• 제목/요약/키워드: User Participation Method

검색결과 119건 처리시간 0.026초

상호작용 공간의 상호작용성 영향요인 II ; 인터페이스 요인의 참여행태 지원 속성 분석을 중심으로 (Influential Factors on the Interactivity in the Interactive Space II ; Focus on Interface Factors' Attributes for Supporting Behavioral Participation)

  • 이정민
    • 한국콘텐츠학회논문지
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    • 제10권5호
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    • pp.185-201
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    • 2010
  • 현대사회에서 주요 디자인 패러다임으로 부각되고 있는 상호작용 공간을 디자인하고자 할 때 사용자가 공간과의 관계에 대해 갖게 되는 인지심리적 특성을 이해하고 이를 디자인 요소로 구체화하기 위한 사용자 중심적인 디자인 방법론이 필요하다. 연계논문 I 편에 이어 본고는 3개의 핵심 상호작용성 영향요인인 인터서브젝트, 인터페이스, 인터랙션 중에서 인터페이스 요인의 세부유형을 분석하였다. 즉 공간디자인 구성요소들 중에서 공간-사용자 간 접속요소로서 사용자의 상호작용적 참여행태를 유발, 또는 지원하는 특성을 분석하고 이를 일반속성으로 개념적 조직화하였다. 연구방법은 정성적 사례분석과 복합사례연구로 진행하였다. 각 사례를 '개별사례분석-이행적 일반화-종합적 일반화'의 3단계로 정성 분석하였고 여기서 공통점을 추출하여 '범주화-명명'의 과정을 거쳐 최종적으로 8개 지원 측면의 17개 참여행태 지원 속성을 분석하였다.

Impact of User Convenience on Appliance Scheduling of a Home Energy Management System

  • Shin, Je-Seok;Bae, In-Su;Kim, Jin-O
    • Journal of Electrical Engineering and Technology
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    • 제13권1호
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    • pp.68-77
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    • 2018
  • Regarding demand response (DR) by residential users (R-users), the users try to reduce electricity costs by adjusting their power consumption in response to the time-varying price. However, their power consumption may be affected not only by the price, but also by user convenience for using appliances. This paper proposes a methodology for appliance scheduling (AS) that considers the user convenience based on historical data. The usage pattern for appliances is first modeled applying the copula function or clustering method to evaluate user convenience. As the modeling results, the comfort distribution or representative scenarios are obtained, and then used to formulate a discomfort index (DI) to assess the degree of the user convenience. An AS optimization problem is formulated in terms of cost and DI. In the case study, various AS tasks are performed depending on the weights for cost and DI. The results show that user convenience has significant impacts on AS. The proposed methodology can contribute to induce more DR participation from R-users by reflecting properly user convenience to AS problem.

중·저소득 국가의 건강보장제도에서 이용자 부담 도입과 효과: Realist Review 방법을 활용한 탐색적 연구 (The User Fee Introduction and Its Effect in the Health System of Low and Middle Income Countries: An Exploratory Study Using Realist Review Method)

  • 손경복;김창엽
    • 보건행정학회지
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    • 제25권3호
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    • pp.207-220
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    • 2015
  • Background: The purpose of this exploratory study is to explain where, when and how the introduction of user fee system works in low and middle income countries using context, mechanism, and outcome configuration. Methods: Considering advanced research in realist review approach, we made a review process including those following 4 steps. They are identifying the review question, initial theory and mechanism, searching and selecting primary studies, and extracting, analyzing, and synthesizing relevant data. Results: User fee had a detrimental effect on medical utilization in low and middle income countries. Also previous and current interventions and community participation were critical context in user fee system. Those contexts were associated with intervention initiation and recognition and coping strategies. Such contexts and mechanisms were critical explanatory factors in medical utilization. Conclusion: User fee is a series of interventions that are fragile and dynamic. So the introduction of user fee system needs a comprehensive understanding of previous and new intervention, policy infrastructure, and other factors that can influence on medical utilization.

어린이 참여디자인을 위한 디자인 교육 프로그램 연구 - 수원시 어공6호 어린이공원을 사례로 - (A Design Education Program for Children's Participation Design - Focused on Eogong 6ho Children's Park in Suwon -)

  • 최주원;정수진
    • 한국조경학회지
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    • 제45권5호
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    • pp.29-41
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    • 2017
  • 최근 도시공간의 설계과정에서 주민 참여와 사용자 중심의 디자인이 중요해지고 있다. 어린이공원도 사용자인 어린이의 의견 반영할 필요에 대한 논의가 시작되고 있는 바, 어린이의 의견을 반영하기 위해서는 기존 주민참여방식과 다른 방법론이 필요할 것이다. 본 연구에서는 어린이를 대상으로 디자인 교육프로그램을 구성하여 디자인 교육을 통한 사용자 의견을 설계안으로 반영하여 어린이공원에 적용했다. 교육프로그램은 기존의 연구 및 어린이를 대상으로 하는 디자인 교육, 참여디자인 프로그램을 참조하여 5주간의 교육프로그램, 교재, 교수방법을 구성하였다. 이 프로그램을 시범적으로 수원시 권선구에 위치한 어공6호 어린이공원을 대상지로 삼고, 선일초등학교 5학년 1반 아이들과 함께 워크숍을 진행한 결과를 재해석하여 어린이공원 공사과정에 반영하였다. 본 디자인 교육프로그램은 참여 교수들의 구성 및 운영방법, 교재 및 교사교재 제작 등에서 다른 워크숍 프로그램과 차별성을 가지고 있으며, 이로 인하여 동일 과정을 반복할 수 있는 프로그램 기반을 구축했다는 점에서 의의가 있다. 추후, 준공 이후의 어린이공원의 사용현황을 모니터링 하는 등의 연구를 통해서 사용자 참여가 미치는 영향에 대한 검증이 추가적으로 필요하며, 앞으로 어린이 공원에 대한 보다 다양한 디자인 방법론의 적용과 사용자인 어린이 의견을 반영할 수 있는 다양한 시도들이 축적될 필요가 있다.

TRSG 모델을 기반으로 한 멀티미디어 프리젠테이션 및 저작 도구 개발

  • 나인호
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제6권1호
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    • pp.36-44
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    • 2000
  • 본 논문은 고속통신망을 통하여 사용자 개입을 허용하는 멀티미디어 프리젠테이션과 멀티미디어 응용에 포함된 다양한 미디어의 저작을 동시에 수행할 수 있는 도구의 개발에 관한 것이다. 도구 개발을 위해 실시간 동기식 멀티미디어 프리젠테이션을 지원하기 위해 동적 버퍼링 기법, 송수신 시스템간의 데이타 전송률을 동기화를 위해 버퍼 관리 기법과 QoS 파라메터를 기반으로 한 적응형 전송 알고리즘을 적용하였다. 또한, TRSG 모델을 이용하여 사용자가 프리젠테이션 도중에 참여할 수 있도록 하였다. 마지막으로 제안된 도구가 QoS 유지 및 동기화에 영향을 미치는 요소들을 계속적으로 모니터링하여 멀티미디어 프리젠테이션의 수행 상태를 지속적으로 제어하는 이벤트 감시 스레드 기법을 적용하여 연속적인 출력보장과 최소한의 QoS를 지원할 수 있도록 하였다.

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인터랙티브 영화에서의 서술적인 이야기 전개의 구조에 관한 방법론에 관하여 (Finding a method of narrative storytelling in interactive cinema)

  • 조재준
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.1279-1286
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    • 2009
  • "Interactivity refers to the possibility of an audience actively participating in the control of an artwork or representation." Andy Cameron, Dissimulations Interaction can be described as a way or function that improves the participation of audiences/viewers to being immersed into the medium itself. Until now, however, in terms of interactive cinema, interaction has not shown a sufficient participation for audiences. Specifically, audiences/viewers described that the structure of storytelling has failed to satisfy their requirements, in order to participate in the structure of storytelling. The aim of the research itself, therefore, began to ask and wonder why audiences/viewers criticised the participation which audiences/viewers are able to control storytelling, in interactive cinema, could not satisfied them in order to control and follow a storyline of interaction. In general idea, in interactive cinema, the function which allows audiences/viewers to be immersed into the storylines, must allow the immediacies of interaction. Audiences/viewers must therefore be able to satisfy the general idea of interactive cinema through controlling the directions of every choice offered. They must also be able to be immersed in the interactive storylines. Which of the prime causes can be improved or re-considered, to satisfy the participation requirements of audiences/viewers? The intention of this research also began to investigate a suitable method of storytelling within a narrative structure of interactive medium (interactive cinema). Through questioning the matter (it will be described in a later chapter), this research will be focused on the relationship between narrative structured interaction and audiences/viewers, which is of prime importance in relation to interaction. To further the research, Pilot study (experiment with the basic interactive narrative structure) was offered in order to understand and maintain a suitable method of storytelling within a narrative structure of interactive cinema and it also was explored to understand how the aim of the research would be maintained for further qualitative research.

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크리스토퍼 알렉산더의 패턴언어 생성규칙에 관한 연구 (A Study on the Rule for Creation of the Pattern Language of Christopher Alexander)

  • 정성욱;김문덕
    • 한국실내디자인학회논문집
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    • 제26권1호
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    • pp.75-82
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    • 2017
  • This study reviews the process of creating the patterns through the Christopher Alexander's books to discover the fundamental rules for creation of the pattern language. The essential ideas of 11 rules describing the characteristics of the pattern language are organized by keyword depending on the characteristics of each rule. Then, this study analyzes which keyword was applied importantly and how it had been developed chronologically in the Alexander's books. As a result, 5 keywords - reflection of cultural difference, reflection of human desires, solving the repeated problem, function suitable for principal purpose, and network structure - are applied to his early books in which the pattern language was theoretically developed, the pattern of traditional society was discovered and the network structure was developed. Another 5 keywords - user participation method, new problem solving, structure preserving transformation, post-mechanization method, and central invariant structure - are applied to the books in his mid-term after completion of the pattern theory which discover new pattern for contemporary society and apply the pattern language to time and space. In his later books which organize the theory of pattern language and suggest the direction for using the pattern language, 5 keywords - wholeness, post-mechanization method, user participation method, new problem solving, and structure preserving transformation - are applied. Users may use the pattern language more precisely if he/she considers the keywords of the early period in searching the patterns of existing environment, the keywords of the intermediate period in searching the patterns of new environment or in regard to time and space, and the keywords of the later period in considering direction of the application of the pattern language.

소규모 조직의 지식경영시스템 활성화 방안 (KMS reinforcement method in the small organization)

  • 김선배
    • 디지털융복합연구
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    • 제6권4호
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    • pp.83-90
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    • 2008
  • When small organizations construct and operate Knowledge Management System(KMS), there exists inefficiency in employee participation and system usage. In recent years, web itself is evolving into web 2.0. And It is crucial to utilize web 2.0 characteristics into KMS. The problems in the original version of KMS(KMS 1.0) is as follows. KMS is separated from Offline and electronic work processing systems. Even information in the electronic work processing system cannot be accessed by employees of other divisions in the same organization. Now web 2.0 environment provides more enhanced user participation and information sharing. It also reinforces KMS 1.0 into KMS 2.0. Small organizations should take advantage of web 2.0 environment and construct the better version KMS of its own with low-cost and high-efficiency.

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소규모 조직의 지식경영시스템 활성화 방안 (KMS Reinforcement method in the small organization)

  • 김선배
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 2008년도 추계 공동 국제학술대회
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    • pp.129-136
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    • 2008
  • When small organizations construct and operate Knowledge Management System (KMS), there exists inefficiency in employee participation and system usage. In recent years, web itself is evolving into web 2.0. And It is crucial to utilize web 2.0 characteristics into KMS. The problems in the original version of KMS(KMS 1.0) is as follows. KMS is separated from Offline and electronic work processing systems. Even information in the electronic work processing system cannot be accessed by employees of other divisions in the same organization. Now web 2.0 environment provides more enhanced user participation and information sharing. It also reinforces KMS 1.0 into KMS 2.0. Small organizations should take advantage of web 2.0 environment and construct the better version KMS of its own with low-cost and high-efficiency.

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네덜란드와 핀란드의 오픈하우징 설계수법 연구 (A Study on the Open Housing Design Methods in the Netherlands and Finland)

  • 황은경;임석호;김수암
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2002년도 추계학술발표대회
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    • pp.339-344
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    • 2002
  • The Purpose of this study Is to investigate Open Housing design methods on multi-family housing in the Netherlands and Finland. This study is based on the several actual field survey through visiting eight sites in the netherlands and Finland. we found a lot of design items applied to the Holland and Finnish multi-family housing for Open Housing. Open Housing design items are user participation design, layout flexibility, finishes selection, flexible utilities, interior components and use of modular grid.

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