• Title/Summary/Keyword: User participation design

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A study on metaverse of China's Dunhuang Frescoes through COSPACES EDU (COSPACES EDU를 통한 중국 둔황 원시벽화 메타버스 연구)

  • Liu, Bo-Ya;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.463-470
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    • 2021
  • Due to natural and human factors, dunhuang frescoes in China have gradually degenerated. China has conducted digital transformation of frescoes since 1990. However, it requires expensive research costs. Most of the visitors passively accept transformation contents and lack subjective participation. The paper focuses on produces a prototype of Dunhuang frescoes on the CoSpaces EDU. It was implemented as a metaverse through procedures such as transforming the cave into 3D, mapping images to the cave model and developing CoBlocks. The research puts forward a more specific methodology without expensive costs of development. The paper makes it easier to realize the immersive and interactive virtual Dunhuang frescoes world, to improve the tourism contents and educational effect. This research carries on the statistics to the product result which develops according to the user experience of 100 different ages, has obtained the good feedback. The research results need to be improved is to strengthen the processing of graphic details. Therefore, Optimization and improvement of the result will be carried out in the future research.

A Design and Implementation of RSS Data Collecting Engine based on Web 2.0 (웹 2.0 기반 RSS 데이터 수집 엔진의 설계 및 구현)

  • Kang, Pil-Gu;Kim, Jae-Hwan;Lee, Sang-Jun;Chae, Jin-Seok
    • Journal of Korea Multimedia Society
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    • v.10 no.11
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    • pp.1496-1506
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    • 2007
  • The environment of web service has changed a great deal due to the progress of internet technology and positive participation of users. The established web service is static and passive, but the recent web service is becoming dynamic and active. Web 2.0 reflects current web service change well. The primary feature of web 2.0 is positive participation of users. Since the size of generated information is becoming larger, it is highly required to share the information fast and correctly. The technology to satisfy this need is web syndication and tagging in web 2.0. The web syndication makes feeds for another site or users to receive the content of web site. In addition, the tagging is the kernel of a information. Many internet users share rapidly the information through tag search. In this paper, we propose the efficient technique to improve the web 2.0 technology such as web syndication and tagging by using the data collection engine. Data collection engine has stored in a database, a user's Web site to use the information. and it has a user's Web site with access to updated data to collect. The experimental results show that our approach can improve the search speed up to 3.14 times better than the existing method and reduce the size of data up to 66% for building associated tags.

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A Case Study of Post-Implementation Evaluation for Close-to-Nature Stream Improvement Work (자연형 하천정화사업의 시행 후 평가에 관한 사례연구)

  • Lee, Hee-Won;Kim, Do-Sik;Lee, Seok-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1405-1411
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    • 2012
  • This study deals with the case of "Close-to-Nature Improvement Work of Cheonancheon and Wonseongcheon in Cheonan", which has been completed at the end of 2009. The purpose of this study is to evaluate the result of this work and suggest a future direction of development and supplementation of this project. In the course of his study, theoretical researches about urban stream and restoration precedents, observational survey and user questionnaire and comparative analysis have been conducted. According to the study, the most prominent problems of Cheonancheon in comparison with Wonsungcheon are water pollution, low use and participation of residents. As location based future development concept, Cheonancheon as various event space for visitors, Wonsungcheon as recreational space for residents are suggested.

Implementation of Bi-directional Broadcasting System Using Interaction Channel (대화 채널을 이용한 양방향 방송 시스템의 구현)

  • Jeong Jong-Myeon;Choi Jin Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.5
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    • pp.1002-1011
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    • 2005
  • In this paper. we design and implement a bi-directional broadcasting system, so called return channel server, to allow users to participate in a broadcasting program by using a hi-directional interaction channel. To provide user participation in a program and reflect the user's opinions or responses in real time, the return channel server can be viewed as consisting of four major functional modules: a control module, network interface module, DBMS module, and real-time content authoring module. To construct a return channel server that has a service independent architecture, we designed a return channel server to include the hierarchical structure. The presented return channel server consists of two parts: an RCSAE(return channel server application environment) and RCSA(return channel server application). An RCSA is composed of an execution code and a parameter for executing the execution code. RCSA defines the procedures for providing a specific broadcasting program using the return channel server. On the other hand, an RCSAE provides the environment for the execution of RCSAS. By adopting RCSAE and RCSA, we construct the return channel server that has a service-independent architecture which are shown by the test.

Introduction of New Game Paradigm-Digital Physical Field Game (새로운 게임 패러다임 : 디지털 피지컬 필드 게임)

  • Woo, Tack;Leem, Eek-Su;Wohn, Kwang-Yun
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.3-13
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    • 2010
  • This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.

Design of video ontology for semantic web service (시맨틱 웹 서비스를 위한 동영상 온톨로지 설계)

  • Lee, Young-seok;Youn, Sung-dae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.195-198
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    • 2009
  • Recently, research in building up semantic web for exchanging information and knowledge is active. To make use of video contents as knowledge on semantic web, semantic-based retrieval should be preceded. At present, retrieval based on consentaneity between metadata and keyword is common used. In this paper, I propose ontolgy establishment which enlarge user participation and add usefulness value and history information. This will facilitate semantic retrieval as well as use of video contents by using collective Intelligence. The proposed ontology schema will allow semantic-based retrieval of video contents on semantic web get higher recall compared to current way of retrieval. Moreover it enables you to make use of various video contents as knowledge.

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A Study on Improvement of the School Space through Socio-Spatial Network Analysis (사회-공간 네트워크 분석을 활용한 초등학교 공간계획방향에 관한 연구)

  • Jeon, Young-Hoon;Kim, Yoon-Young
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.5
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    • pp.21-30
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    • 2019
  • The purpose of this study is to present the direction of the new space plan by reflecting the opinions of the user (student) in the existing standardized elementary school space planning. The purpose of this study is to investigate the activities of elementary school students by using socio - spatial network analysis method and to propose the direction of new elementary school space planning through the results. We analyzed the results of each centrality by using the analysis of closeness analysis, betweeness analysis, girvan-newman clustering, and concor analysis. The results of this study are as follows. First, it should be planned to use the classroom and the special room as one area by utilizing the corridor. Second, it should be planned that the outdoor space and the indoor space are closely related to each other by utilizing the hall, the lobby and the classroom. Third, the school should create a small space where physical activity is possible in an indoor space of the school. In order to improve the standardized elementary school space, this study proposes a method to reflect the opinions of the users in the school planning stage.

The Effect of Extended Marketing Mix Factors of Fitness Center on User's Satisfaction, Recommendation Intention, and Repurchase Intention (피트니스센터의 확장된 마케팅믹스 요인이 이용객의 만족도, 추천 의도, 재구매 의도에 미치는 영향)

  • Chae Won HA;Byung Min KIM
    • The Korean Journal of Franchise Management
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    • v.14 no.2
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    • pp.1-17
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    • 2023
  • Purpose: Due to the COVID-19 and inflation, participation sports companies, including fitness centers, are facing challenges. Since a fitness center must simultaneously manage facilities and operate services, both factors must be considered when developing a marketing strategy. Therefore, this study examines the effects of expanded marketing mix factors (price, physical evidence, place, people, product, and promotion) including facilities and services on the consumption behavior (satisfaction, recommendation intention, repurchase intention) of fitness center customers. Research design, data, and methodology: The data were collected from sample of 323 fitness club members in Seoul and analyzed with SPSS Win Ver.28.0 program. Result: The specific results of the study were as follows; First, extended marketing mix factors had significant positive (+) effect on satisfaction. Second, extended marketing mix factors had significant positive (+) effect on recommendation intention. Third, extended marketing mix factors had significant positive (+) effect on repurchase intention. Fourth, satisfaction had significant positive (+) effect on recommendation intention and repurchase intention. Conclusions: To encourage consumption behavior, it is necessary to convert existing customers into loyal ones by increasing satisfaction and establishing a virtuous cycle structure that recommends them to others while also improving repurchase intention.

Analysis of the University Library's Space Program and Design Characteristics with the Concept of 'Cultural Commons' - Focused on the Tama Art University Library - (문화공유지(Cultural Commons) 개념에 의한 대학도서관의 공간프로그램과 디자인방법의 특성 - 타마미술대학 도서관을 중심으로 -)

  • Pyun, Young-Hee;Park, Chan-Il
    • Korean Institute of Interior Design Journal
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    • v.24 no.3
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    • pp.48-58
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    • 2015
  • This study is to conclude a direction for Information Commons, which supports the university library in a new role. The study explains perspectives on the changing role of the university library by examining the approaches, histories, and theories practiced by various researchers on Information Commons. The study aims to discover ways of improving the library space that are dedicated to technology using Information Commons, it also examines ways of creating a unified "library space" that will support learning and access to knowledge and information. The features of Cultural Commons include making improvements to technology-centered space, and providing support to research, freedom of speech, creative approach, public freedom and collaboration, and interaction. The functions of Cultural Commons within the university library are listed: First, it supports programs that will transform the library into a social hub within the university. The space specifically blurs the boundary between the library building and its surroundings, and unifies these spaces to enhance its catalytic role in aiding social interactions and human-centered approach. Second, it supports active participation through cultural programs and provides a fluid and interactive space with virtual resources. Third, it enhances user experience to supports behaviors and activities that involve fixtures and equipment in the space to promote learning. The study notes that, with the emergence of these characteristics, the university library is changing by implementing Cultural Commons for on-campus social space and new learning. Accordingly, this implementation is expected to enhance active acceptance of the library space in the future.

The Design of Smart-phone Application Design for Intelligent Personalized Service in Exhibition Space (전시 공간에서 지능형 개인화 서비스를 위한 스마트 폰 어플리케이션 설계)

  • Cho, Young-Hee;Choi, Ae-Kwon
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.109-117
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    • 2011
  • The exhibition industry, as technology-intensive, eco-friendly industry, contributes to regional and national development and enhancement of its image as well, if it joins cultural and tourist industry. Therefore, We need to revitalize the exhibition industry, as actively holding an exhibition event. However, to attract a number of exhibition audience, the work of enhancing audience satisfaction and awareness of value for participation should be prioritized after improving quality of service within exhibition hall. As one way to enhance the quality of service, it is thought that the way providing personalized service geared toward each audience is needed. that is, if audience avoids the complexity in exhibition space and it affords them service to enable effective time and space management, it will improve the satisfaction. All such personalized service affordable lets the audience's preference on the basis of each audience profile registered in advance online grasp. and Based on this information, it is provided with exhibition-related information suited their purpose that is the booth for the interesting audience, the shortest path to go to the booth and event via audience's smart phone. and it collects audience's reaction information, such as visiting the booth, participating the event through offered the information in this way and location information for the flow of movement, the present position so that it makes revision of existing each audience profile. After correcting the information, it extracts the individual's preference. hereunder, it provides recommend booth and event information. in other words, it provides optimal information for individual by amendment based on reaction information about recommending information built on basic profile. It provides personalized service dynamic and interactive with audience. This paper will be able to provide the most suitable information for each audience through circular and interactive structure and designed smart-phone application supportable for updating dynamic and interactive personalized service that is able to afford surrounding information in real time, as locating movement position through sensing. The proposed application collects user‘s context information and carrys information gathering function collecting the reaction about searched or provided information via sensing. and it also carrys information gathering function providing needed data for user in exhibition hall. In other words, it offers information about recommend booth of position foundation for user, location-based services of recommend booth and involves service providing detailed information for inside exhibition by using service of augmented reality, the map of whole exhibition as well. and it is also provided with SNS service that is able to keep information exchange besides intimacy. To provide this service, application is consisted of several module. first of all, it includes UNS identity module for sensing, and contain sensor information gathering module handling and collecting the perceived information through this module. Sensor information gathered like this transmits the information gathering server. and there is exhibition information interfacing with user and this module transmits to interesting information collection module through user's reaction besides interface. Interesting information collection module transmits collected information and If valid information out of the information gathering server that brings together sensing information and interesting information is sent to recommend server, the recommend server makes recommend information through inference with gathered valid information. If this server transmit by exhibition information process, exhibition information process module is provided with user by interface. Through this system it raises the dynamic, intelligent personalized service for user.