 유체를 이용한 사실적인 시각효과(Visual Effects)는 영상의 질적 완성도를 높이는데 중요한 요소로 작용한다. 유체의 각 속성을 제어하여 물, 불, 폭발 등의 사실적인 움직임을 생성시키는 과정을 유체 시뮬레이션(Fluid Simulation)이라 한다. 일반적으로 유체 시뮬레이션의 제작은 주 시뮬레이션(Main simulation) 작업단계에 집중되지만, 이를 위한 사전준비 단계(Initial set up)인 초기 방출자에 대한 효과적인 생성방법이 중요하다. 이에 본 연구의 목적은 유체의 초기 방출 운동과 형태에 관여하는 요소들을 분석하고 이를 초기 제작공정에 적용할 수 있는 효과적인 방법을 제시하고자 한다. 이를 위한 연구의 전개는 첫째, 기존 관련 연구에 대해 분석 및 문제점을 제기하고, 둘째, 보다 효과적인 유체효과 시뮬레이션 진행을 위해, Dynamic Fluid Emitter Creation과 User Design Type Emission Velocity Solution에 대한 두가지 실험을 진행한다. 본 연구를 통해, 사용자 설계형의 방출 제어 솔루션을 통해 효율적인 초기단계의 유체 시뮬레이션 제작방법을 제시한다.

The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea

  • JEON, Joo-Eon
    • 유통과학연구
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    • 제19권11호
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    • pp.81-90
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    • 2021
  • Purpose: The purpose of this research is that Metaverse platforms' UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms' UXBDI on user-Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user-Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user-Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user-Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.

사용자 중심의 주거 실내공간 감성평가도구 개발 (The Development of Sensibility Evaluation Tools for User-Oriented Housing Interior Space)

  • 박지민
    • 한국실내디자인학회논문집
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    • 제23권5호
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    • pp.112-121
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    • 2014
  • The purpose of this study is to develop the user-oriented housing interior space sensibility evaluation tools: The user-oriented housing interior space sensibility evaluation tools shall be developed through the systematic selection process of the extracted housing interior space images, which were linked with the adjectives of sensibility evaluation selected for the housing interior space preferred by the user from the specific words of the sensibility extracted to identify the characteristics of the user's sensibility which is recently being changed. In the results of analyzing the words of sensibility for the residential space preferred by the users with 48 pairs of adjectives. The user-oriented sensibility assessment tool was built by extracting 8 sensibility factors of 'cozy', 'practical' 'cheerful', 'traditional', 'unique', 'congenial', 'sensuous', and 'gorgeous' in the exploratory factor analysis. The image scale was constructed in two-dimensions of the sense of space and the type of space for the residential interior space images. The dimension of the 'sense of space' is explained by the axis of open-closed and the dimension of 'type of space, is explained by the axis of 'natural-artificial'. Such a structural model of the residential interior design attributes were divided into 8 groups. And the 42 images representing each group were selected and the user-oriented residential interior space image tool was built by adding user's selective elements.

감각형 증강현실 환경에서의 손 가림 현상 해결 방안 (Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments)

  • 문희철;박형준
    • 한국CDE학회논문집
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    • 제16권4호
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.