• Title/Summary/Keyword: 선호 위치

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Building guidance-sign system to improve efficiency of waste separate collection at movie theatres - Focusing on Megabox Movie Theater in Seoul - (국내 영화관의 효율적인 쓰레기 분리수거 촉진을 위한 사인 디자인 체계 연구 - 메가박스 사례를 중심으로 -)

  • Paik, Jinkyung;Hwang, Sangmi;Chun, Eunyoung
    • Design Convergence Study
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    • v.14 no.4
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    • pp.53-64
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    • 2015
  • The purpose of this research is to examine and find solutions with garbage problems in movie theaters for the betterment of pleasant environment to customers. The object of investigation includes three most popular movie theaters in Seoul. Analyzing current status of separating garbage and guidance notice was carried out. Also investigation of awareness on separating garbage and guidance notice has been done. The findings on inquiry are as follows. Customers tend not to separate garbage and guidance notice was not as effective. Also, separate garbage collection was very ineffective especially the food garbage. We carried out investigation on placement of guidance notice regarding recycling bin. We tried to find solutions for this problem and proposed better design. This design is emphasized on the use of particular space only. In addition, this design is focused mainly on one the three movie theaters for integration of identity. Through this design, it ought to provide clean environment and reduces inefficiencies regarding financial and time.

A Study on Marketing Activation of Franchise Enterprise Utilizing Social Network Service(SNS) (SNS(Social Network Service)를 활용한 프랜차이즈 업체의 마케팅 활성화에 관한 연구)

  • Han, Sun-Ho;Kim, Hyun-Jun;Choi, Kul-Yong;Han, Kyu-Chul
    • The Korean Journal of Franchise Management
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    • v.2 no.2
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    • pp.24-44
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    • 2011
  • Many companies are increasingly using social network service(SNS) as an online marketing tool, and its marketing activation has been in the limelight as a differentiation strategy most recently. The purpose of this study is to analyze online marketing cases utilizing SNS and to apply it in Franchise Enterprise in order to activate its marketing activities. This study is more concerned with the cases of facebook, twitter, and blog among social network services and suggests some ways of utilizing them in Franchise Enterprise as follows: Based on the examples of facebook, firstly, we set up the role as a homepage in individul, Franchise Enterprise, and other organizations. Secondly, we also set up the role as an organizing tool in communities, and thirdly, setting up the role as a location map tool. Regarding some applications in marketing tool of Franchise Enterprise, we suggest the role as a public relation tool of the company and brand, and also propose the role of brand planning and development. Finally, we suggest a way of overcoming the limitation in offline operations.

User-participatory Design Process for School Forests - Focusing on Daegu Padong Elementary School - (이용자 참여형 학교숲 설계에 관한 연구 - 대구 파동초등학교를 대상으로 -)

  • Jung, Tae-Yeol;Kwon, Ji-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.50-61
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    • 2017
  • This study devised a user-participatory design process for users to participate directly in the design process and was implemented at Daegu Padong Elementary School. Users of the school forest were divided into four groups: the lower grades, the upper grades, local residents(parents included), and faculty. The methods of this study were image survey, preference survey, card playing, and model playing. Researchers investigated the level of user satisfaction the following year. The specific design process is as follows: First of all, the concept of the school forest was established through audio-visual education for students and image research was conducted through drawing and painting activities entitled 'The School Forest I Want'. Second, in the image survey, a survey of areas and facilities with high frequency use was conducted in the study of the lower grades, the upper grades, local residents, and the faculty. Image cards of spaces and facilities that showed high preference were produced and the cards were placed in four groups on the school lot plan to check the location of place and facilities desired. Based on this, a model and a basic idea were created through consultation with future users. Lastly, the study design was completed. After 1 year from the completion of the school forest, users were again surveyed regarding their satisfaction with use. The importance of this study is as follows: 1) Treating all potential users of a school forest as the subject of design participation, 2) Reasoning out a plan created by the users themselves through consultation and discussion throughout all steps of the design process, 3) Grasping how users utilize a school forest and the type of spaces most preferred via preference survey after completion of the school forest and showing the importance of user participation by showing that spaces preferred by users were similar to those in which experts were also highly interested.

Smartphone-User Interactive based Self Developing Place-Time-Activity Coupled Prediction Method for Daily Routine Planning System (일상생활 계획을 위한 스마트폰-사용자 상호작용 기반 지속 발전 가능한 사용자 맞춤 위치-시간-행동 추론 방법)

  • Lee, Beom-Jin;Kim, Jiseob;Ryu, Je-Hwan;Heo, Min-Oh;Kim, Joo-Seuk;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.21 no.2
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    • pp.154-159
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    • 2015
  • Over the past few years, user needs in the smartphone application market have been shifted from diversity toward intelligence. Here, we propose a novel cognitive agent that plans the daily routines of users using the lifelog data collected by the smart phones of individuals. The proposed method first employs DPGMM (Dirichlet Process Gaussian Mixture Model) to automatically extract the users' POI (Point of Interest) from the lifelog data. After extraction, the POI and other meaningful features such as GPS, the user's activity label extracted from the log data is then used to learn the patterns of the user's daily routine by POMDP (Partially Observable Markov Decision Process). To determine the significant patterns within the user's time dependent patterns, collaboration was made with the SNS application Foursquare to record the locations visited by the user and the activities that the user had performed. The method was evaluated by predicting the daily routine of seven users with 3300 feedback data. Experimental results showed that daily routine scheduling can be established after seven days of lifelogged data and feedback data have been collected, demonstrating the potential of the new method of place-time-activity coupled daily routine planning systems in the intelligence application market.

Stereo Audio Matched with 3D Video (3D영상에 정합되는 스테레오 오디오)

  • Park, Sung-Wook;Chung, Tae-Yun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.2
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    • pp.153-158
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    • 2011
  • This paper presents subjective experimental results to understand how audio should be changed when a video clip is watched in 3D than 2D. This paper divided auditory perceptual information into two categories; distance and azimuth that a sound source contributes mostly, and spaciousness that scene or environment contribute mostly. According to the experiment for distance and azimuth, i.e. sound localization, we found that distance and azimuth of sound sources were magnified when heard with 3D than 2D video. This lead us to conclude 3D sound for localization should be designed to have more distance and azimuth than 2D sound. Also we found 3D sound are preferred to be played with not only 3D video clip but also 2D video clip. According to the experiment for spaciousness, we found people prefer sound with more reverberation when they watch 3D video clips than 2D video clips. This can be understood that 3D video provides more spacial information than 2D video. Those subjective experimental results can help audio engineer familiar with 2D audio to create 3D audio, and be fundamental information of future research to make 2D to 3D audio conversion system. Furthermore when designing 3D broadcasting system with limited bandwidth and with 2D TV supportive, we propose to consider transmitting stereoscopic video, audio with enhanced localization, and metadata for TV sets to generate reverberation for spaciousness.

Subjective Evaluation about Ideal Position of the Subnasale on Lateral Photos (측모 사진상에서 Subnasale의 이상적인 위치에 관한 주관적 평가)

  • Kim, Yi-Dong;Chung, Dong-Hwa;Cha, Kyung-Suk;Lee, Jin-Woo;Lee, Sang-Min
    • Journal of Dental Rehabilitation and Applied Science
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    • v.29 no.4
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    • pp.347-358
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    • 2013
  • When analyzing soft tissue of the profile, Subnasale is often used as an important reference point. But there are few studies on the ideal position of the Subnasale. Therefore, the purpose of this study is to present an objective reference of the esthetic face relating to the change of Subnasale position in Koreans' profile, and also to determine whether there is concordance between professionals and laypersons in their perception of facial attractiveness. The one determined as appropriate profile portion by experts of pictures taken in women in 20s was selected. The photograph was modified changing the Subnasale anteroposteriorly on the plane perpendicular to the true vertical line, while maintaining the nasolabial angle. The photographs were presented to a group of professionals (9 orthodontists) and 126 laypersons, who were asked to assess the facial attractiveness of the photographs on a VAS independently. The conclusion was obtained. 1. The ideal position of the Subnasale is when the ratio of the distance Lateral canthus~Subnasale : Subnasale~Pronasale is 1.769 : 1. 2. The ideal degrees between the true vertical line passing through Nasion and Subnasale is $5.5^{\circ}$ 3. The professionals recognized every change in the ratio, but the laypersons couldn't differentiate between the change from 1.571 : 1 to 1.769 : 1.

A Design and Implementation of Ubiquitous Museum(U-Seum) Using Location Based Service and Augmented Reality (위치기반 서비스 및 증강현실을 이용한 유비쿼터스 박물관(U-Seum)의 설계 및 구현)

  • Lee, Sun-Ho;Lee, Woo-Ski;Kim, Nam-Gi;Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.13 no.4
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    • pp.63-71
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    • 2012
  • This paper presents a design and implementation of U-Seum(Ubiquitous Museum) system based on the LBS(Location Based Service) and mobile augmented reality technique. The mobile services under the smart space of the ubiquitous environments have been expanded in the various fields. In this study, we introduce U-Seum which supports tourists in the museum. U-Seum is developed by use of the position tracking technique based on Wi-Fi and mobile augmented reality. The GPS which is widely used in the position tracking has a difficulty to be utilized in the inside of the building because it requires the Line-of-Sight between a sender and a receiver. Therefore, in this paper, we develop a realtime tour-supported service through experience and evaluate the performance of the system in the world famous UNESCO's Hwa-Seong Museum by measuring the distance from the Wi-Fi signal which is suitable to track the position interior of the museum. U-Seum provides various push services such as mobile augmented reality service for explanation of the artifacts of the museum, game services and the statistics information of the tourist when the tourist approach a specific AP. U-Seum is developed in the Haw-Seong Museum by the support of the Swon Haw-Seong Cultural Foundation. With a field test, we prove that the excellence and expandability of the system.

별 가시도 해석을 이용한 별 추적기의 최적 배치 결정

  • Yim, Jo-Ryeong;Lee, Seon-Ho;Yong, Gi-Lyok;Rhee, Seung-Wu
    • Aerospace Engineering and Technology
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    • v.4 no.1
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    • pp.66-76
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    • 2005
  • In this study, star visibility analysis of a star tracker is performed by using a statistical apprach. The probability of the Sun and the Earth proximity, the solar array masking probability, and the solar array blinding probability by the Sun light are obtained from the arbitrary chosen satellite positions as a function of a line of sight vector of the star tracker in several satellite attitude modes. This analysis demonstrates that the optimized star tracker accomodations can be determined to be an elevation angle -40o and two azimuth angles $-35^{circ}$ and $-150^{circ}$.

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Determination of closet position by room style based on movable furniture layout preference of residents (거주자 가구배치 선호경향을 고려한 실 유형별 붙박이장 위치선정)

  • 진경일
    • Korean Institute of Interior Design Journal
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    • no.40
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    • pp.86-93
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    • 2003
  • Korean traditionally prefer a house with a southern exposure to other styles. Moreover, pretty part of dwelling style in Korea is apartment building. But generally, there are much more north oriented rooms than opposite one in apartment. Generally, most Korean tends to consider the direction of the room as an important factor to decide the arrangement of their furniture. Also, the location of window, door, bed, and closet can affect on the decision-making process of furniture layout. So, the closet position should be determined by not only window direction and door position, but also the furniture arrangement preference of residents. After considering the window and door position, there are 16 alternatives in a room. (Multiplied 4 window directions by 4 door positions under the assumption that the window and the door cannot be on the same side of the wall.) Also, this study analyzed each room style ratio considering the symmetry of each plan by comparing the apartment building plan. This paper studied the bedroom style by analyzing the 180 apartment building plans and survey of furniture layout; the furniture in this study represents bed and desk those are mainly laid in Korean bedroom. Finally, this paper suggested the methodology to find optimal alternatives of furniture and closet layout for high-rise apartment residents, based on the door and window position, and the furniture layout preference of residents.

An Efficient Algorithm for Monitoring Continuous Top-k Queries (연속 Top-k 질의 모니터링을 위한 효율적인 알고리즘)

  • Jang, JaeHee;Jung, HaRim;Kim, YougHee;Kim, Ung-Mo
    • Journal of KIISE
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    • v.43 no.5
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    • pp.590-595
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    • 2016
  • In this study, we propose an efficient method for monitoring continuous top-k queries. In contrast to the conventional top-k queries, the presented top-k query considers both spatial and non-spatial attributes. We proposed a novel main-memory based grid access method, called Bit-Vector Grid Index (BVGI). The proposed method quickly identifies whether the moving objects are included in some of the grid cell by encoding a non-spatial attribute value of the moving object to bit-vector. Experimental simulations demonstrate that the proposed method is several times faster than the previous method and uses considerably less memory.