The purpose of this study is to investigate the transformation of affordance in iOS GUI design and the relationship of affordances. We figured out variety kinds of Affordance concepts and choosed six Affordances(Visceral, Behavioral, Reflective, Explicit, Metaphorical, Pattern Affordance) Based on the previous studies. The result of investigating the transformation of iOS GUI design which based on the viewpoint of these 6 Affordance we have chosen is as follows. Firstly, the Visceral Affordance of iOS GUI design has already sufficiently become to the Reflective Affordance. So we can ignore or ellipsis the Visceral Affordance and the addition of specific Explicit Affordance can be possible. Secondly, due to the use experience of iOS, Behavioral Affordance and Pattern Affordance have already become to a kind of Reflective Affordance. Through this evolution, new kind of Pattern Affordance is formed. At the mean time, it also applied the basic field of Metaphorical Affordance. Thirdly, investigating the Flat Design of iOS based on the viewpoint of Affordance, we have figured out that Visceral Affordance has been reduced. So that the constrains of visual performance has also been reduced. This is the reason that there are more space remained in screen layout design, the color has become more natural and more Explicit Affordance has been provided, ect. Futhermore, in this thesis we have also figured out that there are some interactions and relationships between each Affordance. With the development of iOS, some Affordances have transformed to other Affordances. With the accumulation of use experience, Visceral Affordance has transformed to Reflective Affordance based on the field of Metaphorical Affordance. With the disappearance or reduction of Visceral Affordance, iOS provide Explicit Affordance instead. As a result of this kind of process, a new Pattern Affordance has been formed.
The purpose of this study was to analyse relationship between leisure sports' activities among older adults on activities of daily living and successful aging. For accomplish this purpose of study, the survey questionnaires were used to collect data. This study firstly set up the population as the Korean elderly who were aged over 65 and living at Seoul as of 2009, 300 persons were chosen by sampling. The numbers, used in actual analysis is leisure sports' activities participant 162, non participant 128. total 300. The statistics method utilized in this study for analyzing the collected data were ANCOVA analysis, multiple regression analysis, path analysis. Activities of daily living reliability is $\alpha$=.876 above and successful aging reliability is $\alpha$=.807 above. The conclusions of this study were as being follows. First, according to the experience of in leisure sports' activities of older adults, it was not difference between the activities of daily living. Secondly, the experience of in leisure sports' activities of older adults had positive effect on successful aging. Thirdly, more intensity of in leisure sports' activities of older adults, had positive effect on instrumental activities of daily living. Fourth, more frequency and intensity of in leisure sports' activities of older adults, had positive effect on social successful aging, more frequency and period(time) of participated in leisure sports' activities of older adults, had positive effect on psychological social successful aging. Finally, the degree of in leisure sports' activities of older adults, had direct or indirect positive effect on activities of daily living and successful aging.
The purpose of this study was to investigate the experience of pre-service mathematics teachers who attended at a university course combined with teaching practicum based on design thinking process to identify the change of their awareness of its activities. For the research, 8 pre-service mathematics teachers participated in a mathematics major course, consisting of 5 phases of design thinking formed by Stanford d.school. In the end of the course, qualitative data were collected through individual and focus group interviews and the course activities. By data analysis, the results of this study were as follows. Firstly, the participants' perspectives of design thinking activities were changed from the difficulty and ambiguity of its activity in the beginning of the process to positiveness with competence of solving authentic problem in terms of teaching practicum over time. Secondly, the participating pre-service teachers emphasized that design thinking activities helped them prepare well teaching practicum and raise understanding of students they met in the school fields. Thirdly, some research participants went through the difficulty in utilizing their products drawn from 4th phase (prototyping) of design thinking process depending on the acceptance of their guidance teachers. Fourthly, the research participants also pointed out that the design thinking was a significant activity in that they learned how to understand and communicate with their students and how to collaborate with team members and it gave an insight about the preparation for a class. Through these results, this study identified the possibility of using the design thinking process for pre-service mathematics teachers' teaching practicum. In addition, the research put forward some implications for better use of design thinking in teacher education.
The purpose of this study was to identify the major variables against oral health promotion behaviors for collegian in Ulsan area. The measured variables for the oral promotion behaviors presently are previous oral health experience, stress by study, subjective oral health, perceived benefit, perceived barrier, self-esteem, self-efficacy, social support, oral health LOC(locus of control), life satisfaction, emotion and intension based on the Pender's 3th health model as a theoretical model in general health promotion behavior. Total data 330 were analyzed by SPSS 18.0 and AMOS 18.0 program and path analysis method was used to verify the model's fitness. Results for this study were as follows: Firstly, the fitness degrees of research model was ${\chi}^2=39.06$(P>.05), GFI = .982, AGFI = .948, NFI = .967, NNFI = .982, RMSR = .028, so it was apparent that this model was well fitted. Secondly, 27 out of 39 total paths were turned out correspond with the hypothetical model which accepted as direct effect. And two paths had statistical significance in direct. Thirdly, the most positive influences on the oral health promotion behaviors presently were previous oral health experience, subjective oral health, social support, self-efficacy, intension, oral health LOC. And the most negative influences was perceived barrier. So, results from this model we could contribute to identify theirs oral health behavior patterns for collegian in Ulsan.
The purpose of this study is to understand the principles of Balletfit and its program structure and to establish Balletfit's effects on body shape change and postural correction. Interview, the most commonly used method of qualitative research, was chosen as the research method. Ten Balletfit class participants, who have attended private lessons twice per week, for three to six months period of time, were selected. These participants were chosen from participants of private lessons instead of group lessons for in-depth insights. The research was limited to a small group of participants and therefore, it is difficult to standardize the result. Also, because this study is based on the opinions of the participants, not by a posture measuring device, the accuracy of the result is limited as well. The followings are the conclusion of this research. First, the participation motive was either internet research or acquaintance's recommendation. Secondly, the effort to change the body shape. After experiencing Balletfit classes, the participants became aware of their body and made an effort to recover their posture by holding the stomach tight and sitting up correctly. Thirdly, their posture became ideal. Most participants became aware of what an ideal posture is and as their body became ideal, the participants also recovered their health by becoming aware of their inner and outer body. Lastly, they tend to prefer beautiful body line. After the experience, all participants became interested in the body line and preferred to build a beautiful body line with correct postures. The most significant effect of Balletfit was the body line. Therefore, the experience of Balletfit develops the inner and outer body awareness and also can be consider to effect the change of the body shape. Balletfit will become a satisfying exercise for modern people, who desire a beautiful, healthy body.
The purpose of this research was to analyze the effect of consumer innovativeness on the evaluation of online fashion advertisement sustainability and on purchase intentions of advertising products. Online survey have been conducted of 573 people who had experience of online advertisements. The data collected from the surveys were analyzed by the factor analysis, the t-test and the multiple regression analysis. the results are as follows: Firstly, it has been identified that the concept of sustainability of online fashion advertisement consists of four sub-elements of the objectivity of advertisement expressions, the non-harmfulness of advertisement expressions, the protection of personal information, and the non-infringement of web use. Secondly, the group that has a higher consumer innovativeness shows a significantly higher experience of online advertisements as well as more many internet use hours than those who have a lower consumer innovativeness. In addition, comparing with the group that shows lower consumer innovativeness, the group who has higher consumer innovativeness shows a significantly higher recognition of the protection of personal information, the non-infringement of web use and the objectiveness of advertisement expressions among the sub-elements of online fashion advertisement. Lastly, the objectiveness of advertisement expressions and the non-infringement of web use significantly affect the intentions of the group that has high consumer innovativeness to purchase advertised products, and the purchase intentions of those who have low consumer innovativeness are significantly affected by the objectiveness of advertisement expressions and the protection of personal information.
Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.
The purpose of this study is to activate the study on movercial. To accomplish of this, the objectives of this study are two-fold. First, this study attempts to find out how movercial are interpreted and experienced compared to product placement; and secondly, to delineate experience and interpretation in terms of the themes of movie centrality and consumption-specific relevance. This study attempted qualitative approach comparing to the criteria consisted of the themes of movie centrality and consumption-specific relevance to gain in-depth understanding of how movercial which is popped up and regarded as a newly creative format in the diffusion of internet culture and mobile communication environment is experienced and interpreted. For this aim, the moviegoer informants were classified into frequent and infrequent based on the classification method of previous product placement study of Delorme & Reid(1999) and Focus Group Interviews and In-depth Interviews were executed for understanding of how are experienced. Major implications of this study were as follows. First, prior experience of brand exposure from movercial enhanced familiarity for advertising in real-life. Second, movercial can be used to influential tools for purchasing decision with advertising and product placement. Third, informants experienced uncomfortable feeling of change and discomfort against the format of hybrid commercial message such as movercial and PPL which is penetrating into the culture and art at large.
The objective of this study is to show practice example let student experience about concurrent servers based multi-processes and multi-thread among the principles of data communication in ICT(information and communications technology). For this, we first implement multi-process server(fork server) and multi-thread server(thread server), and multi-thread client(thread client), Secondly, for experimental environment, we developed small ethernet networks and measure data transfer time with relation to the number of users. Experimental results show that mean transfer time of thread server is less than that of fork server by 20~61 % on average. Furthermore, it is found that the difference of data transfer time between fork server and thread server is proportional to that of the number of users. Main reason of performance difference dues to the difference between process forking time and thread creation time. We can also find that context switching for process and thread affects the load of web server. Our presentation and experimental results can be applied to used as the educational practice materials with which student can experience data communication principles.
Journal of the Korean Institute of Landscape Architecture
/
v.43
no.2
/
pp.30-39
/
2015
The English Landscape garden and picturesque aesthetics, which was in fashion during the 18th to early 19th century in England, has been accused of making people see the actual garden in terms of a static landscape painting without a synesthetic engagement in nature. As new optic devices such as diorama, panorama, photography, and cinematography were invented, ways of seeing nature transitioned from a perspective vision to a panoramic, that is, modern one. This study intends to uncover signs of this kind of modern vision in the picturesque aesthetics and visual representation of landscape gardener Humphry Repton. German garden theorist Christian Cay Lorenz Hirschfeld contended that the English landscape garden was a new style of designing landscape that followed the principle of the serpentine line, which produced movement in sightlines; thus, he considered garden art as a superior art form among all other genres. The signs of visual motion appear in Repton's sketches of "Red Books". Firstly, he designed systemic routes in his clients' properties by considering different types of movements between walks and drives. Secondly, he often used the visual effects of panoramic views for his sketches in order to allow his clients to experience the human visual field. Lastly, he constructed sequences of sketches in order to provide his clients with an illusion of movement; in other words, Repton's sketches functioned as potential visual media to produce the duration of time in a visual experience. Thus, the garden aesthetics of the time reflected the contemporary visual culture, that is to say, a panoramic vision pertaining to visual motion.
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