• 제목/요약/키워드: User Participation Design

검색결과 173건 처리시간 0.023초

주체에 기초한 현대 공간 디자인의 사건성에 관한 연구 (A Study on the Eventual Aspects of Contemporary Space Design based on the Subject)

  • 김석영;김문덕
    • 한국실내디자인학회논문집
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    • 제20권3호
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    • pp.98-109
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    • 2011
  • To interpret a change of discourse can be a method to understand architectural space in progress. With this idea, features of modern age which motivated sense of the contemporary were considered in this study and subsequently characteristics of contemporary space differentiated from the modern were researched. First of all, features of subject which provided a base of modern thoughts were contemplated. The word 'modern' is used in wide and various terms but basically its core conception consists of reason and universal rationality. The subject of the modem age has vision-centric features just like an ideal representation principle of perspective. Given the fact, it was confirmed that a position to become a right subject, that is, a position controlled by reason existed and that it was to guarantee subject a truth. However, the contemporary subject keeps changing with a purpose of escaping from modern characteristics. It presents a tendency to escape from rationalism of the modern age and Platonism of the ancient Greece which established a basis of western ideology. The subject-centered ideas came to focus on the structure and relationship firmed fundamentally in deep inside of subject. The contemporary subject which escaped from the stiffen ideas bears a meaning through events taking place on immanence surface and serialization. Also, the contemporary architectural space is considered to go abreast with the change and trend. In conclusion, this study proved that features of event-oriented architectural space based on the changing contemporary subject appear as process-based space, user-participated space and individual-cognition space and the like.

근린재생을 위한 동 주민센터의 리모델링 계획방향 연구 (A Study on the Remodeling Design Direction of the Community Center for Neighborhood Regeneration)

  • 유해연;송준엽
    • 대한건축학회논문집:계획계
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    • 제34권9호
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    • pp.43-54
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    • 2018
  • Recently, residents' community center is trying to combine with various program and facilities as the residents self-government program's development. This is due to the reduction of administrative tasks, the computerization of programs, the importance of community participation activities, the activation of community, and the increase of welfare projects. Therefore, previous studies on program complexity have been actively carried out. Nevertheless, spaces and programs studies of considering regional characteristics are lacking. Therefore, the community centers' program and spaces need to change. Therefore, this study propose an improvement direction through analyzing the situation of the residents' community center. For this study, the precedent research and institutional limitations are examined. In addition, this study selected and analyzed the 15 local community center. Thirdly, interviews were conducted with users and officials of the 5 residents' community centers on major changes. Finally, This study suggests direction of program improvement and architectural design direction. As a result of this study, integrated management measures with overlapping agencies should be sought. Surplus space will have to be rearranged into a new program through prior examination. Above all, the proposed remodeling guidelines require user requirements to be reflected and designed with the residents.

매스커스터마이제이션을 위한 소비자 참여 디자인 방법(인터랙티브 디자인 툴킷의 개발을 중심으로) (Customer participatory design for mass customization(Focused on development of interactive design toolkit))

  • 변재형
    • 디자인학연구
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    • 제16권4호
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    • pp.5-14
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    • 2003
  • 본 연구는 매스커스터마이제이션을 위한 소비자 참여 디자인 과정에 디자인에 관한 비전문가인 일반 소비자들이 그들의 디자인 요구를 표현할 수 있는 도구로서 인터랙티브 디자인 툴킷(Interactive Design Toolkit)의 개발과 이의 활용 방법을 제시하고자 한다. 일반 소비자들의 디자인 요구 사항을 표현하게 하기 위해서는 그들에게 익숙하고 직접적인 의사소통 방법이 필요하며, 디자인의 결과는 디지털 매체(digital media)의 형태로 변환될 필요가 있다. 본 연구에서는 사용자의 직접적인 조작을 통해 컴퓨터를 조작함으로써 디자인의 변경 및 구현이 가능한 디자인 도구로서 인터랙티브 디자인 툴킷(Interactive design toolkit)을 정의하고자 한다. 인터랙티브 디자인 툴킷은 PC 기반의 영상인식 시스템을 응용한 것으로서, 사용자는 물리적인 모형을 이용하여 스스로 디자인 안을 만들고 영상인식시스템을 이용하여 컴퓨터 가상 공간에서 가상의 모델을 구성할 수 있다. 인터랙티브 디자인 툴킷은 유통측 커스터마이제이션에서의 소비자 참여 디자인에 활용할 수 있으며, 특히, 시스템 키친(system kitchen)과 같이 모듈(module)식으로 제작되고 조합될 수 있는 제품의 레이아웃(layout) 조합에 효율적이다. 향후에는 3차원 형상의 직접적인 형태변형을 위한 디자인 툴킷의 개발이 요구되며, 제품 디자인과 자동차 디자인 분야에 활용될 것으로 예상된다.

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미라(Mira)를 활용한 다중 참여형 영상시스템 연구 (Research on Multiple Participatory Video System using Mira)

  • 오승환
    • 디지털융복합연구
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    • 제12권11호
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    • pp.531-539
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    • 2014
  • 최근 다양하게 시도되고 있는 다중 참여형 인터랙티브 미디어 디자인은 관객 참여가 핵심요소로 작용되고 있다. 따라서 논의하려는 관점을 참여단계의 유형과 참여 유형의 특성을 고찰하고 참여유형의 변별성을 확보하고자 한다. 사용자 참여 분석을 통해 추출된 참여유형은 다중적 능동적 참여 유형으로 도출하였다. 이를 바탕으로 미라(Mira)를 활용하여 참여 범주를 영상 파트와 사운드 파트로 구분하였고, 'The 360 Project'라는 최종 영상시스템을 구현하는 과정에서 파생되는 문제점과 해결책을 제시하였다. 본 연구의 한계점으로는 제시된 참여 유형이 협소하다는 점과 개발된 최종 결과물 분석까지 제시하지 못한 점이다. 향후 연구를 통하여 상기 한계점을 보완하고 보다 발전된 다중 참여형 작품 및 연구가 지속되어야 할 것으로 판단된다.

그린 맵 작성 및 활용에 관한 연구 -서초구의 사례- (A Study on the Green Mapping and Its Application in the Case of Seocho-Gu)

  • 황기원;황윤혜
    • 한국조경학회지
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    • 제29권1호
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    • pp.113-123
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    • 2001
  • The purpose of this study is to help out the settlement of the Green Map in Korea, and to suggest how to map, and help community people and environmental planner systematically take care of their own towns. This study is also to introduce the green mapping and its usefulness, based on the Green Map Movement, which originated from Net York City and has been expanding through the World. Environmental elements shown on the Green map vary between countries and for the Seocho-Gu Green Map, we have decided to indicate the places that we are proud of, and dishonored of. Especially, this paper is focused on finding the hidden environmental resources in our daily lives. Seocho-Gu, one of 25 self-governmental resources. Since the citizens and government officials are open-minded in their environments, it is a suitable area to start the first Green Map in Korea. As a method of locating the environmental resources, the "Foot Sensing Method" by which residents directly research, is the main difference from typical maps by the "Remote Sensing" which focused on the variety participation of the residents such as questionnaires, investigation with youth volunteers, users interviews which may be more meaningful than the Green Map itself. The purpose of application plan is to preserve the environmental resources through the smooth feedback with the residents. Thus, it must be acted as a opening window linking them with the local circumstances. In line with this, this study proposed the trial-version Web Green Map and Green tour plan. Recently, a need for an environmental map has been reflected in the environmental policies of Seoul Metropolitan City, and it is in place now. If environmental experts of different disciplines use the Green Map for landscape architecture, design, and city planning, it will help them make a better understanding of the needs of the community and to practice the user-centered design. Eventually, the Seocho-Gu Green Map will help its residents, tourists, government, and environmental planners continue establishing the healthy city environments. It is expected that the green map will be employed as a useful method for establishing healthy city and town through right way of use and contents.of use and contents.

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모바일 커뮤니티 특성이 고객 충성도에 미치는 영향에 관한 연구

  • 정인근;김윤호
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2003년도 추계학술대회 및 정기총회
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    • pp.39-42
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    • 2003
  • A community can have a physical presence or can be formed from a group of people who communicate remotely via a conference call, a fixed Internet chatroom or instant message solution and most recently, a mobile handset. The mobile handset gives community members the advantage over fixed line or physical communities that they are not constricted by time or place as to when they can communicate with any members of their community. Operators, riding on the back of the SMS boom, are deploying community applications to increase both average revenue per user and customer loyalty. The purpose of this study is to find the effects of the characteristics of mobile community on the consumers'satisfaction and loyalty so that operators'participation in mobile community could be enhanced. A general model for the study was proposed with three independent variables. The variables are community usability(dialog and social support, information design, navigation, access), community sociability (purpose, people, policies), and mobile community content(location, personalization, immediacy, availability).

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스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 시스템 (Projection Facade System that enables for a Multi-User Participation to using a Smart Device)

  • 장승은;탕지아메이;김상욱
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2013년도 춘계 종합학술대회 논문집
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    • pp.49-50
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    • 2013
  • 본 논문에서는 관람자가 스마트 기기를 활용하여 프로젝션 파사드의 영상을 컨트롤하는 시스템을 제안한다. 한 관람자가 아닌 다수의 관람자가 동시에 파사드에 매핑된 영상 콘텐츠에 접근이 가능한 시스템이다. 이를 활용한 작품 'Design of Social Projection Facade'는 프로젝션 매핑 영상과 스마트기기의 연동 기술을 기반으로 한 다중 관람자 참여형 미디어파사드 시스템 실험 작이다. 파사드 하나를 대상으로 한 관람자들의 공동 창작이 아니라 네트워크 시스템을 통해 물리적으로 떨어진 파사드 간의 인터랙션 및 연결, 콘텐츠 공유, 다중 관람자 참여라는 점에서 기존 연구와 차별화된 인터랙티브 시스템이라 할 수 있다.

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FlappyBird Competition System: 인공지능 수업의 경쟁 기반 평가 시스템의 구현 (FlappyBird Competition System: A Competition-Based Assessment System for AI Course)

  • 손의성;김재경
    • 한국멀티미디어학회논문지
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    • 제24권4호
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    • pp.593-600
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    • 2021
  • In this paper, we present the FlappyBird Competition System (FCS) implementation, a competition-based automated assessment system used in an entry-level artificial intelligence (AI) course at a university. The proposed system provides an evaluation method suitable for AI courses while taking advantage of automated assessment methods. Students are to design a neural network structure, train the weights, and tune hyperparameters using the given reinforcement learning code to improve the overall performance of game AI. Students participate using the resulting trained model during the competition, and the system automatically calculates the final score based on the ranking. The user evaluation conducted after the semester ends shows that our competition-based automated assessment system promotes active participation and inspires students to be interested and motivated to learn AI. Using FCS, the instructor significantly reduces the amount of time required for assessment.

디지털그림자노동의 분류와 동태성 및 연구 방향 (Classification, Dynamics, and Research Direction in Digital Shadow Work)

  • 이웅규
    • 한국정보시스템학회지:정보시스템연구
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    • 제30권1호
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    • pp.105-121
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    • 2021
  • Purpose Today, through digital services, many people enjoy a conveient and comfortable life. Nevertheless, it is easy to find people in our daily lives who are buried in work without any payment that we did not do before digital services. Such un-payed works under digital environment are called digital shadow works. The purpose of this study is to classification and dynamics of digital shadow works and to suggest research direction. Design/methodology/approach Based on two dimension, voluntary participation ('should' type and 'want' type) and work orientation (management-operation), digital shadow works were classified into four categories - chore, makeup, routine, and quest. Findings In digital shadow work there are four types of dynamics - routine and quest, makeup and chore, makeup and quest, and quest and actions in offline. According to the classification and analysis of dynamics, three research directions in digital shadow work are suggested and discussed- digital shadow works operation mechanism considering dynamics, expansion of existing user theories based on survey method by digital shadow works and social influences by digital shadow works.

컨셉도출 툴킷을 활용한 참여적 디자인 프로세스 - 백화점 유모차 및 대여 시스템의 디자인 사례연구 - (Participatory Design Process with Concept Generation Toolkits - A Case Study of Designing the Stroller and Its Renting System for Department Stores -)

  • 성기원;신현경;강학화;남택진
    • 디자인학연구
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    • 제16권1호
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    • pp.73-82
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    • 2003
  • 본 연구는 제품 개발 단계에서 참여적 디자인 프로세스의 타당성을 검증하고, 이 과정에서 사용자의 적극적인 참여를 유도하기 위해 개발된 컨셉도출 툴킷과 참여적 디자인 워크숍의 효용성에 대해 재고해보는 데 목적이 있다. 이를 위해 유모차 디자인 사례를 선택하여, 컨셉도출 툴킷 (접착포 모형 유모차, 대여 코너를 위한 블록 배치 놀이)을 개발하고 세 차례의 워크샵을 통해서 디자인 개발을 하였다. 사례 연구를 통해서 참여적 디자인은 사용자의 적극적인 참여를 통해 사용 환경에 대한 보다 나은 이해를 제공하고, 디자이너의 선입견을 배제할 수 있도록 도와주며 디자인 팀의 간과할 수 있는 문제를 파악하게 해줄 수 있다는 점을 발견하였다. 또한 참여적 디자인 방법은 디자인 문제에 적합한 툴킷의 개발과 기획에 바탕을 두어야 한다는 점과 사용자들이 제시한 컨셉을 종합ㆍ분석해서 디자인에 적용하는 방법에 대한 필요성을 파악할 수 있었다.

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