• 제목/요약/키워드: User Experience-based Design

검색결과 479건 처리시간 0.026초

User Needs for Haptic Communication of VR Fashion Product Shopping

  • Kim, Jongsun;Ha, Jisoo
    • 한국의류산업학회지
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    • 제21권4호
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    • pp.401-411
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    • 2019
  • Non-contact judgment and evaluation for products are increasingly needed along with a rapid environmental change in fashion that sows urgency in the need to implement services that allows users to judge and experience a tactile sense in a fashion product without actual contact. Technological development is required to provide users with syn-aesthetic experiences that integrate the visual, tactile and the auditory. There is also a need to conduct research to increase immersion that provides users with ICT-related experiences communicated through fashion images. The study analyzed demands for haptic communication technology by Korean users in immersive VR fashion product shopping. Accordingly, it defined haptic communication through literature research, investigated immersion in the VR environment and conducted in-depth interviews for haptic communication applicable to VR shopping. Findings show that hedonic reactions by fantasy, emotion and fun function are an important motive in selecting VR shopping. VR fashion product shopping steps were divided into 4: move to store, search in store, search of product and purchase based on offline store shopping experience. It defined the haptic communication by steps and analyzed the types of the haptic feedback to be implemented. The study results provide basic data for developing haptic communication technology that can enhance e a sense of the presence and immersion experiences that can help lay a groundwork for pilot studies on the convergence of the virtual and the real.

피터 아이젠만 건축의 색채사용특성에 관한 연구 (A Study on the Characteristics of Color for Peter Eisenman Architecture)

  • 이선민;유연숙
    • 한국실내디자인학회논문집
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    • 제18권2호
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    • pp.61-70
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    • 2009
  • Architectural color would be understood as a essential tool to be reflected the architect's value criteria, thinking process and the specific methodology. This study was established the characteristics of color use correlated with Eisenman's architectural features based on his point of view. At first, it could be organized with data and use the color in view points with the becomming process. Especially it would be expressed the color as a trace of unsynchronized formation. Second, it was introduced the color by graphics engaged with form, to be expressed the dividing, folding, reiteration for deliver of escape from graphic thinking process. Third, it was analyzed to be imported the color to have a multi-lateral space experience in center of user's space recognition and behavior by introduction of color. Finally, it could be inducted the consistent color by viewpoint of interfacial between interior and exterior environment, communicated with strong meaning by conversion from interior elements to color from these processes. A characteristics of Eisenman's architecture color is reflected his thinking process in architecture color as it is and can be understand of 'becomming process use of color' as a tool that is corresponded in form creation. Specially, it would be kept continuous viewpoint of interior and exterior space, giving user color as a viewpoint of linking space, enable many-sidedness experiences through space.

A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

  • KIM, KiTae;WOO, HoSung
    • 4차산업연구
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    • 제2권2호
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    • pp.1-9
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    • 2022
  • Purpose - The purpose is to present an efficient library-use education model in the form of flip learning, reflecting traditional teaching methods and gamification elements even in such non-face-to-face and face-to-face situations after COVID-19. Research design, data, and methodology - Research on library use education, research on ubiquitous environment and gamification instructional design, flip the learning, and gamification elements are classified, compared, and analyzed to present educational models for library education, COVID-19 Pandemic situation, and subsequent library use education. Result - We propose an e-learning content development strategy for flipped learning-based library education. First, benchmark and use the existing educational contents. Second, a user-friendly interface is configured so that learners can flexibly organize their learning contents. Third, it allows learners to experience it directly or indirectly in a virtual space. Conclusion - If the e-learning environment can be standardized to the level of schools or educational institutions, a good educational model that can be used not only in library user education but also in other fields will be possible.

범용 전문가시스템 쉘을 이용한 선박의 구조설계 지원 시스템 (A Design Support System for the Structural Design of Ships Based on an Expert System Development Shell)

  • 한순홍;이경호;이동곤;김은기;이규철
    • 대한산업공학회지
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    • 제19권2호
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    • pp.83-93
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    • 1993
  • Conventional computer programs developed and used by practicing engineers can be considered to contain expert knowledge and design experience. If these conventional programs are converted into expert systems, the difficult and time consuming process of knowledge acquisition can be simplified. Also the constructed knowledge-base can have higher confidence level than that constructed by the usual knowledge acquisition method of interviews. An existing computer program which is being used by ship structural designers has been reformulated as a design expert system by applying an expert system development shell-Nexpert. Utilizing the callable interface provided by the development shell, external design tools have also been integrated. The interfaced external functions are a graphical user interface (GUI) for the design process control, and graphics functions for the visualization of design results. It is observed that the developed system for design support is useful in two aspects. The trace-back function shows what portion of design rules are applied in arriving at certain design decisions. Also the knowledge-base can be conveniently updated as design rules of the classification societies are updated.

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정수시설 설계에 대한 어포던스 이론 적용 연구: 베트남 빈딘 사례를 중심으로 (Applying the Theory of Affordance to the Design of Water Purification Facilities : Focusing on the Case of Binh Dinh in Vietnam)

  • 박혜린;황여경;김슬기;이준민;황준석
    • 적정기술학회지
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    • 제6권1호
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    • pp.28-36
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    • 2020
  • 지속가능한 적정기술은 대상 지역의 정치적, 문화적, 환경적 측면에 대한 고려와 함께 사용자 중심 설계가 요구된다. 하지만 적정기술 준비과정에서 보급 이후 실제 사용자 행위를 결정하는 사용자 의도와 경험에 대한 사전 파악에 한계가 있다. 그 결과, 해당 기술이 설계자의 의도와는 다르게 사용되거나 불편한 경우가 많다. 본 연구는 적정기술 사례를 마이어의 어포던스 이론을 반영한 분석틀로 분석하고, 디자인 측면의 개선책을 제시하고자 한다. 어포던스 이론은 사용자가 사물에 대해 사전 지식과 경험에 근거한 해석을 통해 그 특징을 파악하고 사용하도록 하는 요인에 대한 이론이다. 이 연구에서 분석 사례는 2015년 8월부터 2018년 1월까지 베트남 빈딘성에 설치된 6개의 학교 중 3개 학교의 정수시설 설계자 인터뷰, 관리교육자료, 관리자 인터뷰 내용이다. 해당 사례는 주기적인 설치, 관리, 점검으로 개선하려 했지만 유사한 문제가 지속적으로 발생한 사례로, 본 연구의 분석대상으로 적합하다고 판단되었다. 우선, 시설 점검 및 관리자 인터뷰 내용을 설치 당시 배부한 관리자 교육자료와의 비교를 통해 불일치하는 시설을 발견한다. 다음으로, 설계자가 의도한 어포던스와 실제로 관리 행위에 영향을 준 어포던스를 분석한 뒤 문제가 발생한 3개 사례에서 도출된 공통적인 어포던스를 바탕으로 설계 보완책을 제시한다. 이를 통해 적정기술의 보급 전 사용자의 행위를 고려한 디자인의 적용이 필요함을 시사하고, 기존의 문제가 발생한 기술에 대해 어포던스를 바탕으로 한 분석틀을 통해 개선책을 찾는 과정에서 본 연구가 선례가 될 수 있을 것이라 사료된다.

Development of a Power Plant Simulation Tool with GUI based on General Purpose Design Software

  • Kim Dong Wook;Youn Cheong;Cho Byung-Hak;Son Gihun
    • International Journal of Control, Automation, and Systems
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    • 제3권3호
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    • pp.493-501
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    • 2005
  • A power plant simulation tool ('PowerSim') has been developed with 10 years experience from the development of a plant simulator for efficient modeling of a power plant. PowerSim is the first developed tool in Korea for plant simulation with various plant component models, instructor station function and the Graphic Model Builder (GMB). PowerSim is composed of a graphic editor using general purpose design software, a netlist converter, component models, the scheduler, Instructor Station and an executive. The graphic editor generates a netlist that shows the connection status of the various plant components from the Simdiagram, which is drawn by Icon Drag method supported by GUI environment of the PowerSim. Netlist Converter normalizes the connection status of the components. Scheduler makes scheduling for the execution of the device models according to the netlist. Therefore, the user makes Simdiagram based on the plant Pipe and Instrument Drawing (P&ID) and inputs the plant data for automatic simulating execution. This paper introduces Graphic Model Builder (GMB), instructor station, executive and the detailed introduction of thermal-hydraulic modeling. This paper will also introduce basic ideas on how the simulation Diagram, based on netlist generated from general purpose design software, is made and how the system is organized. The developed tool has been verified through the simulation of a real power plant.

Suggesting Structure and Direction of a Library and Information Science Curriculum Applying Design Thinking Methods

  • 이경진
    • 한국문헌정보학회지
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    • 제57권1호
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    • pp.339-363
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    • 2023
  • In response to the changing needs of users and library services, there is a need to develop a library information science curriculum that reflects such change and to foster competent librarians. Recent studies abroad have emphasized the need for librarians who can apply design thinking methods which is a problem-solving methodology that expansively explores various alternatives and derives results, in response to recent changes and problems occurring in libraries. In this study, in order to understand how design thinking methods can be taught and to understand the perceptions of the students and librarians involved in the course, a case study is conducted of a class that applied design thinking methods and students and librarians have been interviewed who had experience participating in the class. By reflecting on the needs of students and librarians', this study explored new directions of what forms courses can take for future librarians. Based on the results of the analysis, among the different characteristics of design thinking, the value of cooperation, problem-solving ability, flexibility and iteration of design characteristics was considered as the value of a class for LIS students and librarians where design thinking methods were applied. From the findings, the research suggests future directions of creating more structured courses that involve an element of design thinking.

스마트 교육 커뮤니티 정보기반 도시재생 (Information-Based Urban Regeneration for Smart Education Community)

  • 김우영;서붕교
    • 대한건축학회논문집:계획계
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    • 제34권12호
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

MZ세대의 모바일 음악재생에 대한 유희적 경험 연구 (A Study on the amusement Experience of Mobile Music Play in the MZ Generation)

  • 이지수;최종훈
    • 한국융합학회논문지
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    • 제12권12호
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    • pp.177-183
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    • 2021
  • 새로운 소비 주체로 떠오르는 MZ세대는 기성세대의 가치 중심적인 성향과 달리 소비를 일종의 놀이로 인식해 개인의 행복과 만족감을 중요시하며 타 세대에 비해 유희적 특성이 명확하게 드러나는 세대이다. 이에 본 연구는 MZ세대의 보편적인 유희 활동 중 하나인 음악 스트리밍 앱의 핵심 기능인 재생화면의 유희적 자극을 줄 수 있는 인터랙션 요소에 대한 사용자들의 니즈를 파악했다. 선행 연구를 통해 MZ세대의 유희적 특성뿐만 아니라 인간의 유희적 특징과 유희와 예술의 관계성을 파악하고 유희적 요소로 활용할 수 있는 마이크로인터랙션과 게이미피케이션의 개념과 특징을 정리하였다. 또한 기존 음악 앱의 재생화면 사례 분석을 통해 현황을 파악하고 맥락적 조사 방법을 통해 사용자 인터뷰를 진행하였다. 이후 사용자 행동 패턴 분석을 바탕으로 재생화면에 유희적 요소를 적용하는 것에 대한 긍정적인 니즈를 파악하고 이를 바탕으로 유희적 인터랙션을 통한 몰입감 있는 음악 감상 경험제공에 대한 가능성을 확인했다.

공유 모빌리티 따릉이 모바일 어플리케이션 사용성 평가 및 개선 방안 제안 (Usability Testing and Improvement of Mobile Application of Shared Mobility Ttareungi)

  • 이성현;문새연;오시연;홍진아;정영욱
    • 문화기술의 융합
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    • 제7권2호
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    • pp.377-388
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    • 2021
  • 세계적으로 공유경제 시장이 성장함에 따라 최근 국내에도 다양한 공유 서비스들이 등장하고 있다. 국내 공유 모빌리티 산업을 대표하는 서비스 중 하나인 서울시 무인 공공자전거 대여 서비스 '따릉이'는 높은 인지도와 이용률에 비해 따릉이 대여에 필수 매개체인 따릉이 모바일 어플리케이션의 사용성은 개선되지 않아 사용자의 불편함을 초래한다. 본 연구는 따릉이 주 이용자인 20~30대를 대상으로 사용성 평가 (Usability testing)와 심층 인터뷰를 진행하였다. 그 결과 따릉이 모바일 어플리케이션이 갖는 문제점을 파악하였으며, 이를 바탕으로 따릉이와 같이 공공성을 갖는 공유 모빌리티 서비스의 디자인 고려사항을 제안하였다. 이는 공유 모빌리티 서비스의 사용자 경험 향상에 기여할 것으로 기대된다.