• Title/Summary/Keyword: 플랫폼 디자인

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A Study on the Activation Plan of Web-based Open Source Platform using 3D Printer -Focused on Platform Toy- (3D Printer를 이용한 웹기반 오픈소스 플랫폼 제작 방안에 관한 연구 -Platform Toy를 중심으로-)

  • Lee, Chang-Beom;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.341-347
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    • 2019
  • As the concept of open source extends beyond the scope of software, many companies are also introducing business models using open source concepts. This study is a study on how to create a web-based open-source platform using a 3D printer and aims to create an open-source platform modeled on the Kidults community where users are highly willing to participate. The research method established the direction of initial platform production by collecting basic data through the usability of the platform and Toy design preferences and propensity analysis through research on open source use cases by various companies and user surveys in the Kidults Community. Features unique platform Toy sources that are freely reinterpreted by the user and re-shared and sold to the platform. Research should continue to boost user motivation by activating communities within the platform.

A Study on Methodology for Standardized Platform Design to Build Network Security Infrastructure (네트워크 보안 인프라 구성을 위한 표준화된 플랫폼 디자인 방법론에 관한 연구)

  • Seo, Woo-Seok;Park, Jae-Pyo;Jun, Moon-Seog
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.1
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    • pp.203-211
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    • 2012
  • Network security infrastructure is constantly developing based on the combination and blending of various types of devices. From the form of distributed control, the phased defense policy such as fire walls, virtual private communication network, invasion prevention system, invasion detection system, corporate security management, and TSM (Telebiometrics System Mechanism), now it consolidates security devices and solutions to be developed to the step of concentration and artificial intelligence. Therefore, this article suggests network security infrastructure design types concentrating security devices and solutions as platform types and provides network security infrastructure design selecting methodology, the foundational data to standardize platform design according to each situation so as to propose methodology that can realize and build the design which is readily applied and realized in the field and also can minimize the problems by controlling the interferences from invasion.

Research on the Interactive Experience Design of Museum Cultural Product Customization Platform -Focusing on Shenyang Palace Museum (박물관 문화상품을 위한 플랫폼의 상호경험디자인에 대한연구 -선양고궁박물관을 중심으로)

  • Ren, Shilei;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.185-200
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    • 2022
  • The innovative development of museum cultural products is an important way for museums to play the function of cultural communication with their collections. In the context of consumer upgrading, traditional cultural product design and sales methods gradually fail to meet the diverse needs of consumers. This study aims to propose the construction of a customized interactive experience platform for museum cultural products, promote the development of museum cultural products, and facilitate the inheritance and preservation of museum culture. The research methodology analyzes the model and characteristics of existing cultural product customization platforms by collating existing literature studies, and distributes 159 questionnaires to investigate the needs of cultural product consumers, and finally combines the customization experience with existing e-tailing platform systems according to user needs, proposes a theoretical framework and conducts design practice and usability testing using the Shenyang Palace Museum as an example. The findings show that users have a high acceptance of the customized platform for cultural products and that the design of the customized platform can be used to promote the dissemination of the cultural connotations of museums, optimize the personalized user experience of cultural products, and provide new ideas for the development, design, and retailing of museum cultural products. Based on the above findings, this paper suggests that museums' cultural product development can utilize the design model of customized platforms to further enhance consumers' personalized service experience.

A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.145-156
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    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.

A Study on the effect of platform, contents, and design constructs on the repurchase intention of Smartphone (플랫폼과 콘텐츠, 디자인 속성이 스마트폰의 지속구매의도에 미치는 영향)

  • Nam, Soo-Tai;Lee, Hyun-Chang;Jin, Chan-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.7
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    • pp.139-148
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    • 2013
  • With the launch of Apple iPhone, platform and contents and design characteristics were highlights of the new factors. In addition, Smartphone users have increased explosively. In this research, we aim to analyze factors affecting on repurchase intention of a Smartphone based on Technology Acceptance Model(TAM). External factors such as platform, contents and design are identified through literature review and the influences of these factors on repurchase intention are assessed. A questionnaire survey was conducted to those who lived in Busan and Gyeongnam province. This research used Smart PLS(partial least squares) to analyze the structural relationship between those factors and repurchase intention. Analytical results show that all paths except path from platform to perceived ease of use are significant. This study suggests practical and theoretical implications based on the results.

UX Design of Next Generation Web Platform (차세대 웹 플랫폼의 UX설계)

  • Kim, Seon-U;Cho, Young-Ju;Kim, Jin-Hyuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.251-254
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    • 2017
  • 최근 현대인들은 웹 환경에 대해 높은 관심을 보이고 있다. 또한 웹 환경에서 HTML5의 표준화에 따라 사용자의 경험, 즉 'UX(User Experience)' 설계에 대한 관심 또한 높아지고 있다. 이러한 환경을 차세대 웹 플랫폼이라 한다. 차세대 웹 플랫폼이라 함은 HTML5라는 웹 표준 규약에 따라 설계한 것을 뜻한다. 따라서 본 논문에서는 이러한 차세대 웹 플랫폼의 UX 설계에 대한 최신 트렌드와 콘텐츠 UX에 대해서 설명하고 반응형 디자인에 따른 웹사이트 수익과의 관계까지 실험결과를 토대로 제시하고자 한다.

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A Study on the Complementation of Play Differences by Platform in Cross-Platform PVP (크로스 플랫폼 PVP의 플랫폼 별 플레이 차이 보완에 관한 연구)

  • Eun-Ju Ko;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.129-132
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    • 2023
  • 본 논문은 다양한 플랫폼에서 동일 계정으로 호환이 가능한 게임들이 늘어나고 있는 추세이다. 크로스 플랫폼을 이용하는 다양한 계층의 유저 유입을 만들어 내기 위해서 플랫폼 간의 호환 차이를 줄이는 것은 필수적이다. 플랫폼에 따른 플레이 차이는 크게 UI, 조작 밸런스 시스템 등에서 찾아 볼 수 있으며, 이를 해결하기 위해서 플랫폼에 따라 UI 디자인 재배치, 조작 차이를 줄이기 위한 밸런스 시스템 추가, 다른 플랫폼 사이의 경재 제한 등이 필수적으로 더 나은 방향에 대해서 제시해본다.

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The Usability Evaluation Indicators for Services Design Platform (서비스디자인 플랫폼을 위한 사용성 평가지표 연구)

  • Jung, Hoe Jun;Kim, Kwang Myung;Jo, Sun;Ko, Young Jun
    • Korea Science and Art Forum
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    • v.20
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    • pp.409-419
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    • 2015
  • Service Design Platform which has been developing under the sponsorship of the Ministry of Knowledge Economy is aimed at facilitating service design consultancy to carry out service design projects smoothly online. In the development process in order to verify and improve the usability of the platform, heuristic evaluations by usability experts along with usability test done by user participation are required. This study was conducted for the purpose of deriving appropriate evaluation areas and detailed evaluation indices prior to carrying out the heuristic evaluation. For the study, first, the concept of the service design platform was identified and the features of its component were analyzed. Second, based on literature study of standards which are related to usability evaluation indices, usability evaluation areas and indices were analyzed. Third, in order to establish and verify evaluation areas and indices which are appropriate for the evaluation, Delphi survey was conducted and its validity was verified. Through this study, evaluation indices with 4 evaluation areas and 45 detailed items were derived. Derived evaluation indices was made in the form of checklist and will be utilized for heuristic evaluation by usability experts.

Analysis of the Fashion Customization Platform Design Cases (패션 커스터마이징 플랫폼 디자인 사례분석 연구)

  • Jeong, Je-Yoon;Lee, Saem;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.23-30
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    • 2021
  • Various customizing services are also being introduced in the fashion industry in line with the diversification of consumer tastes and the demand for small production of multiple varieties. However, barriers to entry are high for consumers who are not customized, and various functions are rather complicated. This study selected the three platforms that provide the most similar services to Marple, the No. 1 fashion platform sales, as comparative models and used them as a basic study for web-based fashion customization platform design through case analysis. As a research method, theoretical examinations were conducted through literature surveys, followed by web analysis based on layout, menu, color, icon, and interaction. The study found that the placement of options, the composition of menu windows, the number of point colors, and the use of icons without functions of metaphores hindered the use of customizing platforms. This work proposes a solution, and aims to contribute to increasing the usability of future customizing web by comprehensively analyzing the visual shaping elements of web platform design.