• Title/Summary/Keyword: 디지털 키트

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A Study on Meal Kit User Experience Design (밀키트(Meal Kit) 제품의 사용자 경험 디자인 연구)

  • Park, Seo-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.373-378
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    • 2021
  • This study is a study on user experience design of Meal Kit product information. The purpose of this study is to derive the product information necessary for the purchaser and the necessity for the convenience of use, and to propose an improvement plan. When purchasing Meal Kit products, two types of domestic Meal Kit brands, Peacock and Fresheasy, were compared and analyzed for information on nutrition intake, package design, and environmental issues. As a research method, a questionnaire survey was conducted by deriving 7 factors for purchasing Meal Kit products through literature research and prior research. Proceeded. As a result of the study, the factors that satisfy buyers were in the order of cooking process, food, taste/nutrition, package, convenience, price, and information, and overpacking was also revealed as a problem. Through this, it was possible to derive improvements and develop plans for the Meal Kit product. It is expected that this study will help improve the dietary life of One person households and develop Meal Kit products in the future.

A study on the buying behavior of meal kits according to the lifestyle of the MZ generation (MZ세대 라이프스타일에 따른 밀키트 구매 행태 연구)

  • Ahn, Doe-Kyoung;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.367-373
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    • 2022
  • The purpose of this study is to derive the factors for purchasing a meal kit in their 20s and 30s and analyze the purchasing behavior from which factors they want to buy a meal kit in each lifestyle type. The first methodology of this study is inducing 7 factors derived from previous research on purchasing a meal kit. The second is the in-depth interview on 3 male and 3 female participants with clear purchasing criteria. As a result of the study, meal kit buyers in their 20s-30s evaluated the importance of purchasing factors in the order of quality, convenience, and taste on average in the survey. In in-depth interviews, more than half answered that they could be satisfied with the experience of using the meal kit at least freshness met. In conclusion, MZ generation meal kit consumers have a high rate of pursuing rational consumption. This study is valuable in understanding the priorities of the MZ generation's meal kit purchasing attributes and examining lifestyle type's purchasing behaviors.

A Model for Programming Education with Digital Kits (디지털 키트를 활용한 프로그래밍교육 모델)

  • Park, phan-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.357-358
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    • 2011
  • 최근에 중요성이 커지고 있는 창의성, 문제해결력 신장을 위한 방법에는 다양한 시도가 있는데, 그 중에서 프로그래밍 교육은 매우 긍정적인 역할을 하고 있다. 그러나 프로그래밍 교육은 그 난해함으로 인하여 학생들에게 적용하기에 어려움이 많은 것이 현실이다. 본 연구에서는 프로그래밍의 기초 개념이나 규칙 등을 쉽게 학습할 수 있도록 하기 위하여 디지털 전자키트를 활용한 학습 모형을 제안한다.

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A Web-based Virtual Experiment Kit for Digital Logic Circuits Using Java Applet (자바 애플릿을 이용한 웹 기반 디지털 논리회로 가상실험키트)

  • Kim Dong-Sik;Kim Ki-Woon
    • Journal of Engineering Education Research
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    • v.6 no.2
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    • pp.5-14
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    • 2003
  • In this paper, we developed an efficient virtual experiment kit with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since our virtual experiment kit is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, our web-based virtual experiment kit is designed to enhance the efficiency of both the learners and the educators. The learners will be able to achieve high learning standard and the educators save time and labor. The virtual experiment is performed according to the following procedure: (1) Circuit Composition on the Bread Board (2) Applying Input Voltage (3) Output Measurements (4) Checkout of Experiment Results. Furthermore, the circuit composition on the bread board and its corresponding online schematic diagram are displayed together on the virtual experiment kit for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

Implementation of a Web-based Virtual Laboratory System for Digital Logic Circuits Using Virtual Digital Kit (가상 디지털 키트를 이용한 웹기반 논리회로 가상실험시스템의 구현)

  • Kim, Dongsik;Moon, Ilhyun;Woo, Sangyeon
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.11-18
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    • 2007
  • The proposed virtual laboratory system for digital logic circuits is composed of two main sessions, which are concept-learning session and virtual experiment session by virtual digital kit. During concept-learning session the learners can easily understand the important principles in the digital circuits to be performed. In addition, during virtual laboratory session the virtual experiments are performed by assembling and connecting the circuits on the virtual bread board, applying input voltages, making the output measurements, and comparing and transmitting the virtual experimental data. Every activity done during the virtual laboratory session is recorded on database and will be provided with the learners as a preliminary report form including personal information. Thus, the educators may check out the submitted preliminary report to estimate how well the learners understand the circuit operations. Finally, in order to show the validity of our virtual laboratory system we investigated and analysed the damage rate of real experimental equipment during class and assessed student performance on the five quizzes for one semester.

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A Study On Implementation of Digital Traditional Play using Interaction Design Technique (인터랙션 디자인 기법을 이용한 디지털 전통놀이의 구현에 관한 연구)

  • Baek, Jeong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.261-262
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    • 2013
  • 전통놀이는 전통문화의 일부분으로 옛날부터 민간에 의하여 전승되어 오는 놀이로서, 이를 후세에 전승시켜 유지보존하고 이어가는 것은 그 사회집단의 독특한 문화를 계승 발전시키는데 있어 매우 중요하다. 그러나 급격한 도시화와 세계화에 따른 정체불명의 미디어와 게임의 확산은 전통놀이 계승을 통한 전통문화의 보존을 방해하는 요인으로 작용하고 있다. 본 논문에서는 놀이 공간 확보의 어려움과 청소년들이 디지털 미디어 단말기의 선호에 따른 실외 및 집단놀이 활동의 외면 등, 전통놀이 확산의 장애 요인을 극복하기 위하여 최신의 인터랙션 미디어 제작기법을 활용한 전통놀이의 설계 및 구현 기법을 제안하였다. 특히, 정월대보름날에 행해지는 대표적인 전통놀이인 쥐불놀이 키트를 최근 부각되고 있는 아두이노 보드와 가속도 센서를 이용하여 제작하고 프로세싱으로 구현하는 사례를 제시하였다.

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해외안테나 - 분산 데이터와 주목받는 콜래버레이션

  • Korea Database Promotion Center
    • Digital Contents
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    • no.2 s.57
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    • pp.16-25
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    • 1998
  • 시간과 공간의 벽을 넘은 각각의 잠재적 콜래버레이터의 의미는 가상의 리서치 팀이 분산된 데이터 기록과 높은 해상도, 하이모드의 콜래버레이션 환경을 통해 재빨리 조립될 수 있다는 것이다. 최근 실험 과학자나 엔지니어들은 언제나 국제 여행을 즐길 수 있고, 동료를 만날 수 있으며, 넓게 분산된 사이트에 있는 데이터를 분석할 수 있다. 또, 천문학자들은 마우나 키, 키트 픽, 허블 스페이스 텔레스코프 과학 기관, 국제 라디오 천문학 관측소 등에서 시간을 보내며, 각 사이트별 기구의 특수 기능을 탐험하고 다른 콜래버레이터들에 의해 획득된 다양한 데이터를 수집할 수 있다.

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A Digital logic design Triaing Kit with Print Port Emulation Function (프린트 포트제어 에뮬레이터 기능의 디지털 논리설계 훈련 키트)

  • 도외철;정완영
    • Proceedings of the IEEK Conference
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    • 2003.07b
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    • pp.911-914
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    • 2003
  • A logic design training kit with print port emulation function was developed. The input device of the kit was 4$\times$4 key input and 6 FND(DYNAMIC) and LCD were used as out put devices and the output device were also can controlled by PC connectde by print port to the kit. The emulator was coded by Visual Programming C++(MFC)

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Implementation of MQTT protocol based internet maker kit (MQTT 프로토콜 기반의 사물인터넷 메이커 키트 구현)

  • Kwon, Dong-hyeon;Lim, Ji-yong;Heo, Sung-uk;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.736-739
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    • 2017
  • Recently, makers who do not have huge production equipments and who actually make products that they thought by utilizing digital production tools are emerging as new trends. As these makers shared how to make products, the 'maker movement', an open source manufacturing movement, spread. In the case of the domestic market, the maker movement is being activated through the government's policy support. However, compared to developed countries, there is not enough awareness and environment of maker culture, and only open platform hardware and software are used without specialized education / development equipment or kit for maker. Therefore, in this paper, we implement a MQTT protocol based Internet object maker kit for real service interworking rather than simple data connection through hardware connection.

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Development of Program Model for Enhancing Creativity through SRD Program (SRD Program을 통한 창의성 신장 프로그램 모형 개발)

  • Shin, Seung-Ki;Park, Phan-Woo;Bae, Young-Kwon
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.522-533
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    • 2012
  • In these days, most countries effort is to raise competitive people for increasing creativity. Korea also decided human character "Global Creative Person" and prepare for the future. Therefore many universities and laboratories suggest various educational model for increasing creativity. One of the educational model for increasing creativity is Computer Education. That is good at increasing creativity, especially programming education because it is a more effective education. Thus, this research suggests that program for increasing creativity through developing "SRD Program". SRD Program is for increasing creativity and it applies to Scratch Programming, Robot Programming, and Digital Kit. Furthermore, SRD Program is developed and is based on Bruner's Spiral curriculum. Therefore, this research suggests increasing diverse programs for enhancing creativity and there are expectation for raising "Global Creative Person" through SRD Program.