• Title/Summary/Keyword: user's perspective

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Comparative analysis of R&D programs for societal challenges (한일 사회문제 해결형 연구개발사업 비교 분석)

  • Park, Inyong;Seong, Ji-eun;Han, Kyu-young
    • Journal of Science and Technology Studies
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    • v.15 no.2
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    • pp.191-227
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    • 2015
  • The supply-driven innovation system is encountering its limitation. At the same time, the needs for solving societal challenges occurring in people's lives are growing. Social problem-solving R&D programs have been attracting attention as a countermeasure to satisfy these needs. It is important to understand the social context of the occurring problems as well as the users facing the social challenges. Therefore, social problem-solving R&D programs have to explore the social challenge and users' needs, with emphasis on the collaboration with researchers and users in the development and implementation process. This study carries out comparative analysis between 'Korean Citizen-driven R&D project' and 'Japanese Research institute of Science and Technology for Society (RISTEX)' concerning goals, construction of program, and promotion processes. The two cases are similar regarding the objectives of social problem-solving and the strategy for user participation. However, there are differences between the characteristics of the projects and promotion processes. The RISTEX is performing social problem-solving R&D with a much wider perspectives than the Korean project. This is because the Korean project maintained the existing R&D system with the lens of the supply-driven system, even when approaching social problem-solving. Therefore, this limitation should be overcome by adopting support systems discarding the supply-driven perspective, through substantiality of user participation, maintenance of legal system, and commercialization of technologies.

Economic Perspectives on Online Platforms: Scenario-based Case Studies (플랫폼 서비스 가치와 수수료에 대한 경제적 고찰)

  • Kyeonghan Bae;YeonSu Park;JungWon Park;Jiyoung Alex Kim
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.6
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    • pp.117-132
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    • 2023
  • With the recent spread of COVID-19, the size of the online shopping market continues to increase, and various online platforms are appearing in the market, and many small and medium businesses are entering the platform. As the recent increase in the use of the platform by small andmedium businesses as raised the issue of appropriate platform fees, the need for social discussions on the use of the platform and fees is raised. Currently, most discussions regarding fees primarily focus on specific cases from a negative perspective, and discussions that comprehensively consider the platform's utilization value and fees are insufficient. Therefore, this study aims to systematically and comprehensively understand platform fees by considering the value of using platform services and commission costs together. To achieve this, the economic value of each platform service was estimated and analyzed in detail. It selected two industries that are actively using online platforms, delivery services and e-commerce, and paid attention to changes in expected profits generated by sellers using platform services, and compared and analyzed expected profits based on estimated sales and costs for each scenario, such as whether sellers entered the platform and whether they used the service. As a result of the study, our results that entering the platform and using the platform service enable sales increase and cost reduction, which have a positive effect on the seller's expected profit. Through this study, we intend to understand platform fees from the perspective of user fees for platform service use and value acquisition, and based on this, estimate the economic value of platform services and fees to expand the value and cost of using platform services to a comprehensive and systematic discussion.

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Development of a Natural Target-based Edge Analysis Method for NIIRS Estimation (NIIRS 추정을 위한 자연표적 기반의 에지분석기법 개발)

  • Kim, Jae-In;Kim, Tae-Jung
    • Korean Journal of Remote Sensing
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    • v.27 no.5
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    • pp.587-599
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    • 2011
  • As one measure of image interpretability, NIIRS(National Imagery Interpretability Rating Scale) has been used. Unlike MTF(Modulation Transfer Function), SNR(Signal to Noise Ratio), and GSD(Ground Sampling Distance), NIIRS can describe the quality of overall image at user's perspective. NIIRS is observed with human observation directly or estimated by edge analysis. For edge analysis specially manufactured artificial target is used commonly. This target, formed with a tarp of black and white patterns, is deployed on the ground and imaged by the satellite. Due to this, the artificial target-based method needs a big expense and can not be performed often. In this paper, we propose a new edge analysis method that enables to estimate NIIRS accurately. In this method, natural targets available in the image are used and characteristics of the target are considered. For assessment of the algorithm, various experiments were carried out. The results showed that our algorithm can be used as an alternative to the artificial target-based method.

A Study on Legal Liability and Efficient Planning for Alternative Dispute Resolution in Medical Disputes (의료분쟁의 법적책임과 ADR제도의 효율적 운영방안)

  • Nam, Seon-Mo
    • Journal of Arbitration Studies
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    • v.26 no.4
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    • pp.129-149
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    • 2016
  • Medical dispute means the dispute between the hospital and the patient due to a medical accident. In general, medical accidents must be in accordance with the terms that are used in the medical dispute adjustment method stated in Article 2 (definition). In relation to this, there is a need to discuss an efficient operation scheme for Alternative Dispute Resolution (ADR) in medical disputes. In addition, it is necessary to look at issues of civil liability and criminal liability. In particular, in the consumer dispute arbitration committee, there is a case to make a "decision not to adjust" in aggressive intervention in the process of conflict resolution. The medical staff, on the basis of its "decision," can use this as a proven material for civil and criminal cases. This is rather upon the determination of the consumer council as a typical side effect to defend the user's perspective. This is the "decision" as was expressed from an order, "not adjusted." It is also determined to be easy and clearly timely. In the medical litigation, it is requesting the burden of proof of a patient's cause-and-effect relationship with the doctors committing negligence and medical malpractice. This seems to require the promotion of legislation in the direction to reduce future cases. It is determined that the burden of proof of medical accidents must be improved. The institution receiving the medical accident should prevent a closure report. Further, it is necessary to limit the transition to a franchise point. In this paper, we understand the problems of the current medical dispute resolution system, trying to establish a medical dispute resolution system desirable through an efficient alternative. In addition, it wants help in the protection and realization in medical consumers' and patients' rights. The relevant authorities will take advantage of these measures. After all, this could contribute to the system for a smooth resolution of a medical dispute.

Applying the Technology Acceptance Model to the Digital Exhibition: A Case study on

  • Rhee, Boa;Kim, Shin Hyo;Shin, Soo Min
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.21-28
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    • 2016
  • The aim of this research is to analyze Perceived Usefulness(PU) and Perceived Ease of Use(PEOU) based on Technology Acceptance Model in , and how viewing experiences and knowledge of motion graphics have an impact on attitude toward using and behavioral intention to use. Both usability for learning and usability for appreciation in terms of PU have significant correlations with the degree of satisfaction and immersion, and behavioral intention to use. On the other hand, PEOU has an influence on degree of exhibition satisfaction and immersion, and onto behavioral intention to use with the exception of intention to revisiting . Unlike PU or PEOU, previous viewing experiences do not have correlation with attitude toward using and behavioral intention to use. Only previous knowledge of motion graphics has a correlation with degree of satisfaction and immersion, and behavioral intention to use. As the influence on PU and PEOU's attitude toward using and and behavioral intention to use has been verified, our findings show that two variables of TAM enable the prediction of user's technology acceptance on digital exhibitions and as a result prove the suitability for TAM as an evaluation model for digital exhibition of remediating the originals. This study offers a fresh understanding of the importance of motion graphic effects which influence attitude toward using and behavioral intention to use from the perspective of curating methodology.

A Study on Furniture Design for the Communication and Co-Working Space in the Office - From a Service Design Perspective - (오피스에서의 소통과 협업 공간을 위한 가구디자인 연구 - 서비스디자인적 관점에서 -)

  • Shin, Eungsun;Song, Eunchung;Park, Hyewon
    • Journal of the Korea Furniture Society
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    • v.27 no.2
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    • pp.154-163
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    • 2016
  • In today's knowledge economy, various schemes are being devised in order to attain knowledge and understanding in the most effective ways possible. In an office environment, spatial concepts that encourage 'smart working' is becoming more prevalent; therefore allocating of space according to the types of work being performed, ways to maximise the work efficiency, and furniture arrangement to accelerate liaison among the users are being carefully considered. Especially in a space where its members are encouraged to communicate and collaborate, the furniture within that space need to be attractive and practical for its users, as well as efficient and effective for the firm the service is being provided for. In this study, we aim to offer furniture design service that satisfies such demands of the present time. Thus, instead of merely following a standard design process in which one approaches a project from design planes to an outcome, various aspects of the working environment will be considered such as the relationship between the space and the users, their needs, and the features of work being performed within the space. After attentive research and analysis, the results will be put into production from the user's point of view in mind. This study is intended to propose furniture design that embodies the characteristics of integrated working environment that can facilitate efficient use of the limited working space, productivity among the users, and promoting valuable corporate culture.

Sound Design to Improve the Quality of Noise from Home Appliances (가전 제품의 음질 향상을 위한 음설계 연구)

  • 주재만;이제원;오상경;이나경
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2003.05a
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    • pp.1122-1127
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    • 2003
  • For many years, engineers in the field of acoustics have used the A-weighted sound pressure level (SPL). Since they were interested just in a reduction of noise, the A-weighted SPL was considered good enough to quantify noise problems. This is reasonable because loudness is usually the most important parameter for most noise problems and A-weighted SPL is often reasonably well correlated with loudness. As the overall noise levels drop, however, other parameters become more important and must be considered, Advent of sound quality came from an understanding that A-weighted SPL only reflects the loudness of a sound. It is obviously impossible to characterize a complex sound with a single number. Although product mostly has revealed physical quantities created by the standpoint of engineers, consumers perceive and evaluate products on the non-physical characteristics, such as feelings, emotions, and experiences in different social and cultural situations. Especially, for the household appliances for instance air-conditioner or refrigerator, the sound is heavily related to the satisfaction of a customer who is a real user of the product and is very important factor to decide purchasing as well as visual design. Therefore, in this research, the general tendency of consumer's psychology was investigated for the appliances. And also, in order to obtain clear guidelines fur sound manipulation, the characteristics of the sound of air-conditioning systems and refrigerators were compared with competitors'. since it is important to overcome the discrepancy between engineering and marketing, the relevance of sound manipulation must be documented from the consumer's perspective. That is the reason why we conducted a consumer and marketing oriented study.

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A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.

A study on Evaluating Publicity of Social Service Organization using Analytic Hierarchy Process(AHP) (계층분석법(AHP)을 이용한 사회서비스 조직의 공공성 평가에 대한 연구)

  • Jang, Chun-Ok
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.477-482
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    • 2020
  • Currently, suggesting directions for strengthening publicity of social services is thinking in the direction of each person's advantage from the stakeholder's perspective. The position of the service provider and the position of the user shows different opinions on the definition and evaluation of publicity of the city or province as the management entity. Therefore, this study combines opinions on publicity focusing on community service, derives consensus on the definition and evaluation of publicity, and evaluates different indicators or factors that cannot be quantified at the same time. The goal is to solve the problem of publicity by applying the Analytic Hierarchy Process(AHP) as a possible technique. In addition, in order to achieve the research objectives according to the designed frame, an empirical study was conducted by conducting a pairwise comparison questionnaire for experts and users. Through the AHP evaluation model" developed in this study, as a result of measuring the relative satisfaction of major factors, service utilization rate (0.470), facility management (0.210), and other project implementations (0.073) appeared in order. Here, the service utilization rate was evaluated as the most important.

A Study on the Characteristics of Information Design in Multimedia Design (멀티미디어디자인에서 정보디자인 특성에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.17 no.1
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    • pp.63-76
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    • 2004
  • Although information design principles had originated from the graphic design field including publishing design in 1970s, information design have taken one of the most important positions in multimedia design fields as the present since Richard Saul Wurmn started his researches on information design and its practical application on internet environments. However, relatively little researches have been performed for building identity of information design in multimedia design fields so far and moreover in some cases, information design is likely to be narrowly viewed as 'the representation of a piece of information and its visualization' which was defined in traditional graphic design field. This research circumstance leads the study to investigate characteristics of information design in current multimedia design with contingent perspective which is compared to the traditional information design. The study results suggest 5 characteristics of information design including 'suggesting context & finding out information hierarchy', 'access of integrated consideration & share of information control', 'using of multi-dimensional media & content first', 'stabilization of information quality & combinational understanding of meaning', 'bilateral information representation & user's knowledge expansion'. Future researches, based on the results of the study, are expected to be expanded to a degree with argument for inter-dependent and/or exclusive characteristics of adjacent fields of information design such as interface design, interaction design and experience design.

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