• Title/Summary/Keyword: User Life

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A Study on Evaluation of Residential Environments and Residential Alterations for Physically Disabled Women (여성지체장애인 가정의 주택 개조 실태 및 거주자의 물리적 주거환경 평가에 관한 연구)

  • 최재순;권오정;이의정
    • Journal of the Korean Home Economics Association
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    • v.39 no.11
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    • pp.1-14
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    • 2001
  • In order to develop a manual of residential alterations for the physically disabled, this case study was accomplished to analyze and evaluate residential environments and residential alterations for physically disabled women. Twenty-nine physically disabled women in Seoul and Kyunggi areas were the subjects of this study. With the evaluation checklist on physical environments of their housing, data on general characteristics of wall, floor, and all features and equipments and spaces of bedroom, kitchen, bathroom, living mom, entrance and balcony were gathered. Also, data on residential alterations were gathered through personal interviews. The data were collected from July 18th to July 25th in 2000. Frequency, percentage, and mean were used to analyze the data. In kitchen, small space, hee space under the sink and heights of the lower cabinets were not properly provided. In bathroom, door width, direction of opening door, adjustable height of shower, level difference, clear space for wheelchair user, and storage place were not appropriate to the disabled. Kitchen and bathroom showed high frequencies of alteration. But most of the subjects were not satisfied with the alterations of their housing. They also wanted to alter these two spaces in the future. In order to after their housing effectively appropriate information of the residential alterations was needed. If a guide or manual book for residential alterations was provided, the physically disabled people will more easily after their housing for safe and independent life.

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A study on the Balcony Space of Apartment desired by Housewives (주부들이 선호하는 공동주택 발코니 활용안 연구)

  • Park, Joung-Lan;Sohn, Jang-Won
    • Journal of The Korean Digital Architecture Interior Association
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    • v.8 no.1
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    • pp.49-56
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    • 2008
  • This paper intends to predict characteristic of the balcony space composition in apartment that residents want by analyzing floorplans utilizing balcony that is directly described by housewives in competitions. According to change of age, Modern's lifestyle is variously changed and future housing life may undergo changes continuously. Therefore, development of apartment housing plans is reflected by grasping and collecting space residents desire. Purpose of study is 1) arrangement characteristic of balcony space housewives prefer 2) relations characteristic between balcony and room adjoining balcony 3) characteristic of balcony space composition Through this study, the public space that family use together prefer facing the front side and the kitchen is required to face the front side. Balcony adjoining bedroom is utilized according to user of the bedroom, and independent space like hobby room do not have distinctive relationships with adjacent space. Recent trend that space is reflected in various lifestyle of resident require needs that exercise room for well-being life and other room for various functions. Based upon the study, the results show the basic information and understanding how the plans are supposed to change, particularly to facilitate the usage of the balcony.

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Improving Strategy of Reading Culture for Printed Disabled People in the Library (도서관을 통한 장애인 독서문화 확산 및 활성화 방안)

  • Ahn, In-Ja
    • Journal of Information Management
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    • v.43 no.1
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    • pp.187-212
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    • 2012
  • The reading culture promotion for the disabled is a key task of library which minimizes the level of information poverty, and improves the living standards of the people. In order to address the promotional methods, this study adopts a frame from a reading culture promotion policy, and analyzes national and international library services for the disabled. In results, the current library services for the disabled are mainly based on 'building appropriate reading environments' and guaranteeing 'equal reading opportunities'. However, campaigns or tasks targeting the disabled which makes reading a way of life are insufficient. This study, therefore, suggests 'reading education', 'reading therapy', 'user-oriented program development' to make reading a way of life. Library promoting strategies can also be useful in campaign of reading activities for the disabled.

A Study on the collaborative design management of Space Design - Focus on current extant of collaboration of Corporations with Designers - (공간디자인의 협업적 매니지먼트 활용에 관한 연구 - 기업과 디자이너의 협업(collaboration) 현황을 중심으로 -)

  • Lee, Byoung-Wook;Hur, Bum-Pall
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.200-207
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    • 2012
  • This paper is analyzed the successful fundamentals of collaborative design management strategy from case of corporates such as, Louis Vuitton, H&M, MINI, Black Berry, Chanel, and Prada. Collaborative design management contributes creating cultural life and concurrently achieving corporate purpose through new vision and value creations which is a combination of rationality and originality as interacting design area and management area.In addition, collaborative design management has been emerged in order to create new business model in the rapidly changing modern society. It should be horizontal intercourse in order to increase social value and positive effects of each others to collaborative design management and play an important role in the new partner to build an effective business model. These case studies established the successful design strategy which is well structuring the systematic design network and efficiently managing the brand image from analyzing the user's needs and their life styles as an element of collaborative design management. This research is presented the mean of collaborative design management as a managing element to build a successful business model and proposed an appropriate application plan through the case studies.

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The development of a lifestyle modification mobile application, "Health for You" for overweight and obese breast cancer survivors in Korea

  • Seo, Su-Jin;Nho, Ju-Hee;Park, Youngsam
    • Women's Health Nursing
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    • v.27 no.3
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    • pp.243-255
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    • 2021
  • Purpose: This study aimed to develop a lifestyle modification (LSM) mobile application based on the Android operating system for overweight and obese breast cancer survivors (BCS) in Korea and evaluate its usability. Methods: The content analysis, design, development, implementation, and evaluation of the LSM intervention mobile application for overweight and obese BCS was conducted by identifying survivors' needs, searching the literature, and reviewing existing mobile applications. The survey was conducted from June 1 to December 28, 2020 at Jeonju, Korea. Results: The mobile application for BCS included dietary and exercise information, weight logs, as well as distress and daily achievement check. It also included information and videos on the prevention of breast cancer recurrence and used a communication bulletin board. Expert and user usability evaluation of its content and functions confirmed that it was appropriate and satisfactory for overweight and obese BCS. Conclusion: This LSM mobile application developed for overweight and obese BCS was found to be appropriate for use. It can be applied for further study of effectiveness on improving their health and maintaining a healthy lifestyle, to ultimately improve quality of life.

A Study on the Prediction of Weapon System Availability Using Agent Based Modeling and simulation (에이전트 기반 모델링 및 시뮬레이션을 이용한 무기체계 가용도 예측에 관한 연구)

  • Lee, Se-Hoon;Choi, Myoung-Jin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.1
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    • pp.25-34
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    • 2021
  • Availability is one of the important factor for developing weapon system, because it indicates the mission capability and sustainable life cycle management of weapon system. Recently, as weapon system becomes more advanced and more complex, availability estimation becomes more important to reduce the life cycle cost of weapon system. Modeling and simulation(M&S) is useful method to describe the availability of complex weapon system applying operational environment and maintenance plan. Especially agent based model(ABM) has the strength to describe interactions between agents and environments in complex system. Therefore, this paper presents the availability estimation of weapon system using agent based model. The sample data of part list and reliability analysis is applied to build availability estimation model. User agent and mechanic agent are developed to illustrate the behavior of operation and maintenance using formal specification. Storage reliability is applied to describe failure of each parts. The experimental result shows that this model is quite useful to estimate availability of weapon system. This model may estimate more reasonable availability, if full scale data of weapon system and real field data of operation is provided.

A Study on NaverZ's Metaverse Platform Scaling Strategy

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.132-141
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    • 2022
  • We look at the rocket life stages of NaverZ's metaverse platform scaling and investigate the ignition and scale-up stage of its metaverse platform brand, Zepeto based on the Rocket Model (RM). The results are derived as follows: Firstly, NaverZ shows the event strategy by collaborating with K-pops, the piggybacking strategy by utilizing other SNSs, and the VIP strategy by investing in game and entertainment content genres in the 'attract' function. In the second 'match' function, based on the matching rule of Zepeto, the users can generate their own characters and "World" with Zepeto Studio. However, for strengthening the matching quality, NaverZ is investing in the artificial intelligence (AI) based companies consistently. In the 'connect' function, NaverZ's maximization of the positive interaction is possible by inducing feed activities in Zepeto & other SNSs and by uploading attractive content for viral effects in the ignition. For facilitating this, NaverZ expands the scale to other continents like Southeast Asia and Middle East with the localization strategy inclusive investment. Lastly, in the 'transact' function, based on three monetization experiments like Coin & ZEM, user generated content (UGC) fee, and advertising revenue in the ignition, NaverZ starts to invest in NFT platforms and abroad blockchain companies.

ROADWAY PERFORMANCE EVALUATION USING FUNCTION ANALYSIS METHOD OF VALUE ENGINEERING

  • Jong-Hyun Park;Yong-Jang Lee;In-Su Jung;Chan-Sik Lee
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.1528-1533
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    • 2009
  • Infrastructure is provided to the user through long-term project period and large-scale working expenses. Existing facilities are getting old as time goes by. Accordingly, proper maintenance is required and generally more maintenance cost than initial invested cost is needed during life cycle. Therefore, a specific plan that just increases the value of facilities is required by evaluating performance of facilities and inputting minimum maintenance cost. Value engineering that increases the value of object by systemically analyzing Life Cycle Costs and function is actively promoted at the design phase of construction. These efforts can increase the performance of facilities at the maintenance phase of infrastructure. This study is to search how to evaluate the performance of Roadway by utilizing function analysis, as a core part of VE in the maintenance phase. In order to this a new evaluation criteria were proposed by adding an evaluation items to the existing criteria through the research of old documents, status of roadway maintenance and function analysis of VE. The results of this study may promote the effective performance evaluation to determine a resolution of roadway congestion in future. A succeeding study using the proposed evaluation criteria will be required.

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Metabus culture and intellectual property. (메타버스 문화와 지적재산)

  • Seok, yeonseon;Kim, Soo dong;Kim, Deok min;Bae, Shin hoon;Jeong, Hyung won
    • Journal of Integrative Natural Science
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    • v.15 no.1
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    • pp.27-36
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    • 2022
  • Metabus, currently represented by Second Life on the Internet, is the next-generation 3DCG Internet world in which the 2D Internet world has evolved, and has grown as a new ICT culture of mankind that can replace real society with virtual society. As such, the reason why the world of metabus has rapidly expanded is that the era of 3D Internet has arrived due to the evolution of the Internet, which only used information, and the spread of 5G communication in user-participating WEB. However, there are many situations in which laws do not exist in this virtual world and various illegal acts occur. As the Internet culture developed earlier, illegal activities by users began to appear, and as the legal responsibility of Internet providers was discussed, mankind quickly passed the Millennium Copyright Act or introduced new copyright protection measures such as technical protection, transmission rights, and rights management information. Therefore, this paper reviews and studies how to accept and further grow this new metabus culture, including the viewpoint of intellectual property.

A Collaborative Video Annotation and Browsing System using Linked Data (링크드 데이터를 이용한 협업적 비디오 어노테이션 및 브라우징 시스템)

  • Lee, Yeon-Ho;Oh, Kyeong-Jin;Sean, Vi-Sal;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.17 no.3
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    • pp.203-219
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    • 2011
  • Previously common users just want to watch the video contents without any specific requirements or purposes. However, in today's life while watching video user attempts to know and discover more about things that appear on the video. Therefore, the requirements for finding multimedia or browsing information of objects that users want, are spreading with the increasing use of multimedia such as videos which are not only available on the internet-capable devices such as computers but also on smart TV and smart phone. In order to meet the users. requirements, labor-intensive annotation of objects in video contents is inevitable. For this reason, many researchers have actively studied about methods of annotating the object that appear on the video. In keyword-based annotation related information of the object that appeared on the video content is immediately added and annotation data including all related information about the object must be individually managed. Users will have to directly input all related information to the object. Consequently, when a user browses for information that related to the object, user can only find and get limited resources that solely exists in annotated data. Also, in order to place annotation for objects user's huge workload is required. To cope with reducing user's workload and to minimize the work involved in annotation, in existing object-based annotation automatic annotation is being attempted using computer vision techniques like object detection, recognition and tracking. By using such computer vision techniques a wide variety of objects that appears on the video content must be all detected and recognized. But until now it is still a problem facing some difficulties which have to deal with automated annotation. To overcome these difficulties, we propose a system which consists of two modules. The first module is the annotation module that enables many annotators to collaboratively annotate the objects in the video content in order to access the semantic data using Linked Data. Annotation data managed by annotation server is represented using ontology so that the information can easily be shared and extended. Since annotation data does not include all the relevant information of the object, existing objects in Linked Data and objects that appear in the video content simply connect with each other to get all the related information of the object. In other words, annotation data which contains only URI and metadata like position, time and size are stored on the annotation sever. So when user needs other related information about the object, all of that information is retrieved from Linked Data through its relevant URI. The second module enables viewers to browse interesting information about the object using annotation data which is collaboratively generated by many users while watching video. With this system, through simple user interaction the query is automatically generated and all the related information is retrieved from Linked Data and finally all the additional information of the object is offered to the user. With this study, in the future of Semantic Web environment our proposed system is expected to establish a better video content service environment by offering users relevant information about the objects that appear on the screen of any internet-capable devices such as PC, smart TV or smart phone.