• Title/Summary/Keyword: Activity-Centered Design

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Interior Design of Fully Autonomous Vehicle for Emotional Experience: Focused on Consumer's Consciousness toward In-Vehicle Activity (감성적 경험을 위한 완전 자율주행 자동차 실내공간 디자인 방안: 실내행위에 대한 소비자 의식조사를 중심으로)

  • Kwon, Ju Yeong;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.17-34
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    • 2018
  • The era of fully autonomous vehicles which can travel to their destination completely, is expected to arrive in the near future. The automobile industry will face a huge change in the near future. It makes the industry in the midst of a major turning point, since the automobile was born in the late 1800s. It is expected that the fully autonomous vehicle will be defined as a part of a living space beyond the concept of transportation. However, the existing research on the interior design of the fully autonomous vehicle is insufficient. The purpose of this study is to propose a design method of interior space through analyzing in-vehicle activities, which is a fundamental design element that can satisfy user's emotional experience suitable the concept of living space. For this purpose, the consumer's consciousness about the in-vehicle activity of fully autonomous vehicle was investigated. As a result, domestic consumers perceived the needs of in-vehicle activities related to resting, listening and watching activities such as 'sleeping and resting', 'watching TV and movie', 'listening to music' among 'self - centered' activities. Based on the results of the investigation, this study will suggest a design method of interior design of the fully autonomous vehicle. This study is meaningful, because it is a leading research that suggests new ways of designing interior space by analyzing consumer's needs in a quantitative method.

A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.

A New Paradigm of Fashion Merchandising as an Environmental Change of the Fashion Industry (패션산업의 환경변화에 따른 패션 머천다이징의 새로운 패러다임)

  • Chang, Sung-Hwan
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.1
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    • pp.175-188
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    • 2010
  • This study suggests a new paradigm of fashion merchandising as an environmental change of the fashion industry. The study has the pattern of a literature study and it is analyzed through journals, professional books, fashion magazines, and newspapers. Examined are the environmental changes of the fashion industry, the condition, and problems of the merchandising process that is executed currently, as well as an examination of the concept of fashion merchandising, Concepts and changes for new fashion merchandising strategies are suggested that are helpful for academics and fashion companies. This paper defines the concept of new fashion merchandising as the integrated management activity of planning, development, and selling fashion products to create a profit for the company with the satisfaction of the target customers. This study proposes the pursuance of integrated merchandising, the change of product planning and product development, and the strengthening of store-centered retail merchandising in order to change the direction of fashion merchandising.

Task-Based Ontology of Problem Solving Adapters for Developing Intelligent Systems

  • Ko, Jesuk;Kitjongthawonkul, Somkiat
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.4 no.3
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    • pp.353-360
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    • 2004
  • In this paper we describe Task-Based Problem Solving Adapters (TPSAs) for modeling a humam solution (through activity-centered analysis) to a software solution (in form of computer-based artifact). TPSAs are derived from the problem solving pattern or consistent problem solving structures/strategies employed by practitioners while designing solutions to complex problems. The adapters developed by us lead toward human-centeredness in their design and underpinning that help us to address the pragmatic task constraints through a range of technologies like neural networks, fuzzy logic, and genetic algorithms. We also outline an example of applying the TPSAs to develop a working system for assisting sales engineers of an electrical manufacturing firm in preparing indent and monitoring the status of orders in the company.

A Study on Characteristics of Emotional Design in Smart Space - Centered on Future Housing Gallery of Construction Companies - (스마트 공간에서 감성 디자인 특성에 관한 연구 - 건설사 미래 주택전시관을 중심으로 -)

  • Kim, Mi-Shil;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.27-35
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    • 2011
  • Various thoughts about the concept of space have brought a variety of paradigms to the trend. Just as existing information innovation applied activity and function of physical space for computers to overcome time and space limits, future space transplants intelligence to all the objects as organic whole in electronic and physical space by using IT technology to create emotional space. The most universal housing space in our living has had considerable changes in application of life style and technology. However, advanced technology space which corresponds to acceptance and desires of residents does not meet the needs and emotion of residents because of its limited network system. Therefore, it should be transformed into smart space which stimulates human emotion in the trend of advanced technology culture. As future residential space needs technological elements and design process which can stimulate human emotion, this study is to analyse it as a base of emotional design. This study aims to present characteristics of space image for space realization which meets the age of smart technology in terms of unifying smart space with emotional design, focusing on four future housing galleries shown by construction companies. First, the study speculated smart space in theory and classified characteristics and types of smart space into connectivity, sensitivity, reiteration and variability according to changes in space paradigm. Second, the study identified the background and main points emotional design appeared, analysed types of smart space based on characteristics of experimentation, connectivity and symbolism and speculated characteristics of emotional design in each type. In respect to characteristics of emotional design in smart space, organic connection and sensitivity are remarkably presented through experimentation and reiteration is presented through organic connection and experimentation, and variability through symbolism and experimentation.

Consideration over Appropriation Activity of Design (디자인의 전유 행위에 대한 고찰)

  • Kim, yang-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.993-997
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    • 2009
  • Designs in the modernism era were produced for the purpose of standardization of items and devices centered on efficiency and functions, and the will of design consumers in the industrial era, when consumption exceeded production, was limited to the objects of consumption. But, after the post-modernism era, design consumers have started to entail acts of exclusive possession such as participation in the design idolization, partipation, tuning, control and parody as design consumers in the digital environment do not passively accept what is given to them anymore, and aggressively intervene in the process of design production and management. It is expected that designs will change from the system in which only professionals can produce and manage its production to that of cooperating with consumers to produce designs, and various forms of consumers' exclusive possession will change all sort of design environments including production methods surrounding design products and distribution. Therefore, this study seeks to induce efficient design production by understanding changes of consumers' cultural environment resisting standardization and structuralization with smoothy perception between producers and consumers through classification of consumers' appropriation into de-construction, re-signification and self-identification.

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Service Design for Utilizing Government Information -Focusing on the Case of Gov3.0 Design Group for East North Statistics- (정부 정보의 활용을 위한 서비스디자인 -동북지방통계청의 국민디자인단 사례를 중심으로-)

  • Lee, Yun-Ju;Baek, Su-hyun;Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.335-341
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    • 2018
  • This study is to innovate policy service development by utilizing beneficiary - centered service design to public information and public data and services that citizens can experience. The Gov 3.0 Design Group operated by the Dongbuk Regional Bureau of Statistics in Daegu in 2015, proposed a 'start-up decision support service' for pre-founders, using data mining on the GIS spatial information held by the Statistical Office and real-time settlement information of credit card companies. For this, service design process and methodology were adopted and participation of various stakeholders. This study suggests that national design activity based on service design is effective in transforming public service based on government information disclosure. It is also worthwhile as an approach that can be considered when the government wants to release or open information or public data in useful form to the public.

Effect of Aerobic Exercise on Cognitive Functions in Childen and Adolescents : A Review (유산소 운동이 소아 및 청소년의 인지기능에 미치는 영향 : 문헌고찰)

  • Kang, Kyoung Doo;Cho, Jung Hwan;Han, Doug Hyun
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.26 no.3
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    • pp.143-148
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    • 2015
  • The purpose of this review was to investigate the relationship between aerobic exercise and cognitive function as well as synthesize the effect of aerobic exercise intervention studies centered on psychiatric symptoms associated with general cognitive deficit. Prospective studies on aerobic exercise and improvement of cognitive function were reviewed and synthesized. In addition, this literature review provides significant positive results on the relationship between aerobic exercise and general cognitive deficit associated with psychiatric symptoms. Review of this literature suggests that there is a positive relationship between participation in aerobic exercise and cognitive function. In this text, there are at least three general pathways by which aerobic exercise may facilitate executive function in children : 1) cognitive demands inherent in engaging in physical activity, 2) cognitive demands inherent in cooperation of complex motor tasks, and 3) physiological changes resulting from aerobic exercise. Another main finding of this review is that physical activity has a stronger influence on cognitive deficit, including attention-deficit hyperactivity disorder, depression, and anxiety. Development of cognitive function is the most important factor for children and youth. Therefore, future research should prove relationship between physical activity and cognitive function using a more scientific and quantitative approach design.

Educational Effects of an Instructional Model for Engineering-Centered Convergence Project (공학중심의 융합프로젝트 교수학습모형의 교육적 효과)

  • Choi, Ji Eun;Jin, Sung-Hee;Kim, Hale
    • Journal of Engineering Education Research
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    • v.21 no.1
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    • pp.3-13
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    • 2018
  • The purpose of this study is to propose a teaching and learning model that can effectively manage convergence education, which is one of the concerns of university education, at the level of course. The pre-collaborative instructional design stage is to prepare the operation of the convergence project course. It shares the common goal and establishes a team of relevant professors to set up the actual convergence project topic and establishes cooperation relationships with industry or community as needed. In the convergence project activity, students will be able to understand the learning objectives, learning activities, evaluation methods, and explain the subject of the convergence project by proceeding with the whole orientation. Students organize teams of interest and conduct learning and design activities on convergence technologies and present their results. In the educational improvement activities, professors will share the lesson process and results and discuss improvements through the improvement seminar. As a result of analyzing the effectiveness of the proposed convergence project based teaching and learning model, the convergence project experience has improved the cooperative self - efficacy for the learners and the results were confirmed that students perceived to achieve the expected learning goal and satisfied with their experience.

Design of Efficient Simulation-based Contents at e-Learning (이러닝에서 효율적인 시뮬레이션 기반 콘텐츠 설계)

  • Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.325-333
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    • 2005
  • When a designer creates a new web-based learning-teaching system, there are so many considerations to help learners' learning effect through effective interaction. First of all, web-based simulation is recommended to provide learners with effective and attractive learning environments in web. Efficient study design should be considered because well designed simulation-based contents provide continuous interest for learner. Until now many e-Learning systems provide web-based simulation using various technique. However, those contents require to be reorganized considering the level of accomplishment, learning styles. In this paper, I proposed a system that the learners can share simulation objects among other e-Learning systems using XML web service. By experimental result, the proposed system shows that is more efficient than the conventional system in the self-leading study activity and interactivity.

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