• Title/Summary/Keyword: User Life

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Improvement of usability of the refrigerator through behavioral analysis (사용행태 분석에 의한 냉장고 사용편의성 개선)

  • 변재형
    • Archives of design research
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    • v.14 no.2
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    • pp.245-252
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    • 2001
  • On the assumption that the layout of refrigerator for domestic market does not match with the eating habits of the Korean, this study suggests a way of improvement for usability of the refrigerator by re-arranging layout of inner shelves through behavioral analysis with the video ethnography. On the result of analysis, it can be found that the layout of inner shelves of the most refrigerators differs from the habits of cooking and preparing meals of Korean food, so the author propose a new layout to exchange the usage of the 3rd shelf with the vegetable box of the bottom level. It can be effective method to improve the usability by assigning appropriate usage for each shelf. To extract internal design factors of product, which is related to the specific living habits such as a refrigerator, understanding of user behavior must be accomplished at the first stage. The author found that the analysis of user behavior using the video ethnography is useful for this purpose, because it can be used to explore unpredictable design factors from user's real life.

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Uses and Gratifications of User-Created Contents: Expressing Self with Self-Produced Video Clips (동영상 UCC의 이용 동기와 만족에 관한 탐색적 연구)

  • Sung, Myoung-Hoon;Lee, In-Hee
    • Korean journal of communication and information
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    • v.40
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    • pp.45-79
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    • 2007
  • This study explored three questions: (1) what are the motives of producing and using user-created contents (UCC, video clips which are produced and uploaded at various web sites by individuals), (2) what are the gratifications that users obtain from UCC, and (3) what are the differences of gratifications according to individual uses of UCC. A survey was conducted to 258 UCC users and data were factor-analyzed to find the dimensions of motives and gratifications. As for the motives of UCC uses, six factors were constructed: self-expression, private life, participation, information retrieval, rest, and entertainment, among which self-expression showed the largest variation. As for the gratifications, five factors were constructed: self-expression, rest, information retrieval, socializing, and entertainment.

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Advanced u-Healthcare Service using A Multimodal Sensor in Ubiquitous Smart Space (유비쿼터스 지능공간에서 멀티모달센서를 이용한 향상된 u-헬스케어 서비스 구현에 대한 연구)

  • Kim, Hyun-Woo;Byun, Sung-Ho;Park, Hui-Jung;Lee, Seung-Hwan;Jung, Yoo-Suk;Cho, We-Duke
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.2
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    • pp.27-35
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    • 2009
  • A paradigm of medical industry is changing quickly to u-healthcare according to entry toward an aging society and improvement of quality of life(QoL). The change toward u-healthcare is meaningful since meaning of healthcare is redefined by prevention and management instead of medical service such as diagnosis of disease and treatment. However, the interest about u-healthcare is only concentrated to derivation of new healthcare service, development of medical measurement appliances(Sensors), and integration and standardization of medical information. Therefore, in this paper, the main ai of this study is trying to realize and implement u-healthcare technology through primary philosophies of ubiquitous composition such as Disappear Computing, Invisible Computing, and Calm Computing and development of user-centered technology.

A Study on Relation Analysis between Book and Category in Bibliotherapy Catalog (독서치료 독서목록에서의 카테고리와 치유서의 관계 분석 연구)

  • Baek, Jae Eun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.2
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    • pp.217-239
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    • 2015
  • For bibliotherapy, users should understand their own life situation, select and access the book (self-help book). User access to book through situation catalog (or list) in reading list, but user is difficult to define and simplify in one word after understanding their own situation. Catalog of bibliotherapy reading list classifies books using one situation category or maximum of two categories other than the age-specific classification. In this study, the author approached and analyzes based on the result of the research on the relationship between bibliotherapy and reading list, in order that access more efficiently to book what user wants. Bibliotherapy reading-list by using mapping and crosswalk between categories, and analyzes category of reading lists through comprehensive review.

A Comparative Study on Acceptance of Social Network Games between Korean and Chinese Users (소셜 네트워크 게임의 사용자 수용에 대한 한·중 비교연구)

  • Lee, Sang Hoon;Cheng, Zhichao;Kwon, Young-Jik;Hwang, Hyun-Seok;Kim, Su-Yeon
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.39-50
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    • 2014
  • Today people use a smartphone as a tool for enjoying personal hobbies or entertaining contents as well as communication media. Most of the traditional game-specific platforms have transferred to smartphones equipped with social network games that integrate games with human relationships. As average life span of most games has been shortened gradually, game companies should be ready to develop new games to meet user needs. In this study we investigate the acceptance of social games, enjoyable by users and their friends linked in social networks. Since user behavior of social games may show cultural differences by country, we perform a comparative study on acceptance of social games between Korean and Chinese users. The structural relationships among factors affecting social game adoption have been analyzed focusing on differences between Korean and Chinese. We analyze similarities and differences of adoption mechanism in two countries and present some practical implications for related industry.

User-Oriented Digital Maps for Supporting Decision Making (의사결정 지원을 위한 사용자 중심의 수치지도)

  • Lee, Dong-Cheon;Lee, Young-Wook;Park, Ki-Surk
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.27 no.2
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    • pp.235-247
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    • 2009
  • Map is information media for human life. Recently, innovative map making technology has been developed and most updated various data are provided to map users. In consequence, use of maps is rapidly increasing in various applications. One of the examples is car navigation map because navigation maps provide reliable and necessary information with convenient way. Therefore, maps are to be changed to user-oriented from map making-oriented design. The main goal of spatial data infrastructure is to allow various users to access the real world information easily for decision making. However, most of the digital maps are focused on map making aspect such as providing up-to-date data, acquisition of accurate data with state-of-the-art technology, and addition of layers (For example, ortho-images and DEMs). If map data processing tools are to be provided with the digital maps, users could utilize maps for decision making without professional software or knowledge. Therefore, objective of this paper is to propose scheme of the digital map data processing service with application examples.

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.

A study on the GUI evolution for the OS of personal computer (개인용 컴퓨터 OS를 중심으로 한 GUI변천 연구)

  • 오병근
    • Archives of design research
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    • v.15 no.3
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    • pp.213-222
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    • 2002
  • Graphic User Interface has been playing a great role in giving people easy access of computer. The research of implementing graphic image on the computer display and inventing mouse were the threshold of GUI's birth in 1960s, and those were succeeded to developing the first GUI based-computer at the Xerox research center in 1970s. An education theory for the children and the visual metaphor of real life environment were adapted to implement GUI. They were continuously studied and tested in the beginning of creating the GUI concept and design method. In 1980s, the GUI concept and design method were generally applied to all personal computer development. Apple and Microsoft have led the commercialization of their GUI based-05, and also got their own positions in the market as GUI standards in 1990s. The first research for the GUI based-computer implementation in Xerox has established very clear concept and design methods. This GUI standards are evolving Into more convenient and natural ways in various computing environment and developing technologies these days.

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A Study on contemporary space in Ubiquitous society - Focusing on Interactive space - (유비쿼터스 사회에서 나타나는 현대 공간에 관한 연구 - 인터렉티브 공간을 중심으로 -)

  • Koh, Gwi-Han
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.50-57
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    • 2012
  • In Ubiquitous era. architecture is not the old building adapting ubiquitous technology. In order to take the role as new architectural paradigm in space, environment and technology, it has to develop technology continuously and experimental architecture at the same time. it must have co-evolution of architectural field and others through organic network. by that, the evolution of space will be in the way that combines space which is responded to human emotion and user-centric human-friendly. It will be the new paradigm of Ubiquitous digital space. Digital technology resulted in a change to a society as well as to the life of human and its way of thinking. Due to those changes, new terms or concepts come out and a new meaning is added to the conventional concepts. This aims to examine type of spatial contexts for interaction design experience. This study is performed through Literature research for theory by interactive space and case studies for construction elements to design. The range of case study is limited to interaction space in addition of interactive elements and user interface. And analysis conclusion is show the many type, First, Interactive space has special purpose for make a interaction by intelligent elements.(sensor, program, algorithm, New-technology) Second, Interactive space was cooperation with various professional for space purpose. Third. Interactive space is self-develop by algorithm, program, sensor network and that is harmonize with user. finally. Interaction space is show the temper elements about allness, metastatic, activeness, liquidity, relationship. That was written by ecological theory.

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A Study on the Symbolic Recognition Structure System of Space Design of a Hotel (호텔 공간디자인의 상징적 인식구조체계에 관한 연구)

  • Kim, Jeong-Ah;Kim, Uk
    • Korean Institute of Interior Design Journal
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    • v.17 no.4
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    • pp.92-101
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    • 2008
  • A new paradigm of design lays stress on the world of metaphysical concepts, and various attempts are being made to give meaning to psychological values. Hotel is a memorable place to remind of a special moment in one's life such as travel, marriage, meeting and so on. It also contains even more symbolism than other spaces as it is the place where the most primary and private act takes place apart from one's residence. As a result, it is also possible to communicate the message which a designer intends to convey through the user's recognition in the form of various symbolic expressions in space design. The designer communicates a meaning into a space through a symbolic system and creates a mutual consensus by means of the understanding structure of "designer-space-user". The user's diverse interpretations through a symbol are based on epistemology and consist of the primary, the secondary and the tertiary recognition structure system in the aspect of their contents. The primary structure depends on sensual perception, impressive idea and transcendental recognition based on metaphysical and perceptional association. The secondary structure includes casualty, continuous deduction and rational(integral) recognition. Finally, the tertiary structure is sublimation to the transcendental mental world beyond the boundary of emotion and it is classified into fundamental recognition structure on an object and archetypical recognition structure on an ego. These characteristics can derive systematic understandings and diverse interpretations on the symbol from the space of a hotel through the frame of analysis based on the artistic form of monosemous, polysemous and multidimensional frameworks and symbols. The framework of this analysis includes all the cases, and various methods which haven't been attempted in practice are presented. Therefore this study is not just a simple analysis of space but rather it will serve as a methodological tool for design that allows for various attempts of symbolic design concepts in the recognition structure system.