• Title/Summary/Keyword: 라이프디자인

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A Study on Trend Forecasting of the Ethnic Theme-Concentrating on Los Angels Market in '97 F/W- (에스닉 테마를 주제로 한 유행경향 예측에 관한 연구-‘97 F/W 로스엔젤레스 시장을 중심으로-)

  • Kim, Hye-Young
    • The Journal of Natural Sciences
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    • v.10 no.1
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    • pp.199-208
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    • 1998
  • This study forecasts the trend of ethnic theme through market survey, concentrating on Los Angeles market. First, the background of ethnic theme was examined, and the present situation of shops, department sores, and headquarter was also surveyed. After that, fashion trend suitable for market was suggested by analyzing the life style of consumers through zip code. The results of the study are as follows. The conspicuous trend of '97 F/W retail stores is ethnic. This reaction to complicated modern life, and symbolizes the desirable evaluation on the simpleness of basic life and nature. The model of ethnic design is identified in natural clothing, primitive arts, ethnic culture and African theme. In short, this ethnic fashion is expressed as simpleness, naturalism convenience and freedom. On the other hand, the standard of general department stores such as Broadway and Robinson May which are the headquarter of this trend is to satisfy various consumers with various styles. Ethnic goods from Broadway has not arrived at the top for its introducing step. To elevate sales of these goods, promotion through VMD and suggesting various ethnic goods should be done. Besides, when analyzing the consumers of Beverly center Broadway, the target of these goods are mostly professional young people in their 25-34 and 35-44. The life style of these people emphasizes sophisticated life in aspects such as job-oriented activities, and up-to-date fashion. Especially, image is very important. They want individuality different from others. These images are diversified from simpleness, naiveness to sexy character. Accordingly, suggesting fashion trend satisfying the demand of consumers through market survey will make fashion market create infinite possibilities.

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The Application of Convergence lesson about Private Finance with Life Science subject in Mongolian University (몽골대학에서 개인 금융과 올바른 삶 교과간 융합수업 적용)

  • Natsagdorj, Bayarmaa;Lee, Kuensoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.872-877
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    • 2018
  • STEAM is an acronym for Science, Technology, Engineering, Arts, and Mathematics. It is considered important to equip students with a creative thinking ability and the core competences required in future society, helping them devise new ideas emerging from branches of study. This study is about the convergence of instructional design in private finance for the life sciences, which aims to foster talent through problem-based learning (PBL). Skills like collaboration, creativity, critical thinking, and problem solving are part of any STEAM PBL, and are needed for students to be effective. STEAM projects give students a chance to problem-solve in unique ways, because they are forced to use a variety of methods to solve problems that pop up during these types of activities. The results of this study are as follows. First is the structured process of convergence lessons. Second is the convergence lesson process. Third is the development of problems in the introduction of private finance and the life sciences for a convergence lesson at Dornod University. Learning motivation shows the following results: understanding of learning content (66.6%), effectiveness (63.3%), self-directed learning (59.9%), motivation (63.2%), and confidence (63.3%). To make an effective model, studies applying this instructional design are to be implemented.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

A Study on the Interaction of Single-person Household and Smart Device Based on the Context (컨텍스트 기반 1인가구-스마트 디바이스의 인터랙션 연구)

  • Chang, Mi;Nah, Ken
    • Journal of the HCI Society of Korea
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    • v.13 no.1
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    • pp.21-28
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    • 2018
  • The rapid increase of Sinlge-person household and the increase in the use of smart devices necessitate the context analysis of Sinlge-person household and specific design direction for Sinlge-person household products. Previous studies have analyzed the overall context of smart devices without distinguishing between Sinlge-person household and a household. However, since the number of family members, age distribution, and residential space are different in the case of Sinlge-person household, it is necessary to analyze the different behaviors of smart devices. Therefore, this study limits the use environment of smart device of Single-person household to the scope of investigation, and based on the theoretical background, defines the existing comprehensive context based on user's situation that lasts for a certain interval. For the concrete and empirical research results, Consolidated Flow Model was constructed through Contextual Task through user research. This shows the interaction characteristics such as the guarantee of physical space, efficiency, lifestyle reflection, and safety assurance of Single-person household.

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The bathroom design guideline considering the usage pattern of Koreans (한국인의 욕실사용 문화를 고려한 디자인 가이드라인)

  • Lee, Ho-Soong;Kim, Mi-Young
    • Science of Emotion and Sensibility
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    • v.13 no.2
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    • pp.347-358
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    • 2010
  • As life gets richer along with social development, the interest in composure of life and in quality of life gets higher. According to this, a concept on bathroom, which had been simply physiological sanitary space before, is being gradually changed, thereby being reborn as space of charging vitality of life and of realizing own desire. As these consumers' new desire is emerged, it is being highlighted the behavior of being made in space now called 'bathroom', the requirements for this space, and the interest in what aims to be pursued. However, current Korean people have different bathroom behavior such as using outside bathtub or filling a washbasin with water unlike the center on stand-up shower in the West, thereby having inconvenience. Accordingly, when bathroom is designed that reflects Korean people's bathroom behavior, the satisfaction with using bathroom will be able to be enhanced. This study aims to increase the use satisfaction with bathroom space, to survey Korean people's situations of using bathroom, the inconvenience in using, and the general emotion, and to elicit requirements for bathroom users and basic design guidelines available for reflecting the health in planning bathroom space, the space of solving sanitary problem, and the modern people's physical features and lifestyle.

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A Study on The Personalized Seamless Smart Home Service Design for Life-style Care in Phono Sapience era (Personalized Seamless 라이프스타일 케어 스마트홈 서비스디자인 연구 : 포노 사피엔스 시대를 중심으로)

  • Park, Ui Jeong;Kim, Jung Woo;Choi, Jae Boong
    • Journal of Information Technology Services
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    • v.19 no.5
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    • pp.1-14
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    • 2020
  • Mankind has been attempting to live a happy and safe family life in a residential space. Due to the advent of the mobile phone in the 1990s and the smart phone in the 2000s, when the information and communication age came, human life has been innovatively changed. The revolution of human civilization led to the Neolithic Revolution and the Iron Age, followed by a smart phone revolutionizing human life, and the revolution faces with the era of info-communication, smart phones became a daily life and the fourth industrial revolution. The fourth industrial revolution is an era of info-communication technology (ICT), creating a new paradigm across human life through technological developments such as artificial intelligence (AI), IoT, big data, mobile, and cloud. The smart home is actively researched in a direction to support the overall human life as a representative future residential culture paradigm. However, the study considering the needs according to the lifestyle, functional characteristics of each living space and human lifestyle of the Phono Sapiens era where smart phones live like daily life was relatively insufficient. In addition, research on smart home service design should be considered from the apartment residential space planning stage. Therefore, this study has significance in suggesting the direction of research on human-centered smart home service design considering the characteristics of each living space and resident's life-style in the smart phone era.

Development of BIM Standard Database System for an Approximate Estimate of Old-Aged Apartment Remodeling Project (노후공동주택 리모델링의 개략견적을 위한 BIM 데이터베이스 구축)

  • Lee, Dong-Gun;Cha, Hee-Sung
    • Korean Journal of Construction Engineering and Management
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    • v.11 no.5
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    • pp.53-64
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    • 2010
  • Remodeling becomes the significant issue in the aspect of the resource recycling, because it does not demolishes the whole buildings, but a part of main structure. However, compared with new construction, remodeling has several problems of adding the repair and rehabilitation works, using the partial demolition method, and having difficulties of making decision due to disagreement between several owner organizations. BIM, which is the total solution for managing and producing information during whole life cycle of the buildings, seems to be the right solution for the way to address these issues. has a possibility for solving the problems. Therefore this paper provided the framework and database for applying the BIM in the remodeling, and proved the applicability of the BIM database in the remodeling project through the case studies.

Economic Valuation and Valuating Properties on the Architectural Aesthetic through the Contingent Valuation Method (가상가치법을 통한 건축미의 경제적 가치추정 및 가치부여 특성)

  • Lee, Dong-Joo;Ko, Eun-Hyung
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.2
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    • pp.25-32
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    • 2020
  • The purpose of this study is to estimate the economic value of architectural aesthetic using the contingent valuation method and to analyze the value-giving characteristics. The site survey was conducted based on the scenario of Dong-daemun Design Plaza, which is recognized as a work of outstanding architectural aesthetic. Based on 307 opinions collected, the main results are as follows: First, it could be confirmed that the higher the level of architectural aesthetic, the higher the payment amount was. The result of estimating the value of the architectural aesthetic on the basis of the fixed amount levy showed that the average payment amount was 8,859 won per person. The average payment amount was 13,014 won per person when the rejector of payment was excluded. The value of architectural aesthetic was about 13.72% of total construction cost. Second, free riding, which occurs mainly in the measurement of the value of public goods or environmental goods, appeared. This tendency is stronger in the elderly than in the younger, and in the differential amount levy than in the fixed amount levy. Third, the extreme subjectivity of architectural aesthetic value could be confirmed. While there are a lot of extreme denials of payments such as 0 won, the high-income was willing to pay a substantial amount. Fourth, it was confirmed that income factors was partly involved in the measured value.

Evaluation of ATM usability test for improving financial life of Impaired elderly (인지저하 노인들의 금융생활 라이프 향상을 위한 ATM 사용성 평가)

  • Choi, Yoo-jung;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.1
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    • pp.77-82
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    • 2020
  • As Korea enters an aging age, social efforts to improve the IADL of the elderly are increasing. In this study, to improve the performance of financial management activities that the elderly is particularly burdened, we aim to learn the elderly through ATM simulation education contents so that they can use ATM smoothly. To this end, interviews were conducted with seniors to derive four major financial activities (deposits, withdrawals, deposit inquiries and bank account arrangements), and developed tablet PC-based ATM education contents identical to the existing bank ATM interfaces. The experiment was conducted on 20 elderly people in the Elderly Day Care Center, and their satisfaction, fatigue and performance were measured before and after education. The results of this study can provide ATM design guidelines for the elderly who have difficulty using ATM.

The Qualitative Study for User Needs and Acceptance of Smart Clothing: Focused on Women Aged 56 and Over (스마트 의류의 인식과 수용에 관한 질적 연구 : 56세 이상 여성을 대상으로)

  • Paek, Kyung-Ja;Cross, Meghan;Ashdown, Susan
    • Journal of the Korean Home Economics Association
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    • v.47 no.3
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    • pp.55-65
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    • 2009
  • By definition, smart clothing describes a garment whose functionality is enhanced by technological advancements in order to ease one’'s lifestyle. To know user’'s understanding and needs, the research had consisted of brainstorming sessions, personal interviews, focus group meeting, and a series of content analyses. Ten of the interview subjects and focus group panel were found by contacting women aged 56-64 in the Ithaca community, NY. They were prompted with general questions on style choices for their lifestyles and age group and then presented with two examples of smart clothing to discuss and critique. Meanwhile, the other three interview subjects, located outside of the Ithaca community, were aged either above or below the targeted bracket. These subjects were interviewed as a method of comparison on multiple levels. Findings had shown that there was indeed a need for smart clothing amongst the increasingly populated demographic of older women: devices to help one’'s body temperature regulation and vision problem, and well-designed clothing. However, the functionalities must be carefully constructed and conveyed in order to be taken seriously by the mainstream consumer market. Once successfully designed, the smart clothing will ideally create a greater sense of autonomy for older women.