• Title/Summary/Keyword: 플랫폼 디자인

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Purchase satisfaction and repurchase intention with clothing products on online platforms (온라인 플랫폼 의류제품의 구매 만족도 및 재구매 의도)

  • Younghee Park
    • The Research Journal of the Costume Culture
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    • v.32 no.3
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    • pp.419-437
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    • 2024
  • This study analyzed differences in the purchase satisfaction and repurchase intention of customers who buy clothing products from online platforms. The participants were teenage individuals to those in their 50s residing in Busan, Ulsan, and Gyeongsangnam-do. The data were examined via factor analysis, a t-test, Analysis of variance(ANOVA), Duncan's multiple range test, two-way ANOVA, and linear regression analysis. The factors for satisfaction with clothing products from online platforms were wearing comfort and quality, design, and price and purchase convenience. The findings revealed that purchase satisfaction based on these factors significantly varied among the participants depending on marital status, age, and occupation. Satisfaction with wearing comfort, quality, and design differed by gender. Satisfaction with wearing comfort, quality, and price and purchase convenience varied by type of purchase and type of online platforms. The interaction effects among the variables that affected purchase satisfaction were as follows. The interaction effects among the variables for wearing comfort and quality showed significant interactions between gender and type of purchase and between occupation and type of online platforms. Those for design showed significant interactions between marital status and age, between age and occupation, and so on. The interaction effects for price and purchase convenience showed significant interactions between marital status and gender and between age and occupation. The results on repurchase intention showed significant differences in such intention by marital status, age, and occupation. Repurchase intention was influenced by wearing comfort and quality, price and purchase convenience, design, and age.

Suggestions for Advanced YouTube E-learning Service for MZ Generation (MZ세대를 위한 유튜브 이러닝의 고도화 서비스 제안)

  • Ha, Jae-Hyeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.309-316
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    • 2022
  • This study is a study on the YouTube e-learning advanced service plan in the non-face-to-face era. The trends in education change were examined through literature research and prior research, and improvement measures were suggested through online surveys and in-depth interviews. As for the research method, the first online survey was conducted based on the Honeycomb model and the Likert 5-point scale targeting 90 MZ generation who have experience learning on YouTube for a total of 14 days from October 15 to 28, 2021. A second in-depth interview was conducted with 6 people who answered that the frequency of learning through YouTube is high. As a result of the experiment, users thought that there was an improvement point according to the purpose of learning, and they were able to derive elements that felt a problem in common. In addition, I proposed a new YouTube learning platform through additional questions. Through this study, it is expected that YouTube e-learning service reference materials can be used to respond to the post-non-face-to-face era.

Experience Design Guideline for Smart Car Interface (스마트카의 인터페이스를 위한 경험 디자인 가이드라인)

  • Yoo, Hoon Sik;Ju, Da Young
    • Design Convergence Study
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    • v.15 no.1
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    • pp.135-150
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    • 2016
  • Due to the development of communication technology and expansion of Intelligent Transport System (ITS), the car is changing from a simple mechanical device to second living space which has comprehensive convenience function and is evolved into the platform which is playing as an interface for this role. As the interface area to provide various information to the passenger is being expanded, the research importance about smart car based user experience is rising. This study has a research objective to propose the guidelines regarding the smart car user experience elements. In order to conduct this study, smart car user experience elements were defined as function, interaction, and surface and through the discussions of UX/UI experts, 8 representative techniques, 14 representative techniques, and 8 locations of the glass windows were specified for each element. Following, the smart car users' priorities of the experience elements, which were defined through targeting 100 drivers, were analyzed in the form of questionnaire survey. The analysis showed that the users' priorities in applying the main techniques were in the order of safety, distance, and sensibility. The priorities of the production method were in the order of voice recognition, touch, gesture, physical button, and eye tracking. Furthermore, regarding the glass window locations, users prioritized the front of the driver's seat to the back. According to the demographic analysis on gender, there were no significant differences except for two functions. Therefore this showed that the guidelines of male and female can be commonly applied. Through user requirement analysis about individual elements, this study provides the guides about the requirement in each element to be applied to commercialized product with priority.

An MVP-based XML Language for User Interfaces (사용자 인터페이스를 위한 MVP기반의 XML 언어)

  • 최종명;신경희;유재우
    • Journal of KIISE:Software and Applications
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    • v.29 no.12
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    • pp.947-956
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    • 2002
  • It is advantageous to use XML in developing user interfaces, since XML is independent from platforms and languages and it is easy to learn and use. The existing XML-based languages do not adopt formal model, and they are developed in ad hoc manner. Moreover, they provide limited facilities to handle user events, and combine user interface components with internal logics. In this paper, we introduce an extended MVP (EMVP) model, which is extended from MVP (Model-View-Presenter), and XUIML, which is a new XML application based on the EMVP to support user interface. XUIML provides useful methods to build user interface, including methods to describe actions on user events, data flows between objects, and internal logics. The XUIML system provides two style editors - text editor and graphic editor. It also provides two code generators. One generates Java source, and the other generate C# code from XUIML document. The XUIML graphic editor allows users to manipulate XML elements directly, and we can gain high productivity with the graphic editor.

Creating Cultural Cluster through Reuse of Industrial Heritage in the Inner city - Case Studies of M50, BankART1929, ARTPlatform - (구도심 내 근대산업유산의 재생을 통한 문화클러스터 조성에 관한 연구 - M50, 뱅크아트1929, 아트플랫폼 사례를 중심으로 -)

  • Park, So-Yeon;Lee, Kyung-Hoon
    • Korean Institute of Interior Design Journal
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    • v.24 no.6
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    • pp.192-201
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    • 2015
  • This research aims to find planning issues on reuse of an industrial heritage as a cultural cluster and to suggest planning factors which can be referred when designing the similar cases. Analysis standards were formed through reviewing of precedent literatures, and the selected cases(i.e Shanghai M50, Yokohama BankART1929, and Incheon ArtPlatform) were analyzed to identify both physical and nonphysical planning characteristics. By combining analyses, the following results were obtained; (1) The demand and supply of the arts coexist in one place, and the studios and galleries are designed with high ceilings; (2) The regional and historical characteristics are revealed from preserving major architectural elements of previous buildings, and open spaces are provided to promote a variety of activities for local residents; (3) Various strategies to overcome disadvantage in location are developed, and the concepts of design can be easily recognized by buildings' exterior as the reused industrial heritage and the cultural cluster; (4) Diverse supports for artists make it possible to gather many competent artists, and the cooperative networks among artists play a pivotal role in the development of cultural cluster; (5) The cluster runs educational programs reflecting the needs of local residents, and builds a strong relationship with the local community by supporting regional art industry or developing linked programs; (6) The cluster serves various functions such as cafes, pubs, restaurants, art shops, and bookstores, and hosts appealing events and festivals to attract many people even who are not interested in arts.

Classification of Smartphone Game based on Mechanics (게임 메커니즘에 따른 스마트폰 게임 분류 연구)

  • Chun, Yeonbi;Chang, Sung Kyun;Woo, Tack
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.15-24
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    • 2012
  • The recent growth of smartphone users and high speed network has fueled the expansion of the market for mobile application. Among these applications with various purposes, smartphone games are the hottest contents on this market. Smartphone games are far different from former games due to their new input and output interface (e.g. touch sensors and gyro sensors).It is possible that the most resonable way to categorize these new smartphone games is comparisons of different objects, in this case, various smarphone games. But there exists no classification of the games neither for the use of the market nor the purpose of researches. Even though there are few classifications for games, those classifications have a major flaw that their criteria are derived from superficial features of games. In this paper, we propose a new method to categorize smartphone games through game mechanics of principal design components.

A Study on Colored LED Tag Recognition Method based on 8MP CMOS Sensor (8MP CMOS센서기반 Colored LED Tag 인식 기법에 대한 연구)

  • Lee, Min-Woo;Jeong, Sun-Ho;Yang, Seung-Youn;Shin, Jae-Kwon;Kim, Jin-Tae;Lee, Jung-Hoon;Cha, Jae-Sang
    • Proceedings of the KIEE Conference
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    • 2015.07a
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    • pp.1435-1435
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    • 2015
  • 광고 및 홍보의 마케팅 수단의 일환으로써 점포별로 QR코드를 사용하는 사례가 급격히 늘고 있다. 정보도트의 일종인 QR코드의 경우는 스마트폰과 더불어 홍보수단의 일환으로 활용되는 사례가 증가하고 있는 반면 QR코드는 정보를 표현할 수 있는 디자인의 범위가 좁고, 전송할 수 있는 Data의 용량이 적으며, 어두운 환경에서의 인식률이 저하되는 단점이 있다. 이에 기존의 QR코드 보다 다양한 디자인이 가능하고 대용량의 Data 전송이 가능한 컬러코드가 대두되고 있다. 컬러코드란 4가지 색상(빨강, 파랑, 초록, 검정)을 이용한 매트릭스 형태의 코드로 각종 디지털 정보를 저장하는 새로운 개념의 데이터 표현 기술이며, 이는 각 컬러에 디지털 정보를 매핑(mapping)하여 콘텐츠나 URL 등의 실제 정보들을 제공하는 역할을 하도록 설계되어 있다. 8MP CMOS센서기반 Colored LED Patch 인식 기법은 VLC에 포함되는 하나의 기술로서 차세대 조명 및 정보 디스플레이 장치로 각광을 받고 있는 반도체 조명 기술인 광원 정보 인식 기법이다. 따라서, 본 논문에서는 8MP CMOS센서 기반 컬러코드 LED Patch 인식 기법에 대해 제안하였다. 8MP CMOS 센서를 이용한 Colored LED Patch 인식 기법 중 하나로서 위치 정보 서비스 등 다양한 정보 획득이 가능하도록 연구하였으며, 동영상, 웹사이트 링크 등 여러 형식에 적용이 가능하도록 하였다. 본 연구에서 사용되는 8MP CMOS센서를 기반 Colored LED Patch 인식 기법을 통해 컬러코드는 코드 플랫폼으로 연결되어 콘텐츠의 위치를 파악하고 이용자에게 콘텐츠 및 정보가 전송된다. 이는 QR코드보다 높은 인식률로 빠르고 편리하게 정보를 제공할 수 있었다. 본 논문에서는 상기 제안 기술을 통하여 LED Patch의 높은 주목성과 가시성을 확보하여 보다 효과적인 광고 및 홍보의 시인성을 확보할 수 있다. 향후 본 제안기술을 통하여 사회 안전망을 위한 위치 및 정보 서비스 제공이 가능하며, 효과적인 광고 효과를 도출할 수 있을 것으로 사료된다.

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An Analysis of the Agglomeration Characteristics and Innovative Milieu of the Shoemaking Industry in Seoul (서울시 제화산업의 집적 특성 및 혁신환경 분석)

  • Park, Rae-Hyeon
    • Journal of the Korean Geographical Society
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    • v.40 no.6 s.111
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    • pp.653-670
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    • 2005
  • The purpose of this study is to explore a spatial agglomeration characteristics and innovative milieu of the shoemaking industry in Seoul. In order to explain it, currently discussed dynamic agglomeration economies approach is applied and as an example, shoemaking industry in Seoul has been analyzed. The result of this research can be boardly summarized into two points. Frist, agglomeration economy is changing from urbanization economy to localization economy in this newly rising core of shoemaking industry which is Sung-Su dong area. Also, cooperative effects based on collective efficiency between companies and people are being generated within the area. This is largely affected by networking infrastructure between companies and people within the area, non-trade dependency and social capital acclamation. Secondly, the lack of institutional agglomeration formation in this area is considered to be the obstacle for the long-term development and innovation spin-off. This means recognition switch-over and institutional concern and support is needed in the future from the public sector.

A Design Method for Dynamic Selection of SOA Services (SOA 서비스의 동적 선택 설계 기법)

  • Bae, Jeong-Seop;La, Hyun-Jung;Kim, Soo-Dong
    • Journal of KIISE:Software and Applications
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    • v.35 no.2
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    • pp.91-104
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    • 2008
  • Service-Oriented Computing (SOC) is the development method that published services are selected and composed at runtime to deliver the expected functionality to service clients. SOC should get maximum benefits not only supporting business agility but also reducing the development time. Services are selected and composed at runtime to improve the benefits. However, current programming language, SOC platforms, business process modeling language, and tools support either manual selection or static binding of published services. There is a limitation on reconfiguring and redeploying the business process to deliver the expected services to each client. Therefore, dynamic selection is needed for composing appropriate services to service clients in a quick and flexible manner. In this paper, we propose Dynamic Selection Handler (DSH) on ESB. we present a design method of Dynamic Selection Handler which consists of four components; Invocation Listener, Service Selector, Service Binder and Interface Transformer. We apply appropriate design patterns for each component to maximize reusability of components. Finally, we describe a case study that shows the feasibility of DSH on ESB.

Production of Digital Fashion Contents based on Augmented Reality Using CLO 3D and Vuforia (CLO 3D와 Vuforia를 활용한 증강현실 기반 디지털 패션 콘텐츠 제작)

  • Kang, Tae-Seok;Lee, Dong-Yeon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.21-29
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    • 2020
  • This study defines the pipeline for digital fashion contents production using CLO 3D, a 3D fashion design software that supports virtual clothing visualization as a cutting-edge simulation technology for fashion, and vuforia, a mobile platform augmented reality (AR) development kit for creating AR applications. The proposed production pipeline is organized in a method to produce a virtual clothing model through CLO 3D software through works of patterns, sewing lines, textures, etc., and AR contents based on computer vision techniques using the functions and properties of vuforia development kits in the Unity engine development environment. In addition, we present application method that can be practically utilized from the perspective of practical users, such as fashion designers and directors, by creating a new type of AR digital fashion contents directly as a flow of the defined production pipeline.