• Title/Summary/Keyword: 웹디자인

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A Study on the valid verification of virtual space experience through the web (Web기반 공간가상체험의 유효성 검증에 관한 연구)

  • Kim, Tae-Hwan
    • Korean Institute of Interior Design Journal
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    • v.16 no.1 s.60
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    • pp.126-134
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    • 2007
  • This study researches the effectiveness of virtual experiences as an evaluation method in design. For the study, I researched the result on the spatial recognition before, abstracted visual objects and factors in recognition process and made up 43 inquiries for the evaluation through the experts group. Besides, set the analytical code between recognition factor and spatial constituents, made analysis the result from it. From April 1st to June 30th in 2004, the virtual model of educational place, college main building and city library was established as a subject of the research and studied the result. The methods that are used for the study are frequent analysis, T-test, reliability analysis, factor analysis etc. and SPSSWIN Package is used for the statistic analysis. There were two times of analysis on the evaluation to analyze the effect of virtual models on the web basis, one group evaluated the virtual building same as real and the other group evaluated the building site. Then analyzed the differences and correlation between the two. In result, college building, the first subject of study, and the second city library shows that made little differences between on the spot evaluation and virtual evaluation. Therefore, it is considered that the design evaluation with virtual model on the web basis has a vantage. But some problems founded that solved between preceding and present research through the feedback. It is as follows, 1. detection of problems that insufficience validity in the first survey. 2. found some not-validity inquiries. 3. detection of necessities that qualitative improvement and technical repletion in virtual environment.

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.755-762
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    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

A Semantic Similarity Decision Using Ontology Model Base On New N-ary Relation Design (새로운 N-ary 관계 디자인 기반의 온톨로지 모델을 이용한 문장의미결정)

  • Kim, Su-Kyoung;Ahn, Kee-Hong;Choi, Ho-Jin
    • Journal of the Korean Society for information Management
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    • v.25 no.4
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    • pp.43-66
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    • 2008
  • Currently be proceeded a lot of researchers for 'user information demand description' for interface of an information retrieval system or Web search engines, but user information demand description for a natural language form is a difficult situation. These reasons are as they cannot provide the semantic similarity that an information retrieval model can be completely satisfied with variety regarding an information demand expression and semantic relevance for user information description. Therefore, this study using the description logic that is a knowledge representation base of OWL and a vector model-based weight between concept, and to be able to satisfy variety regarding an information demand expression and semantic relevance proposes a decision way for perfect assistances of user information demand description. The experiment results by proposed method, semantic similarity of a polyseme and a synonym showed with excellent performance in decision.

The implementation of the search system by Human sensibility Ergonomics for customer shopping benefit based on Internet shopping mall (인터넷 쇼핑몰에서 고객 쇼핑편익을 위한 감성공학적 검색 System 구현)

  • 오진희;김돈한
    • Archives of design research
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    • v.13 no.1
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    • pp.49-58
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    • 2000
  • This study is to implement the search system of human sensibility ergonomics in the internet shopping mall, which is a the electronic commerce in the contemporary as a shopping culture on the internet. Instead a category of business, an item, cost & size is using the keyword of a search in a existing shopping mall, the research is accomplished the center of system selecting products by the sensitivity feeling in products. The search system chooses the proper item and makes database with the sensible vocabulary for its image and then searches the item chosen by customers with keywords of the vocabulary after constructing web-server on the internet. This study - systematizes customers' sensible needs with more practical ways. - recognize the customers' sense on items and provides the applied technology conditions tor customers. - gives more opportunities of choice to customers on the internet shopping mall. - supplies various information and approaches to the customers' needs with practice.

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A Study of the Influence of Consumer's Decision Making Process in Internet Shopping of Clothing Product Using Virtual Reality(Web3D) (가상현실(웹3D)을 이용한 인터넷 의류제품 쇼핑몰이 소비자 구매의사결정단계에 미치는 영향에 관한 연구)

  • Sung, Jung-Hwan;Sung, Hee-Won
    • Archives of design research
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    • v.17 no.4
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    • pp.289-298
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    • 2004
  • The development of the Internet has influenced consumers' information search process and purchase behaviors. The environmental changes and consumers' lifestyle changes have stimulated them to use the Internet shopping mall. However, people used to shop the low-involvement product rather than high-involvement product such as clothing product at the internet shopping mall due to the subjects' perceived risks or product characteristics. The purpose of this study is to examine the differences of consumers' attitudes toward the two types of apparel internet shopping mall. With compared to the existing shopping mall, this study generated Web3D internet shopping mall by designing Abata, representing the user's body figure. The changes of respondents' attitudes toward the internet shopping mall and purchase intentions would provide the possibility and future direction of the Web3D internet shopping. Recommendations and future research were also discussed.

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Enhancing User Experience of Web Sites through HCI (HCI를 통한 웹사이트 사용자 경험의 향상 방법)

  • Kim, Jin-Soo
    • Journal of Information Management
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    • v.33 no.2
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    • pp.95-108
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    • 2002
  • Recently, interest in HCI has increased domestically among the workers in the Internet business as Internet has entered into its maturing stage in which the focus has been moved from quantitative expansion of web sites to qualitative improvement. However, answering questions like "how HCI can optimize user experience, generally accepted as the ultimate goal of Internet service" seem still difficult to achieve, because the theories and research methodology of HCI has not been well informed to the Internet-related workers. For HCI to set ground in the actual business sector, its value should be translated into financial terms and the top management should be persuaded to support it. This paper deals with what benefits HCI can give to the Internet companies, how HCI can help user interface design with its research findings, what kind of research method can be applied in the business sector with actual examples.

A Study on the Use of Art Information Based on Digital Media - Focusing on Art Appreciation Mobile Application - (디지털미디어 기반 미술 정보 활용 방안 연구 - 미술 감상 모바일 애플리케이션을 중심으로 -)

  • Hur, Yukyoung;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.5
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    • pp.1-19
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    • 2016
  • The emergence of digital media has enabled visitors' active intervention based on the existing art information archiving. Accordingly, this study was conducted to analyze how archiving data that art museums have developed so farcan be provided significantly to visitors and generate a contemporary appreciation code. This study intended to solve the problems in case study analysis through the restructuralization of information that reflected visitors' appreciation activities as the principal agent. The structure of information, which was reframed for multilayered information approach and use by keyword, is meaningful as it has developed an information structure to mainly enhance visitors' understanding. It is expected that the use of art information proposed in this study will be helpful for setting the specific direction of actual transmedia storytelling service by art museums based on web later on.

Research on Correlating Data Loading with User Experience (데이터 로딩과 사용자 경험의 상관관계 분석에 관한 연구)

  • In-sik Yun;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.185-193
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    • 2024
  • With the advent of smartphones, people can access various information through the internet anytime and anywhere. Even in the vehicle environment, users can use the internet. Users interact with web and applications every day and get information. However, as the amount of data to be processed by the program increases, users inevitably receive a message to wait. User waiting is an inconvenient experience, but minimizing user waiting is the best way because there is time required for data processing. However, if the service processing time exceeds the expected time, users experience more severe boredom and pain. Therefore, various methods and researches are being conducted to alleviate the boredom of user waiting. The most commonly used method to alleviate user waiting boredom is loading. In this study, we investigated the effect of skeleton loading, the latest loading technique, on user waiting experience, and how attractive it is as a design technique in terms of UI compared to other loading techniques.

A Study of the Improvement and Practical Use on the Website Measurement Scale (웹사이트 측정도구의 개발과 활용에 대한 연구)

  • Kim, Dae-Hwan;Bae, Young
    • Survey Research
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    • v.10 no.1
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    • pp.91-112
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    • 2009
  • The aim of this study is to suggest a new website measurement scale revised in accordance with the present tendency, and to test the practical use of it. The empirically current studies suggest the information, connectivity, practical function, lay - out, design, interlace, system, service as a website measurement scale. However. this study suggest a new website measurement scale including communication between internet users, platform for editing information. The test of a practical use about measurement scale progressed by a survey on computer access. A sample of 300 internet users answered the question based on a new website measurement scale. The result of this study shows that primary factors of the website measurement scale are information, user interface, website service, and communication. The influence of these factors on user's website preference changed as compared with the past. The result also shows that there is close correlation between information factor and communication factor. And the communication factor suggested on this study has effected in user's website satisfaction. Results imply that the idea of web2.0 is practically an important strategy for improving website satisfaction. And, because influence of primary factors on the website satisfaction has changed continually, strategic planning will have to be kept up.

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3D Modeling of Automobile Part Using Pattern Scanner and Efficiency Analysis (패턴스캐너를 이용한 자동차부품의 3차원모델링 및 효용성분석)

  • Han Seung-Hee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.24 no.1
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    • pp.1-8
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    • 2006
  • Effective three dimensional modeling becomes essential in a wide range of drawings, such as construction, machinery and design. In particular, it has been developed as the tool enabling reverse design. Three dimensional modeling requires rapidity, accuracy and tangibility. Data acquisition methods for modeling including contact type coordinate measurement machine, LASER scanner, pattern scanner and digital photogrammetry. In this study, we try to analyze modeling techniques as well as introduce three dimensional modeling using pattern scanner. In addition, this study conducts three dimensional modeling using OPTO-Top pattern scanner with distinguished accuracy and rapidity, and then compare efficiency with digital photogrammetry. And, this study attempts to form environment that enables to turn around models on web in three dimensional ways.