• Title/Summary/Keyword: 행위 디자인

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Designing the Maritime Strategy of the Middle-Power Korea: The Maritime Access Strategy (중견국 한국의 해양전략 디자인 : 해양접근전략(Maritime Access Strategy))

  • Ban, Kiljoo
    • Strategy21
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    • s.45
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    • pp.116-147
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    • 2019
  • Despite the fact that South Korea, one of peninsula countries, has been already a middle power in an international arena, it still tends to get stuck in continental-driven inertia and be reluctant to become a consolidated maritime power. In its efforts to deal with the parable of South Korea, designing a tailored-made strategy needs to be initiated in detail. Its design is centered around two variables: classification of waters and prestige. First of all, the domain of waters confronted to South Korea ranges from the greatest threat to scattered national interest. Second, South Korea is prestigiously regarded as the middle power which is equipped with the capability to see beyond its sovereign waters. The Maritime Access Strategy(MAS) can be more clearly explained by three-axis factors: ends, ways, and means. Ends need to be oriented to achieving three types of classified objectives-Deterrence, Engagement around the world to maximize remotely-scattered interest and Check of neighboring countries' seapower expansion, called DEC. Ways is mainly driven by the closer access to three different types of waters: waters of security, check, and interest. The active access and closer approach to the domain of waters need to be maintained with a high degree of willingness and capability. Means is attainable by guiding naval forces to be armed with multiple platforms and functionally-balanced assets. These platforms and assets will allow the naval forces to attain and maintain cost effective means, leading to making MAS feasible. This strategy allows the middle-power Korea to make the best of its maritime assets at various seas, contributing to international stability as well as national security and interest.

A Proposal for User Experience Design for Domestic Bicycle Rider whom going Long Distance Trip -Focusing on App - (국내 장거리 자전거 여행자를 위한 사용자 경험 디자인 제안 -자전거 행복나눔 애플리케이션을 중심으로-)

  • Yun, Byung-Hun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.299-306
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    • 2018
  • This study is to measure traveling experience of bike riders whom going long distance trip. Bike paths and bike riding are crucial element for modern people's life style. At the same time, a bicycle trail is being developed by the National Bicycled-Oriented Chair Plan, which was established in 2009 by the National Bike Policy Master Plan. 13 million bike riders in Korea is keep on trying the long distance bike trip and its number is increasing every year. Accordingly, the Ministry of Public Administration and Security decides to promote the convenience of riders by developing bicycle app for long distance rider. The study attempted to assess usability of this app with 39 bike applications whom currently using the bike application. Afterwards, the researchers tests 11 hypotheses through in-depth interviews of six activated members. In sum, Bicycle travelers should be provided with bike trail guidance based on theme section skill, provided in-time speed distance related information, communicated with other bike riders, given tips for bike supplies and maintenance, and provided English language service. The study hopes to help find a customized service for bike travelers.

Old Inner City Regeneration of Local Small-and-Medium Cities for the Invigoration of Commercial and Business Function : case of Dangjin-gun (상업 및 업무기능 활성화를 통한 지방중소도시 구도심 재생방안 : 당진군을 중심으로)

  • Choi, Ki-Tack;Lee, Joo-Hyung
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.173-184
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    • 2011
  • This study suggests the invigoration strategies of commercial and business functions for regeneration of old inner city as city center by examining Dangjin County which is a typical example of the local small-and-medium city where old inner city had declined as the city grew. I conducted a conjoint analysis in terms of important introduction functions and city regeneration directions for the invigoration. The results upon this are as follows. First, low-density of commercial and business places and the utilization of historical and cultural resources instead of the high-density mixed-use development should be considered. Second, It is important to promote regional specialized business and facilities rather than to attract new industry(high-tech industry) for activating local economy. Third, specific and practical countermeasures for resettlement of low-incomes and for maintenance of existing business zone should be established. Fourth, in terms of the maintenance and management, regulation on illegal commercial transactions, improvement of public spaces, and securement of user safety should be considered. Fifth, in terms of consolidation of functions, easier accessibility using public transportations, advertising and promotion of the city, and holding a number of events should be contemplated. Sixth, supporting for business activities and for establishing guides for design of old inner city should be needed. Seventh, public institutions should play a role as a bridge between local residences and experts for balanced regional development.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Validation test for using the computer-generated prototype in the usability test for the control-display panel of a refrigerator (래피드 프로토타이핑 기술을 이용한 냉장고 제어표시판의 사용성평가에 대한 유효성 검증)

  • 박재희;정광태
    • Archives of design research
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    • v.11 no.1
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    • pp.237-244
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    • 1998
  • Rapid prototyping is an efficient method to evaluate the usability of electric home appliances. However, the use of rapid prototyping method in usability tests has not been sufficiently validated. The purpose of this study was to validate computer-generated prototypes whether they can replace real products in usability tests. The control-display panel of a refrigerator was selected for this study. Sixteen female subjects participated in a between-subjects experiment: Eight subjects of them used the real refrigerator while others used the computer-generated prototype of the refrigerator. The difference between the refrigerator and the prototype was analyzed in terms of task failure rate, task completion time, and the number of buttons pressed for three typical tasks: clock setting, selecting an operation mode for refrigerating room, and selecting an rapid freezing mode. The results of a non-parametric statistical test showed that the prototype was not significantly different from the real refrigerator. Therefore, the rapid prototyping technique can be applied to the usability tests for the simple electric home appliances such as the refrigerator.

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A Study on The Correlation Between Ego-state and Five Factor Model for Game Character's Personality (게임 캐릭터의 성격 정의를 위한 자아 상태와 5대 성격 요인의 연관성 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • As the importance of realistic game character in order to cause the interest of player is increased, it is necessary to develop the character that acts like a man by applying the human characteristics in the step of game character design. Formerly, there is a limit to create the human-like character because there is no set the character's personality in the game developing level. In this paper, therefore, we propose the correlation between Five Factor Model and Ego-state for game character. Five Factor Model and Ego-state are theories about person's characteristic. Five Factor Model is personality description method. Ego-state has an emphasis on internal mental processes directly from observable behaviors. In this regard, these theories could be used to the character defined its personality and designed to act by personality. To do this, it needs to determine the relations between Five Factor Model and Ego-state. Therefore we seek for the relations between two theories using Adjective Check List(ACL) and analysis their results with surveys. In the future, it is expected to construct a personality model using these analysis results, and develop the character based on realistic behavior.

A Study on the Yun Seon-Do's Garden on Bogildo Island based on the Recognition of the Land Systems in the Joseon Dynasty (조선조 토지제도와 인식을 통해 본 보길도 윤선도 원림 조영 배경 연구)

  • Lee, Tae-Gyeom;Kim, Han-Bai
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.2
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    • pp.1-10
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    • 2019
  • Based on the land system of Joseon Dynasty and contemporary perception of land, this study analyzed the reason Yun seon-do entered Bogildo Island and a characteristic of Buyong-dong garden. According to this analysis, this study interpreted the purpose that Yun seon-do had built Buyong-dong garden at a socio-economic perspective. The land such as Sarlimchontack(山林川澤) is recognized as a commonland in the Joseon Dynasty. Except the reserved area(禁山), however, actions to make commonland private through Ib-an(立案) and protecting graves was frequent. Bogildo Island was a place difficult to build a private garden because the island had been appointed a reserved forest to protect pine trees. Right after Byungjahoran, Yun seon-do entered the island on the pretext of protecting forests, and built Buyong-dong garden. The island was easy to move to manage private farms as well as possessed abundant forest resources and resources that have economic value such as fish and salt. It indicates that, unlike his pretext, economic benefits have also been considered.

How Does Smart Device User Experience Change by Generation (스마트 디바이스의 세대별 사용자 경험 변화 연구)

  • Lee, Hyun-Ju;Hong, Mi-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.252-260
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    • 2019
  • Smart devices have penetrated deeply into our daily lives. They have not only increased user convenience, but also changed the overall lifestyle of society. The objective of this study was to examine the change process of user experience through device classification and technology by generation. In order to achieve the objective, this study analyzed the purpose and pattern of using a device, which is a digital platform, and the input and output, which are the most important digital components for personal exclusiveness and interaction. The analysis results of this study showed that, in the past, the purpose of using a device was clear, a device was used in common, and a separate device was used for input and output. However, as devices evolved, users began to emphasize the fun aspect than the purpose of a device. As a result, personal exclusiveness has increased. Moreover, unlike devices in the past depending on separate input or output methods, devices are evolving to employ a method performing input and output using the five senses of people such as the touchscreen using a body part of a user, voice, and motion. This study evaluated how the overall experience of users, which was obtained through technology, has changed for each generation. Furthermore, this study proposed the future direction of device development by considering the user experience. It is believed that the results of this study will be useful for future studies on the overall experience of users who will use a range of smart devices, which will be released in the future.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.