• Title/Summary/Keyword: user-oriented

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A Study on Vitalization Methods of Local Cultural Contents in the Public Libraries (공공도서관에서의 향토문화콘텐츠 활성화 방안에 관한 연구)

  • Noh, Younghee;Kang, Jung-Ah
    • Journal of Korean Library and Information Science Society
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    • v.45 no.4
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    • pp.67-93
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    • 2014
  • This study aims to present a direction for local libraries on how to collect folk culture content and provide services in cooperation with public libraries across the country, with a focus on public libraries, in implementing the government policy to collect, classify, store, research, and utilize folk culture content. Results of the study drawn from literature review, surveys, case-studies are as follows: First, based on the advantage of higher accessibility than other institutions in charge of folk culture content provision, libraries should take a role to collect, store, and utilize folk culture content for public purpose of improving knowledge and interests of residents and storing local history. Second, folk culture content collection, enhanced content-creating, and user-oriented services reflecting various demands should be expanded, seeking ways to improve management conditions of folk culture content based on collaboration network between libraries, along with drawing interests and support from the local government and the central government. Thirdly, libraries should provide expanded services of collection, creation, use of folk culture content with a focus on local culture through regular and systematic study and building of folk culture content.

'Barrage' phenomenon in Chinese Two-dimensional cultural environment (중국 2차원문화 환경에서의 '탄막(弹幕)'현상)

  • Shi, Xianglan;Choi, eunkyoung
    • Cartoon and Animation Studies
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    • s.50
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    • pp.23-42
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    • 2018
  • Currently, two-dimensional culture is the main keyword in Chinese contents market. In China, many capital and economic giants have entered into two-dimensional cultural market because the number of users and the interest of the public for two-dimensional culture are increasing day by day. The reason for the rise of the two-dimensional culture into the mainstream culture is not only the switching of the mainstream consumer class but also Two-Dimensional Culture forms a huge industrial chain covering many areas including movies, performances and theme parks in addition to ACGN (Animation, Comic, Game and light Novel), the second is that more people are participating in Two-Dimensional Culture due to the specific audience with high social environment and loyalty and the third is looking for the role of the users in Two-Dimensional cultural content from three characteristics, such as strong cultural prevalence. This study analyzed the Chinese two-dimensional cultural environment through PEST(Political, Economic, Social and Technological analysis) In addition, as the ecological environment and communication method of Two-Dimensional Culture users changed, the users became active participants and the second producers of contents. I examined the way of using the users' contents through the phenomenon of 'Barrage'. Therefore, this study discussed the appropriate development path for the user-oriented contents industry in the Chinese Two-Dimensional cultural environment.

A Study on Children's Park Facility Planning Scheme according to User Behavior and Characteristics (이용자 행태 및 특성에 따른 어린이공원 시설 계획 방안에 관한 연구)

  • Lee, Dong Hun;Lee, Seok Hwan;Baek, Ki young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.232-241
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    • 2016
  • Among city parks, children's parks are more accessible than other parks in the city, and there are many users. They are used not only for children's playgrounds, but also for relaxation and leisure spaces for local residents. On the other hand, as a result of focusing on the quantitative increase by the engineering division by the Urban park Act, the consideration of the users of various classes is insufficient. The purpose of this study was to analyze the actual use of children parks in single - family housing and communal housing areas, and to identify the problems and future directions of the use of children parks. For this purpose, a case study and a document survey were conducted. First, through scholarship research, the theoretical review and the present situation were summarized based on the data, such as the papers and research reports related to the existing children's park. The status of the location, facilities and management were then identified through interviews and site visits with the children's park management staff. As a result, the children's park was utilized as a leisure space with high accessibility in the living area. As a result, the residence time of most users was within 1 hour to 2 hours. In particular, use by elderly people was higher than the use by children. Therefore, it would be desirable to design the future planning of the children's parks and to plan the arrangement in accordance with the future - oriented multi - purpose neighborhood type children's park.

A Proposal for User Experience Design for Domestic Bicycle Rider whom going Long Distance Trip -Focusing on App - (국내 장거리 자전거 여행자를 위한 사용자 경험 디자인 제안 -자전거 행복나눔 애플리케이션을 중심으로-)

  • Yun, Byung-Hun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.299-306
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    • 2018
  • This study is to measure traveling experience of bike riders whom going long distance trip. Bike paths and bike riding are crucial element for modern people's life style. At the same time, a bicycle trail is being developed by the National Bicycled-Oriented Chair Plan, which was established in 2009 by the National Bike Policy Master Plan. 13 million bike riders in Korea is keep on trying the long distance bike trip and its number is increasing every year. Accordingly, the Ministry of Public Administration and Security decides to promote the convenience of riders by developing bicycle app for long distance rider. The study attempted to assess usability of this app with 39 bike applications whom currently using the bike application. Afterwards, the researchers tests 11 hypotheses through in-depth interviews of six activated members. In sum, Bicycle travelers should be provided with bike trail guidance based on theme section skill, provided in-time speed distance related information, communicated with other bike riders, given tips for bike supplies and maintenance, and provided English language service. The study hopes to help find a customized service for bike travelers.

A Study on the Role of Service Design in Creating Resident-driven Safe Community (주민주도형 안전 공동체 조성에 있어 서비스디자인의 역할 탐색)

  • Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.407-414
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    • 2017
  • With an increase in urban crimes in various forms, this study is intended to analyze the effectiveness of the service design that presented a new model resolving crime risks through differentiated thinking paradigm and problem approaches. The empirical case addressed in this study is 'the project to create resident-driven safe community in Duryu-dong, Dalseo-gu, Deagu though service design'. This project is evaluated as having prepared a prevention-oriented local safety system through a preemptive and resident-centered process. The project was promoted as a 'natural monitoring capacity building program' for residents to prevent local crimes, a 'social role expansion program' for local safety, and 'crime prevention environment design', which provides comprehensive solutions for residents' safety. Here, designers act as exerts in designing a task-based platform that can be driven by residents rather than a visual environment improver, and reorganizing the local ecosystem by expanding the opportunities for residents to interact. This case identifies the role of service design as binding the solidarity of local residents beyond the improvement of the crime environment and giving them the potential capacity to maintain a safe living space in relation to a safety issues of community.

A Study on the Development of Geological and Geomorphological Landscape Resources to Promote Tourism Geology: A Case Study in Taean Seashore National Park (관광지질학 활성화를 위한 지질 및 지형경관자원 개발에 관한 연구 - 태안해안국립공원을 중심으로)

  • Heo, Chul-Ho;Choi, Sang-Hoon
    • Journal of the Korean earth science society
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    • v.28 no.1
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    • pp.75-86
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    • 2007
  • In Korea, it is significantly deficient in the study about tourism geology, which is a new branch of applied geology that would support the growth of ecotourism world-wide. The objectives of this study include (1) the promotion in geodiversity of tourism geology using the data for type and distribution patterns of geological and geomorphological landscape resources and (2) the redoubling of diversity in the environmental interpretation programs offered by the Korea National Parks Service (KNPS). Our field study discovered 212 geological and geomorphological landscape resources distributed in the area of Taean seashore national park. Coastal topography is the most discovered type followed by weathering topography. It is our belief that the aforementioned resources can be utilized as a tourism geological site in assisting the public to understand geological science and to draw their attention and interests after sorting and filtering it out through discussions with geologists and geomorphologists of a consortium. Furthermore, in order to promote the activation of developing user-oriented geotourism sites, it is recommended to keep monitoring on demographical characteristics of geotourists, behavioral characteristics of geotouconrists within the geotourism site and ducting analysis for developing geotourism program and events. And, the research support of geological engineering dealing with the estimation of weathering degree and the development of conservation techniques for the object of geotourism along with the research of environmental science aspects will improve the activation of tourism geology.

A Comparative Study on Characters and Effects of the On-Line Social Network in Korea & Japan (한국과 일본의 온라인 관계망의 특성과 효과에 대한 비교연구)

  • Bae, Young
    • Survey Research
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    • v.10 no.3
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    • pp.85-106
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    • 2009
  • This study is an attempt to provide some answers to question about how characteristics and general recognition regarding internet use in Korea and Japan influence fostering and maintaining on-line social network in each of countries. Survey is used to compare Korean internet users and Japanese internet users in terms of characteristics of on-line social network, individual's propensity for internet use, including their recognition on internet. The study's main findings go as follows. First, Korean internet users tend to be more active in using internet than Japanese internet users do, thus having larger on-line social network and more intensive internet use than Japanese internet users do. However, there is a commonality that majority of internet users in both countries use internet to connect them to person with whom they have private relationship but they cannot meet frequently. Second, for Korean internet users, individual's propensity, characteristics, and recognition regarding internet use is not related to how to contact others. To the contrary, for Japanese internet users, how to contact others in on-line setting seems to vary according to whether or not they have relation-oriented internet use and how they recognize the availability of internet. Third, a commonality regarding the size of on-line social network is found between Korea and Japan that the total numbers of people enrolled as network increases if people use internet in order to get information. This confirms previous finding that relationship based on weak tie is instrumental in fostering on-line social relations and likely produces advantage in getting information. Finally, for Japanese internet users, the degree of risk recognized in on-line setting, that is the degree of interpersonal trust, appears to greatly influence overall relationship -building in on-line.

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A Study on Environmental Assessment of Bikeway based on ANP Model for Sustainable Green Road (지속가능 녹색 도로 조성을 위한 ANP 모델 기반 자전거도로 환경 평가 방안)

  • Lee, Ji Hwan;Joo, Yong Jin;Park, Soo Hong
    • Spatial Information Research
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    • v.20 no.6
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    • pp.33-43
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    • 2012
  • As part of recent sustainable transport, bike has come into the spotlight as a green transport at close range to link between walking and public transit and also alterative to solve problems of existing vehicle travel. Some arguments on promotion of using bicycles have already been made in Europe, the U.S and other developed countries. To be sure, much has been written extensively in description of utilization of bike oriented by supplier, for examples, Level of Service with bike path, infrastructure such as bicycle racks and lounge etc. Therefore, our study has been differentiated in development of new evaluation model focused on level of bike user's satisfaction, comprehensively considering suitability for bikeway installation, connectivity of the public transportation system and stability in Incheon City. ANP(Analytic Network Process) analysis which is able to allow consideration of the interdependence of criteria has been hired due to multi-collinearity instead of AHP used in multi-criteria decision analysis. Last but not least, we drew bike route on a case-by-case for maintenance and improvement of its facility in Namdong-gu and Bupyeong-gu. To conclude, suggested finding has dem onstrated the validity of evaluation scheme for bikeways which is appropriate for type and purpose and ultimately this can be used to establish policy decision making for improvement of bikeway.

Design and Implementation of Web GIS Server Using Node.js (Node.js를 활용한 웹GIS 서버의 설계와 구현)

  • Jun, Sang Hwan;Doh, Kyoung Tae
    • Spatial Information Research
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    • v.21 no.3
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    • pp.45-53
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    • 2013
  • Web GIS, based on the latest web-technology, has evolved to provide efficient and accurate spatial information to users. Furthermore, Web GIS Server has improved the performance constantly to respond user web requests and to offer spatial information service. This research aims to create a designed and implemented Web GIS Server that is named as Nodemap which uses the emergent technology, Node.js, which has been issued for an event-oriented, non-blocking I/O model framework for coding JavaScript on the server development. Basically, NodeMap is Web GIS Server that supports OGC implementation specification. It is designed to process GIS data by using DBMS, which supports spatial index and standard spatial query function. And NodeMap uses Node-Canvas module supported HTML5 canvas to render spatial information on tile map. Lastly, NodeMap uses Express module based connect module framework. NodaMap performance demonstration confirmed a possibility of applying Node.js as a (next/future) Web GIS Server development technology through the benchmarking. Having completed its quality test of NodeMap, this study has shown the compatibility and potential for Node.js as a Web GIS server development technology, and has shown the bright future of internet GIS service.

Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.27-36
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    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.