• Title/Summary/Keyword: Design Contents

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Proposal of Edutainment Content for Type 1 Diabetes Childhood Patient (제1형 당뇨 환아를 위한 에듀테인먼트 콘텐츠 제안)

  • Kim, Yu-jin;Kim, Sang-a;Yun, Hee-rim;Lee, Jin-young;Jeon, Hye-bin;Park, Su-e
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.1
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    • pp.77-83
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    • 2019
  • With the recent development of medical technology, the diagnosis rate of type 1 diabetes is increasing and patients are increasing. However, diabetes education content is not aligned with the interest level of children. As a result of the interviews with experts, It was found that the measures of coping with the change of blood sugar and the behavior therapy require steady and repetitive learning. Therefore, this study proposes Edutainment content which can be repeatedly Learned by 10~11year old children. For effective learning, the contents of the laboratory practice were constructed and the hybrid method was used for the repetitive learning. Usability test showed that this configuration is effective. This study is expected to contribute to the study of diabetic education content that is suitable for the children's level of understanding which will be developed easily in the future.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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Stereotyping of Social Network Service with Contents of Fashion and Fashion Design Process Using a Method to Form Network (패션을 콘텐츠로 한 소셜네트워크서비스의 유형화와 네트워크 형성 방법을 활용한 패션디자인프로세스)

  • Im, Min-Jung;Kim, Young-In
    • Journal of the Korean Society of Costume
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    • v.64 no.4
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    • pp.21-36
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    • 2014
  • The purpose of this study is to suggest an effective fashion design process using social network services(SNS) as a method to develop designs. Fashion design process was systemized through literature study. The characteristics of social network, and element and method of network formation were investigated, and then design processes using SNS were suggested through survey study. This was done by applying formation of network and its method in SNS with contents of fashion to stage of process to develop fashion design. The study results are as follows. First, Fashion design process using SNS is composed of 5 stages. Second, SNS types with contents of fashion were classified to five types: blog, community, connection of fashion web service and SNS, fashion SNS, and fashion SNS game. Among them, types where development of fashion design and product distribution was done by formation of network are connected type of fashion web service and SNS, fashion SNS type. Fashion design development can be done by compiling, having contests, and cooperative work. A method that can be used for making assessments and decision is voting and predicting the market. Third, Fashion design process using SNS is composed of the stages such as planning, compiling, analysis, decision, implementation, and formation of network. It was analyzed that by connecting stages of collection and evaluation of information through participation of users, new contents were produced and there was a structure that was cycled continuously.

Position Control of Overhead Crane System by Neural Network Based Self-Tuning Control

  • Burananda, Arnut;Ngamwiwit, Jongkol;Panaudomsup, Sumit;Benjanarasuth, Taworn;Komine, Noriyuki
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.48.5-48
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    • 2002
  • $\textbullet$ Contents 1 Introduction $\textbullet$ Contents 2 Crane Description $\textbullet$ Contents 3 Self-tuning Controller Design $\textbullet$ Contents 4 Result of Experiments $\textbullet$ Contents 5 Conclusions $\textbullet$ Contents 6 References

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Length of Conductive Measurement Based-on Basic Theory

  • Tanachaikhan, Lerdlekha;Sriratana, Witsarut;Kummool, Sart
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.86.2-86
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    • 2002
  • $\textbullet$ Contents 1 Abstract $\textbullet$ Contents 2 Introduction $\textbullet$ Contents 3 Design of the system $\textbullet$ Contents 4 System testing $\textbullet$ Contents 5 Conclusions $\textbullet$ Contents 6 References

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Adaptive Output Feedback Speed Control of Induction Motorswith Uncertain Rotor Resistance and Load Torque

  • Hwang, Young-Ho;Yang, Hai-Won;Kim, Hong-Pil;Kim, Hyung-Joong
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.64.4-64
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    • 2002
  • $\textbullet$ Contents 1 Introduction $\textbullet$ Contents 2 Problem Statement $\textbullet$ Contents 3 Adaptive Output Feedback Control Design $\textbullet$ Contents 4 Stability analysis $\textbullet$ Contents 5 Simulation Result $\textbullet$ Contents 6 Conclusions

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The analysis of design education in "Arts & Life" (현행 고등학교 교과서 "미술과 생활" 의 디자인 교육 내용 분석)

  • 이지수;정은숙
    • Archives of design research
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    • v.17 no.3
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    • pp.221-230
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    • 2004
  • Design textbooks for general education bring our attention to the education of design as a part of whole education. In this vein, this thesis tried to analyze and discuss on the current status of design education contents included in the 7th educational curriculum of the Art & Life. This study had a historical review of the contents of arts education as well as a review of theoretical contents in art education. Also this thesis analyzed five types of Art & Life text books currently used at high schools with weight given to the design and to the status of pictorial coverage in the text books. Finally, the thesis presented problems of design education through a comparative analysis of high school arts education and design education. Through the analysis, inequality of design contents in education was reported. It was clearly attributable to the backgrounds of text book writers. For example, authors with graphic design backgrounds tended to lack product and environment design concepts, while hand craft section of text books all showed a biased contents towards traditional Korean arts. In the analysis of pictorial coverage, similar to the composition of academic contents, coverage was concentrated in the graphic design areas; inequality in quantity of pictures found with a ratio of 1 to 4. In terms of areas of arts, design contents in text books were concentrated only in arts creation chapters among the 3 major areas of arts appreciation, understanding, and creation. Design education is attained in an atmosphere of creativity and the provision of ample teaching material. It is because diverse contents will generate the development of arts. When compared to design education curriculum of U.S. and Japan, these creativity put their focus of design education in the understanding and emotional contacts, so that every application is easily attained. In terms of expression learning, creativity and diversity of material are emphasized. From Kindergarten to middle, and high school periods, apparently the care contents of deign is emphasized. A textbook in the 7th education curriculum is one of the sources for education. In designing text books, learning process should be emphasized following subjects and natures of arts so that creativity can be achieved. Therefore, a systematic approach for design research and educational development for material would be needed in textbook design.

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A study on Performance Contents of the Slope and Soft Clay Structures (사면 및 연약지반 구조물 기초의 성능기준 항목에 관한 연구)

  • Yang, Tae-Seon;Koo, Jai-Dong;Kim, Je-Kyung
    • Proceedings of the Korean Geotechical Society Conference
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    • 2009.03a
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    • pp.507-511
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    • 2009
  • This paper describes the performance design requirements of the slope and soft clay structures to confirm several contents of foundations systems to change existing design code to new one in the construction market. The concepts of performance design explain systematical needs for specific performance guidelines.

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A study on 'Pucca' character design using Chinese minority headwear design (중국 소수민족의 머리 장식품을 응용한 뿌까 캐릭터 디자인 연구)

  • Lian, Tingting;Lee, Dong Hun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.694-698
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    • 2008
  • Using Chinese minority headwear as the basis of the relevant research, choose headwears which have visual identity and symbolic significance, in the role of characters "PUCCA", then design and application development model.

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A Comparative Study on Collaborative Efficiency of GUI Design Prototyping Software (GUI 디자인 프로토타이핑 소프트웨어 협업 효율성 비교 연구)

  • Kim, you-ri;Choe, jong-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.305-306
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    • 2019
  • GUI 디자인 업무 환경에서 협업은 필수적인 요소이며 협업의 효율성을 높이기 위해 다양한 프로토타이핑 소프트웨어들이 출시되고 있다. 이에 본 연구에서는 주요 프로토타이핑 소프트웨어를 GUI 디자이너의 협업 효율성 관점에서 비교 분석하고, 해당 소프트웨어를 사용하는 디자이너들을 인터뷰하여 협업 형태에 따른 한계점을 도출하고 효율적인 개선 방향을 제시하고자 하였다.

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