• 제목/요약/키워드: 접근성공간

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An Analysis of Competitive Structure among Entertainment Industries, focusing on Consumption Motives (관람동기를 기준으로 한 엔터테인먼트 산업간 경쟁구조 분석에 관한 연구)

  • 김찬경;최현주
    • Asia Marketing Journal
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    • v.5 no.3
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    • pp.35-59
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    • 2003
  • 본 연구는 동일 제품범주 내에서 상호 대체가능성(substitutability)을 중심으로 연구 되어 왔던 상표간의 사용상황 대체(substitution-in-use) 이론을 산업간 경쟁의 차원으로 확대하여 적용할 수 있는 가능성을 탐색하는데 그 목적이 있다. 이를 위해 소비자의 소비경험이 선택기준의 중요한 요소로 작용하는 서비스부문을 대상으로 소비자의 선택동기, 즉 소비동기의 차원에서 산업간 경쟁구조와 경쟁강도를 분석하고자 하였다. 연구의 범위는 마케팅 분야에서 비교적 소외되어 왔던 엔터테인먼트 부문, 특히 문화예술부문과 스포츠부문에 초점을 맞추었다. 연구방법으로는 이들간의 심리적 거리를 측정하여, 그 근접성의 정도에 따라 산업간 경쟁구조와 경쟁특성을 분석하였다. 분석도구는 그 동안 마케팅의 영역에서 특정 산업 내에의 상표간 경쟁구조를 연구하는데 이용되었던 심리적 거리측정도구를 이용하였다. 이에 따라 구매자의 사용목적에 따른 상표간 대체 가능성을 산업간의 심리적 근접성을 이용해 측정하고 그 거리의 크기에 따라 경쟁강도의 선택의 대체성을 분석하였다. 방법론적 측면에서는 먼저 엔터테인먼트산업, 문화예술과 공연예술산업, 그리고 스포츠 등의 소비동기 유형을 살펴본 후, 이들 중에서 중복가능성이 있는 동기유형을 선별하였다. 이에 따라 다양한 관람 엔터테인먼트산업에서 나타나고 있는 12개의 소비동기 유 형을 발견할 수 있었다. 이후 이렇게 추출된 동기유형을 대상으로 산업간 대체성을 심적 거리좌표를 이용하여 측정하고 측정된 자료를 다차원척도법(MDS)을 이용해 2차원의 공간 상에 투사하였다. 그리고 상호간의 근접성과 경쟁구조를 확인하고 분석결과에 대해 논의 하였다. 분석결과 엔터테인먼트 상품들간에는 근접성의 차원에서 서로 대체될 수 있음을 발견할 수 있었고 이는 이들이 동일한 시장을 대상으로 경쟁관계가 있음을 시사하는 것이다. 개별 관람동기 차원의 분석 결과, 관람 엔터테인먼트 소비자들은 동일한 관람동기를 서로 다른 많은 유형의 엔터테인먼트산업이나 공연예술, 문화예술상품, 쇼나 오락, 관람스포츠 등에 의해 해결하고 있음을 발견할 수 있었다. 본 연구에서 사용한 접근방법과 연구의 결과는 향후 간접적 관계에서 직접적 관계로 경쟁이 확대되는 많은 마케팅분야에 적용될 수 있을 것이다.

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Design and Implementation of Serious Games for Dementia Prevention and Brain Training (치매 예방과 두뇌 훈련을 위한 기능성 게임 설계 및 구현)

  • Young-Ho Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.5
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    • pp.89-95
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    • 2024
  • As the world's population ages, the incidence of dementia is increasing, and the psychological and economic burden on patients and their families is becoming a major social issue. As a result, various solutions are being sought to prevent dementia. In this study, we designed and implemented a serious game consisting of three types of mini-games aimed at effective dementia prevention, and improved the limitations of existing dementia prevention serious games as follows. Firstly, by implementing the game in a 3D environment, we were able to provide users with an enhanced play environment and experience. Secondly, by implementing three different mini-games to choose from, we were able to provide users with a variety of fun and experiences, as well as a variety of brain training. Third, by providing game content that can train not only spatial or visual cognitive abilities, but also visual and auditory cognitive abilities in combination, we have improved the efficacy of improving users' cognitive ability and memory. Fourth, we made it more accessible to users by supporting cross-platform play on PC or mobile devices.

A Study on Perception on Development about Han River Citizen Parks according to Leisure Constraints (여가제약에 따른 한강시민공원 여가공간개발에 대한 인식연구)

  • Kim, Hyeon-Jee;Lee, Yong-Hak;Kang, Eun-Jee;Kim, Yong-Geun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.5
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    • pp.52-63
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    • 2014
  • This is the study on users' perception gap about the effects of leisure space development of the Han River Citizen Park according to leisure constraints and was to identify leisure constraints expressed when using Han River Citizen Park and identify perception on positive and negative impacts according to use behavior characteristics of Han River Citizen Park and leisure space development. In order to compare and analyze the perception gap about the leisure space development of Han River Citizen Park users according to leisure constraints, we classified information and resources, economic affordability, free time on leisure activities in Han River Citizen Park into high influence group and low influence group and did an in-depth analysis. The results are as follows. First, Han River Citizen Park has the nature of neighborhood use with little influence on leisure constraints such as jogging and marathon, biking etc. including walking and relaxation and was a place to visit for simple exercises. Second, in the effects according to leisure space development of Han River Citizen Park, affordable leisure activity costs and ease of access were evaluated the most highly and congestion due to increasing users, increase in administrative operating budget and management personnel were concerned the most. Third, the leisure constraints in Han River Citizen Park were affected in the order of free time, economic affordability, information and resources. There were also perception gaps in congestion due to an increase in administrative operating budget and management personnel, increase in users including improvement of various leisure opportunities and leisure levels, encouragement of pride and attachment for Han river, affordable leisure activity costs depending on the degree of the influence of leisure constraints. Therefore, this study can be said to have the meaning in that we could identify leisure constraints affecting Han River Citizen Park users and resulting perception in leisure space development and revealed that the degree of the influence of leisure constraints varies in the use behavior of leisure space development of Han River Citizen Park and perception of positive and negative development impact. In addition, in order to resolve leisure complaints according to leisure constraints, we studied the need of accompaniment of leisure space operation and management system, development of various customized programs, introduction of recreational space and facilities prioritizing public interest rather than private interest with public relations and information delivery about leisure space of Han River Citizen Park.

A study on context of children's library considering user behavior (아동의 독서 및 놀이 행태를 반영한 어린이 도서관 CONTEXT 분석 (아동의 가구 사용방법(Way of Seat)과 아동-부모의 상호작용방법을 중심으로))

  • Song, So-Ra;Pan, Young-Hwan;Jeong, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.901-906
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    • 2009
  • 어린이 도서관은 일상생활 가까이에서 지역주민에게 지식정보 서비스를 제공할 뿐 아니라 공공도서관과의 연계를 통해 우리나라 전체 도서관 서비스의 수준을 발전시키고자 하는 생활 친화적 문화기반 시설인 소규모 도서관(혹은 문고)시설이다. 즉 어린이 도서관은 접근성을 가장 큰 장점으로 하여 누구나 쉽고 편리하게 이용할 수 있는 고객중심의 공공도서관 서비스라고 할 수 있다. 어린이 도서관의 주 이용고객은 어린이와 주부로서 최근 이들이 함께 도서관을 이용하는 빈도가 증가하면서 어린이 도서관은 단순히 책을 빌리고 공부를 하는 장소에서 나아가 가족단위의 여가활동이 가능한 문화적 공간으로 변모하여가고 있다. 어린이 도서관은 기본적으로 책을 읽는 조용한 공간이지만 주 이용자가 6세 미만의 유아와 초등학교 저학년 어린이이기에 독서행위와 더불어 또래 친구들과의 친교행위. 부모님과의 정서적 유대감 형성행위, 소규모 근육활동과 같은 놀이행위가 병행된다. 또 어린이 도서관에서 사용되어지는 정형적인 모듈의 서가를 비롯한 입식. 좌식 테이블과 의자들은 소수의 디자이너에 의해 만들어진 것이지만 그것을 이용하는 다수의 어린이들은 디자이너의 의도와 방법에 따라 가구를 사용하는 것 외에도 환경적 컨텍스트에 맞추어 가구의 새로운 쓰임을 발견하며 훨씬 더 다채로운 방법으로 가구를 사용하고 있다. 따라서 본 연구의 목적은 독서 및 놀이 행위 시 아동-부모의 상호작용 방법에 기반하여 아동의 가구사용방법(Way of Seat)을 알아보고 이를 바탕으로 어린이의 행태정보를 모델링하여 가구를 사용하는 어린이의 다양한 행위 이면에 내재된 요구를 파악하는데 있다. 가구를 사용하는 어린이의 다양한 행태 이면에 내재한 어린이만의 특성과 요구를 알아보기 위해서는 먼저 어린이 도서관이라는 특수한 물리적 환경요인 및 사용자 컨텍스트(Context)에 대한 이해가 선행되어야 한다. 이를 위해 기반조사 및 어린이 도서관 방문을 통한 정황조사(Contextual Inquiry)를 실시하였다. 이를 통해 6세 미만의 유아와 초등학생의 가구사용방법(Way of Seat)과 독서 및 놀이 행위 시 행태를 관찰하여 Photo Based Research를 바탕으로 어린이의 행태정보를 모델링 하였다.

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Design and Use of 3D-based Space Navigation System to Maintain Learner's Interest in Educational Web Contents (학습자 흥미 지속을 위한 3D-기반 공간 항해 시스템의 구현과 활용)

  • Heo, Gyun;Lee, Young-Ju;Rha, Il-Ju
    • Journal of The Korean Association of Information Education
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    • v.7 no.1
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    • pp.1-10
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    • 2003
  • Web provides a rich learning environment for learners mainly due to the hypertext technology and the high interactivity. It provides a learner-centered learning environment. In this environment, students are to develop their own paths in non-sequential and flexible ways according to their needs and their demands. However, in many cases students who use this environment are easily exposed to difficulties in their choices of learning paths, disorientation, and cognitive overload in the cyberspace. Consequently, they have trouble in maintaining their motivation and interest in their learning. This study presents the design and the use of 3D-based space navigation system in order to maintain student's interest in educational web contents.

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Design and Implementation of Indoor Location Recognition System based on Fingerprint and Random Forest (핑거프린트와 랜덤포레스트 기반 실내 위치 인식 시스템 설계와 구현)

  • Lee, Sunmin;Moon, Nammee
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.154-161
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    • 2018
  • As the number of smartphone users increases, research on indoor location recognition service is necessary. Access to indoor locations is predominantly WiFi, Bluetooth, etc., but in most quarters, WiFi is equipped with WiFi functionality, which uses WiFi features to provide WiFi functionality. The study uses the random forest algorithm, which employs the fingerprint index of the acquired WiFi and the use of the multI-value classification method, which employs the receiver signal strength of the acquired WiFi. As the data of the fingerprint, a total of 4 radio maps using the Mac address together with the received signal strength were used. The experiment was conducted in a limited indoor space and compared to an indoor location recognition system using an existing random forest, similar to the method proposed in this study for experimental analysis. Experiments have shown that the system's positioning accuracy as suggested by this study is approximately 5.8 % higher than that of a conventional indoor location recognition system using a random forest, and that its location recognition speed is consistent and faster than that of a study.

A Study on the Public Library As a Place of ICT Literacy Training (ICT 리터러시 교육 활용 공간으로서의 공공도서관)

  • Chang, Yunkeum;Jeong, Haengsoon;Lee, Hyeyoung;Jeon, Kyungsun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.3
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    • pp.273-294
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    • 2016
  • This research is part of the Korean-ASEAN Official Development Assistance (ODA) project, specifically exploring the possibility of using public libraries as a place for Information and Communication Technology (ICT) literacy training for women from ASEAN (Association of Southeast Asian Nations) countries. Women from ASEAN countries are often minorities in ICT capacity building. A survey of 1,000 female public library users - 100 people from each of the ten ASEAN countries - and in-depth interviews with librarians from national libraries were conducted. The survey results showed that 68.8% of respondents perceived public libraries as a suitable place for ICT literacy training. 27.5% of respondents visited libraries for ICT-related activities, including information retrieval, e-mail, SNS, etc., Meanwhile, findings from the interviews highlighted the importance of having up-to-date ICT infrastructure - computers, Internet, professional ICT skill training for librarians, strategic planning for policies, budgets, and cooperation with other related institutions - in public libraries in order to provide effective ICT training.

Ankylosed Primary Molar and Eruption Guidance of Succeeded Permanent Premolar : Case Reports (유착된 유구치와 후속 영구 소구치의 맹출 유도 : 증례보고)

  • Jang, Hayoung;Oh, Sohee
    • Journal of the korean academy of Pediatric Dentistry
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    • v.44 no.1
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    • pp.99-107
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    • 2017
  • In the management of ankylosed primary molars, early diagnosis, proper treatment, and thorough follow-ups are very important. Untreated infraocclusion due to ankylosis has a negative impact on normal occlusal development, and may cause problems. There are many treatment options on infraoccluded deciduous molars, such as periodic observation, conservative method, restoration, and space regaining via extraction of the teeth. In this case report, two 6-year-old girls were diagnosed with ankylosed maxillary second primary molar and displaced tooth germ of the second premolar. Early surgical removal of the ankylosed primary molar was considered as a treatment approach. The long-term follow-up shows normal eruption of a succeeded permanent premolar.

A Study on the Subject Connection in Design Curriculum -Focused on the Subjects, Space Design and Computer Aided Design- (디자인 교과과정에서의 교과목 연계 연구 -공간디자인과 컴퓨터응용디자인 교과목을 중심으로-)

  • 이성남
    • Archives of design research
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    • v.13 no.4
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    • pp.145-154
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    • 2000
  • Higher educational results might come from the rational method of curriculum operation. Therefore, every subject in the major course should be planned to response the specialty of students and the efficient method of education are still more needed in technical college, in which students have to get the specialty on the short period of education. Because each subject in the major course works as the close cause and result of educational goal to form the specialty of students, the achievement of educational results in each subject is an important studying part of the educators in technical college. This study is a case of the approaching method for the improvement of learning effect by the connection of subjects 'Space Design' and 'Computer Aided Design' in the Dept. of Industrial design. It is considered to achieve two subjects' educational goals by leading up the students' learning concentration from the comprehension and experience about the co-relationship of the two subjects. And it shows the results of this approaching method such as students could get the design technology of the two subjects, and they could have self-confidence to the managing of the design process and planning of the design works as well.

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Performance Analysis on Coexistence of Contention-based Heterogeneous Wireless Networks (경쟁기반 이기종 무선 통신망의 공존 성능 분석)

  • Park, Eun-Chan;Rim, Min-Joong
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.1-14
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    • 2011
  • This paper analyzes the fairness and efficiency of channel sharing when heterogeneous wireless networks that have different transmission power and/or coverage coexist with the contention-based channel access protocol. First, we show that the existing CSMA (carrier sensing multiple access) protocol, that is a prevailing contention-based mechanism, results in significant unfairness of channel access because of (1) the asymmetric capability of carrier sensing and (2) the blindness of binary exponential backoff and link adaptation mechanisms to the interference-driven transmission failures. Next, we derive the feasible region of carrier sensing thresholds that assures spatial reuse and fair channel sharing simultaneously. Moreover, we establish an analytical model for per-system throughput and investigate the effect of contention window size and transmission rate on the fairness and efficiency of channel sharing. Finally, we compare the performance of several approaches for fair channel sharing via simulations under various network configurations.