• 제목/요약/키워드: user thought

검색결과 141건 처리시간 0.023초

이용자참여에 의한 환경친화적 주거건축 사례조사 연구 (A Case Study on the Ecological Dwellings by User's Participation)

  • 정진주
    • 한국농촌건축학회논문집
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    • 제8권2호
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    • pp.46-53
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    • 2006
  • The nature accompanies with natural and ecological truth, worsening living environment without think using of our nature. Now, the sustainable researches to study peculiarities in ecological dwellings considered with nature and the development of human life's quality in housing itself, have been progressing. Also it is needed to show understanding about ecological dwellings in the user participant's consciousness such as, unification thought with nature, circulation thought of substance, and environment friendly thought of the traditional housing. Chose five examples which is applying ecological architectural concept by each Chungbuk, Chungnam, Jeonbuk, Gyeongbuk, Gyeonggi district and I investigated change of exterior or interior material, application of ecological system, and etc. With these background, this study will survey cases of ecological dwellings and find peculiar characteristics of ecological dwellings through researching the correlation between the concept in user's consciousness and application method.

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Extracting Database Knowledge from Query Trees

  • 윤종필
    • Journal of Electrical Engineering and information Science
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    • 제1권2호
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    • pp.146-146
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    • 1996
  • Although knowledge discovery is increasingly important in databases, the discovered knowledge sets may not be effectively used for application domains. It is partly because knowledge discovery does not take user's interests into account, and too many knowledge sets are discovered to handle efficiently. We believe that user's interests are conveyed by a query and if a nested query is concerned it may include a user's thought process. This paper describes a novel concept for discovering knowledge sets based on query processing. Knowledge discovery process is performed by: extracting features from databases, spanning features to generate range features, and constituting a knowledge set. The contributions of this paper include the following: (1) not only simple queries but also nested queries are considered to discover knowledge sets regarding user's interests and user's thought process, (2) not only positive examples (answer to a query) but also negative examples are considered to discover knowledge sets regarding database abstraction and database exceptions, and (3) finally, the discovered knowledge sets are quantified.

Extracting Database Knowledge from Query Trees

  • Yoon, Jongpil
    • Journal of Electrical Engineering and information Science
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    • 제1권2호
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    • pp.145-156
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    • 1996
  • Although knowledge discovery is increasingly important in databases, the discovered knowledge sets may not be effectively used for application domains. It is partly because knowledge discovery does not take user's interests into account, and too many knowledge sets are discovered to handle efficiently. We believe that user's interests are conveyed by a query and if a nested query is concerned it may include a user's thought process. This paper describes a novel concept for discovering knowledge sets based on query processing. Knowledge discovery process is performed by: extracting features from databases, spanning features to generate range features, and constituting a knowledge set. The contributions of this paper include the following: (1) not only simple queries but also nested queries are considered to discover knowledge sets regarding user's interests and user's thought process, (2) not only positive examples (answer to a query) but also negative examples are considered to discover knowledge sets regarding database abstraction and database exceptions, and (3) finally, the discovered knowledge sets are quantified.

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치악산국립공원 야영장의 이용자의 심리적 수용능력 추정에 관한 연구 (A Study on the Estimation of User′s Psychological Carrying Capacity in Mt. Chi-ak National Park Campsite)

  • 권영선;이경재;송근준
    • 한국조경학회지
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    • 제16권1호
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    • pp.1-12
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    • 1988
  • ^x This study was executed to measure the user's psychological carrying capacity in the National Park Campsite in the district of Temple Ku- Ryong as a model of analysis, which is made socio - psychological approach. The results are as follows ; 1. Since this Place hart a beautiful scenery and some cultural assets prosperties and lies near the metroplitan area, 67.5% of the user come from the district, such as Seoul, Inchon, Kyong - Ki Do, and the purpose of camping is to appease their stress and to promote friendly relationship one another. 2. Since most of the campers(86%) didn't recognize the injury of the natural environment, the enlightment movement and the public information for the protection of natural environment are urgent. And they thought that the good campsite is located near the stream(43.6%) or a quiet place(33.4%). 3. As the space per a man increase, the degree of their satisfactions showed the tendency to increase. The user's satisfaction were analyzed by three statistic methods, correlation, multiple regression and factor analysis. Affecting factors to the user's psychology by the varimax varimax rotated factor analysis were classified physical arts ecological satisfaction. 4. The carrying capacity of the campsite by the degree of psychological satisfaction of the user was measured. The result was that the proper space for one user campsite was 35m$^2$ 5. The 58% of the informants said that they root disturbed by the overcrowding in the campsite. But most of the users thought that it was not good to control the number of the users. And the 67.3% of the respondents answered that the best method was that we control the number of the users by order of arrival if we have to control it.

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유저인터페이스 매니지먼트 - Mobile Phone User Interface를 중심으로 한 정성적 고찰 - (User Interface Management - Qualitative Analysis Based on Mobile Phone User Interface Applications -)

  • 권오성
    • 대한인간공학회지
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    • 제26권3호
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    • pp.53-57
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    • 2007
  • The User Interface (UI) in the company is more important than ever. But the application of UI for the industry use is restricted by various constraints such as delivery, technical limitation, etc. User Interface designers in the company have thought how to set up the UI organization, how to define identity and goal, how to communicate with other teams, what is the best UI process, and many other issues. In this paper, the author discuss the practical issues arisen when User Interface organization is formed and managed based on the mobile phone manufacture's perspective. The pros and cons of location of UI organization, advanced UI organization, UI member formation, UI role, UI output, UI evaluation, and understanding of UI in the society and company are discussed. This discussion will help UI designers in industry to set up and manage UI organization.

한국과 중국 조선족 여대생의 의복태도와 의복구매평가기준 비교 (Comparison of Clothing Attitudes and Clothing Purchase Criteria between Korean and Korean-Chinese College Female Students)

  • 김순심;김현식
    • 한국지역사회생활과학회지
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    • 제16권3호
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    • pp.57-64
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    • 2005
  • The purpose of this study was to compare clothing attitudes and the criteria for clothing selection between Korean and Korean-Chinese college female students in the Yanbian region of China. The subjects were selected as follows: 404 Korean female college students in the Choongchung area and 242 Korean-Chinese female college students in the Yanbian region of China. Questionnaires were used to collect the data and the data was analyzed by frequency, factor analysis, and t-test. The major results of this study were as follows: The clothing attitudes of the total respondents were classified into 5 factors: the fashion involving factor, the modesty involving factor, the economy conscious factor, the brand-name oriented factor, and the practical user factor. The modesty involving factor, the economy conscious factor, the brand-name oriented factor, and the practical user factor were significantly different between Korean and Korean-Chinese college female students. Korean consumers thought highly of the economy conscious factor and the practical user factor compared with Korean-Chinese college female students. However, Korean-Chinese college female students thought highly of the brand-name oriented factor and the modesty factor compared with Korean consumers.

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학교도서관 이용자 교육의 효과적인 운영 방안 (A Study on the Efficient Methods of User Education for School Library)

  • 이만수
    • 한국도서관정보학회지
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    • 제42권3호
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    • pp.165-187
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    • 2011
  • 이 논문은 서울, 인천, 경기의 초 중 고등학교 학교도서관에서 시행하고 있는 도서관 이용자 교육의 실태를 조사 분석하여 학교도서관 이용자 교육의 효과적인 방안을 제시하였다. 첫째, 학교도서관에는 사서교사가 배치되어야 한다. 둘째, 사서교사는 이용자 교육을 위한 교육내용을 개발하여야 한다. 셋째, 교육과학기술부 및 교육청, 학교장의 행정적 지원이 있어야 한다. 넷째, 교과교육과 같이 정규 시간을 확보하여 이용자 교육을 해야 한다. 효과적인 이용자 교육을 위해서는 사서교사의 배치와 교장 학생 교사 학부모의 관심, 교육 내용 개발, 수업 시간 확보 등이 중요하다고 생각된다.

사고 유형에 기초한 디지털 TV 채널 정보구조의 구상 (Concept of Information Architecture on Digital TV based on User Thought)

  • 현혜정;고일주
    • 한국컴퓨터정보학회논문지
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    • 제15권9호
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    • pp.77-85
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    • 2010
  • 최근 다양한 컨버전스 제품이 활발하게 개발되면서 사용자 유저 인터페이스의 연구가 매우 활발하게 이루지고 있으며 사용자 중심 연구에서 좀 더 구체적인 방향으로 사용자 경험 중심으로 사용자 인터페이스를 개발하고 있는 추세이다. 이러한 경향은 사용자의 중심개발 단계에서 다음 단계로 사용자의 감성을 잘 나타낼 수 있는 제품 개발을 초점을 맞추고자 하자 객관적 접근이 어려운 점이 있어 과거 사용자의 경험 자료를 기반 근거를 제시함으로써 판단 근거가 있는 사용자 유저 인터페이스 디자인 프로세스 및 설계 방향을 정립하게 되므로 좀 더 구체적이고 객관적 근거를 나타낼 수 있게 되었다. 이러한 관점에서 사용자의 경험을 나타내는 심리학적 설명 변수로서는 연령, 직업 등 은 제품 개발 시점에 사용자에 연구를 통해서 활발히 연구가 되어왔으며 해당 변수에 따른 제품들이 출시되고 있다. 반면에 문화적 차이로서 사용자의 경험을 구분하는 등의 심리적 차이에 대한 고려한 제품 개발은 아직 진척이 되고 있지 않다. 문화적 차이를 익히 알고 있지만 판단 근거가 연령이나 나이, 직업처럼 구분하기 어려운 점도 있다. 따라서 먼저 문화적 차이에 대한 이론적 배경 중 사용자 인터페이스 디자인에 관련하여 고려할 수 있는 사고유형에 따른 메뉴 정보 구조를 어떻게 디자인 할 것 인지에 대한 개념을 제시한다. 사고 유형 중 사물에 범주에 관한 사고 유형에 따른 구분으로 분석적 유형과 관계적 유형으로 구분하여 컨버전스 제품의 대표적인 디지털 TV의 메뉴 정보에 대한 유사성 및 관계성에 대한 평가를 실시하였다. 실시한 결과 분석적 유형 집단과 관계적 유형 집단의 결과가 차이를 나타내고 있고 이러한 차이를 고려한 메뉴 정보 디자인 컨셉을 이용하여 사용자 경험 중심 디자인 개발의 설명 변수로 사용하고자 한다.

일본 현대건축의 생성적 공간구현 특성 - SANAA, Ito Toyo, Sou Fujimoto의 사례를 중심으로 - (A Study of the Characteristics of the Space Realization based on Becoming thought in Contemporary Japanese Architecture - Focused on the Projects of SANAA, Ito Toyo, Sou Fujimoto -)

  • 전해주;김동진
    • 한국실내디자인학회논문집
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    • 제23권4호
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    • pp.72-82
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    • 2014
  • The Contemporary paradigm to understand the complexity and diversity is moving to 'Becoming' that taken place in reviewing at the relation of various concepts. In Japan, After the collapse of modern architecture has been declared 'Metabolism' was appeared. They tried to apply organism's metabolic system to buildings based on ecological thoughts. But Metaboilsm's projects had revealed limitations of representation that the city on the mechanical system became a huge scale. As a result, It caused a break the cultural context of the region in Japan. After then, Japanese Architects expressed a pluralistic aspects of modern society for the restoration of disconnected cultural context. From this perspective, The thought of 'becoming' is a new role for Contemporary Japanese Architect. This research is focused of projects of SANAA, Ito Toyo, Sou Fujimoto, because they have spatial thought about realizing the space through the ways organizing the various potential possibilities in the simple external form not stimulated. They are realize the 'becoming-space' within the architecture. This 'becoming-space' gives people in building the new characteristics and experience that potential interactions among user, architecture and nature. It is non-representational space not fixed, but changing organically and variably.

사용자 인터랙션을 지원하는 교육용 앱북의 구현 및 평가 (Implementation and Evaluation of an Educational AppBook with User Interaction)

  • 최종명;이영호;이상일
    • 디지털산업정보학회논문지
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    • 제10권2호
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    • pp.121-129
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    • 2014
  • As e-books have been becoming common, the market for digital textbooks also has been expected to grow rapidly. In this paper, we introduce our experience of developing interactive e-books with Unity3D, and the result of user's experiment of using the books. The e-books are targeted to the lower grades in elementary schools, and they are a series of a fairy tale story with educational information on flat tide. They support rich user interactions such as dragging and clicking objects and rich media including 3D animations, videos, pictures, and augmented reality. We separate educational information from the main story in order to meet some incompatible issues among story, education, and user interaction. We conducted user experiments with twenty four 4th grade students and 95.8% (23 from 24) of them liked the e-books. They also thought the e-books would help them study about flat tide and sea creatures in there.