• Title/Summary/Keyword: Design in Everyday Life

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Designing a Digital Competency-enhancing Education Model for the Digitally Underprivileged -Focused on the Case of Chungcheongnam-do- (디지털 소외계층을 위한 디지털역량 강화 교육 모델 설계 -충청남도 사례 중심-)

  • Lee, Keun-Ho
    • Journal of Internet of Things and Convergence
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    • v.8 no.1
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    • pp.73-78
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    • 2022
  • Due to COVID-19, the digital transformation centered on unmanned and non-face-to-face is accelerating. Like a digital civilization, it is changing into a digital age, but for those who cannot use digital, the inconveniences in daily life are falling to the level of digital illiteracy. There is a social gap between digital users and non-users, and digital non-users are separated from society. For the digital socialization of the digitally underprivileged, the transition to the digital world is accelerating, and the ability to use digital in everyday life is becoming more important. As the transition to the digital world accelerates, individual social and economic differences are occurring. These problems are hindering the sustainable growth of society. In this study, in order to receive digital education conveniently, we intend to design an education model with excellent accessibility as an education that can be received by all citizens. It is intended to propose a digital education model that can be used universally and solve the inconvenience of life through digital comprehensive competency education that can be received step by step and can be easily received.

Space Design Expression Method According to the Analysis of the Characteristics of Movies - Focused on the Characteristics Expressive of the Illusionist - (영화의 특성 분석에 따른 공간디자인의 표현방법 - 환영성 표현 특성을 중심으로 -)

  • 송춘의
    • Archives of design research
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    • v.17 no.1
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    • pp.231-240
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    • 2004
  • Space design in the 21st century has been developed in connection with media more various than ever. In the age of image represented by popular culture, space design connected with media is based on post-reason thoughts constituting the post-modern society, and reflects polysemously and pluralistically changes in the society through the identification of art with life. The movie, which is an image perceived particularly sensibly and the most impractical simulated image among various illusionary media images composing the contemporary society, is growing rapidly in interrelation with various fields of art based on its peculiar nature, and its influence is getting more extensive. The movie manipulates mass society to create what does not exist and restore lost images into new realities through the reproduction of extremely realistic senses, and uses them in establishing virtual realities and creating illusionary images representing the age of simularc. The illusionary expression of the movie produces new meanings through disintegrating existing meanings and recombining them, and expresses popular culture from a position closest to our everyday life. Such an analytical attitude toward the illusionary movie reflecting our society can be a new approach to space design. The present study attempts to suggest the possibility of applying such an illusionary characteristic of the movie as a methodology of space design by utilizing the characteristic as a conceptual language of space design.

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A study on User experience of Fintech Application Service -Focused on Toss and Kakaobank- (핀테크 애플리케이션의 사용자 경험 연구 -토스와 카카오뱅크를 중심으로-)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.287-293
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    • 2020
  • This study is about comparing and analyzing the representative fintech application service, Toss, and Kakaobank from the user's point of view and suggest development according to the main factors of user experience. The experimental group who have used both mobile application was recruited to do a task about deposit and withdrawal service. After the task, an in-depth interview was conducted by reorganizing the "Creating Pleasurable Interface model" by Stephen P. Anderson. Interview questionnaire is based on propensity and feature of generation 2030. As a result of the experiment, the user showed satisfaction with usability and showed different application usage experience depend on financial transaction propensity and money management. Therefore, the application needs features that could grasp the propensity and also service to manage money in everyday life. Based on this study, it is expected to develop be user-based fintech application service in related fields.

A Study on Implementation of Mobile Emergency Medical System Using NFC (NFC를 이용한 모바일 응급 의료 시스템 구현에 관한 연구)

  • Park, Joo-Hee
    • Journal of Advanced Navigation Technology
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    • v.18 no.6
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    • pp.633-639
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    • 2014
  • Recently the study about a smart health care which is combined IT with BT to provide a variety of health care services are being actively investigated. In order to provide the best possible emergency medical services in a short period of time, it is necessary that the rapid emergency measures in the event of an emergency essential. In this paper, we propose an emergency medical service platform to take effective first aid to person who has a NFC tag or NFC-enabled mobile smart phones in an accident. Using NFC, it is possible to help without physical contact to the patient unconscious to emergency incidents such as falling down in everyday life. In this paper, we design and implement an mobile emergency medical system that can deliver first aid information ask for help in case of emergency.

The Let's Eat Healthy and Move at School program for adolescents in South Korea: Program design, implementation, and evaluation plan using intervention mapping

  • Park, Jiyoung;Hoor, Gill A. Ten;Baek, Seolhyang;Chung, Sochung;Kim, Yang-Hyun;Hwang, Gahui
    • Child Health Nursing Research
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    • v.27 no.3
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    • pp.225-242
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    • 2021
  • Purpose: This study aimed to systematically develop an obesity prevention program for adolescents to promote healthy eating and physical activity in schools. Methods: The development of the Let's Eat Healthy and Move at School program for adolescents followed the six steps of intervention mapping (IM). IM is a widely used protocol for developing systematic and effective interventions based on theories and evidence. Results: To better understand the problem and identify the needs of adolescents, interviews were conducted with teachers, school nurses, and students (step 1). In step 2, the desired behaviors and their determinants were established and combined into a matrix comprising 16 change objectives. In step 3, theoretical methods such as persuasive communication and consciousness-raising were chosen. The program was segmented into three educational activity sessions in step 4. In step 5, an implementation manual was developed for program instructors to ensure effective and accurate implementation. Finally, practices for evaluating the program's effectiveness and procedures were designed in step 6. Conclusion: The Let's Eat Healthy and Move at School program will provide adolescents with guidelines to promote healthy living and prevent obesity in everyday life using strategies for sustainable adolescent obesity prevention and management.

Cognitive Decline and Quality of Life among Patients with Breast Cancer undergoing Chemotherapy: The Mediating Effect of Health Promotion Behavior (항암화학요법을 받는 유방암 환자의 인지기능감퇴와 삶의 질에 관한 연구: 건강증진행위의 매개효과)

  • Lee, Jung Ran;Oh, Pok Ja
    • Korean Journal of Adult Nursing
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    • v.28 no.2
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    • pp.202-212
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    • 2016
  • Purpose: The purpose of this study was to assess the relationship between cognitive function impairment and quality of life (QoL) among patients with breast cancer. Specifically, the intention was to verify the mediating effects for promoting behaviors leading to better health and QoL. Methods: A purposive sample of 152 patients undergoing chemotherapy was recruited. A cross-sectional survey design was used. Data were collected using four instruments: Everyday Cognition Scale, Korean Mini-Mental State Examination, Functional Assessment of Cancer Therapy-Breast Cancer Version 4, and Health Promoting Lifestyle Profile. Results: The mean score for subjective cognitive decline was 65.84; the health promotion behavior was 95.89, and 83.34 for QoL. Health promotion behavior was directly affected by cognitive decline ($R^2=6.0%$) as was QoL ($R^2=43%$). Subjective cognitive decline (${\beta}=-.57$ p<.001) and health promotion behavior (${\beta}=.37$, p<.001) were seen as predicting factors in QoL and explained 56% ($R^2=56%$). Health promotion behavior had a partial mediating effect in the relationship between self-reported cognitive decline and QoL (Sobel test: Z=-3.37, p<.001). Conclusion: Based on the findings of this study, nursing intervention programs focusing on managing cognitive decline and promoting health promotion behavior are highly recommended to improve QoL in cancer patients.

Design and Implementation of Room Finding Application using VR

  • Park, Eunju;Kim, Juryeong;Lim, Hankyu
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.151-156
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    • 2017
  • As Internet services have spread centering on mobiles, diverse services used in everyday life have become mobile services. For humans, residential spaces have significant implications as physical and psychological environments. Therefore, being provided with accurate information on the room that must be sought to find out the residential space wanted by the user can be said to be an important element of real estate apps. However, when buying real estate, people prefer searching for information using mobiles and verifying the information by visiting the real estate firsthand due to increases in damage due to false offerings. This way approaches as inconvenience in cases where the buyer lives far away or if the conditions are not suitable. Therefore, in the present study, a 'room finding application using VR' was designed and implemented using virtual reality (VR) used for diverse purposes. VR is a technology that provides the user with the sense of presence as if the user is actually present in the space. It was used in the present study as a means to provide more accurate information. The use of the application designed and implemented in the present study is expected to reduce false offerings information at least slightly so that users can be provided with more accurate information on the real estate of interest.

Application and development of the web-based distant learning materials for elementary gifted students in science: Part 1 (초등과학영재를 위한 원격교수 학습 자료 개발 몇 적용1- 토론방 활동 분석)

  • 박종석;오원근;박종욱;정병훈
    • Journal of Gifted/Talented Education
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    • v.13 no.2
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    • pp.43-56
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    • 2003
  • In this study, learning materials that can be applied for web-based distant learning model were developed based on the characteristics of elementary school science in which investigation skills and thinking ability are considered to be important. And the effect of students' activity in a discussion room on student's investigating and thinking ability was investigated. Through very active on-line discussion, students showed their ability to come up with new ideas and to design and implement diverse experimental methods. Especially, since all of the study tasks given to the students were aimed to utilize experimental means and tools that are so common in everyday life, shortfalls that might reside in the web-based distant learning program could be overcome and students' investigative activity might be stimulated.

Design of Bio-Signal Analysis Architecture Applying Matlab Source (Matlab 소스를 적용한 생체신호 분석 시스템 개발)

  • Joo, Moon-Il;Choi, Seong-Hun;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.65-67
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    • 2017
  • Due to the development of mobile computing and wearable technology, various wearable devices for measuring bio-signals in everyday life have been developed and popularized, and healthcare services utilizing bio-signals are attracting attention. In recent years, healthcare services have been developed and studied using various bio-signal analysis tools. Most bio-signal analysis studies utilize Matlab. However, in order to apply the algorithm developed in Matlab to the system, it is necessary to convert the source. We want to provide a smart interface that can skip source conversion. In this paper, we develop an interface to run the source file itself in the system by omitting the conversion technique for applying the algorithm developed in Matlab to the system.

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Design of Case-based Intelligent Wheelchair Monitoring System

  • Kim, Tae Yeun;Seo, Dae Woong;Bae, Sang Hyun
    • Journal of Integrative Natural Science
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    • v.10 no.3
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    • pp.162-170
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    • 2017
  • In this paper, it is aim to implement a wheelchair monitoring system that provides users with customized medical services easily in everyday life, together with mobility guarantee, which is the most basic requirement of the elderly and disabled persons with physical disabilities. The case-based intelligent wheelchair monitoring system proposed in this study is based on a case-based k-NN algorithm, which implements a system for constructing and inferring examples of various biometric and environmental information of wheelchair users as a knowledge database and a monitoring interface for wheelchair users. In order to confirm the usefulness of the case-based k-NN algorithm, the SVM algorithm showed an average accuracy of 84.2% and the average accuracy of the proposed case-based k-NN algorithm was 86.2% And showed higher performance in terms of accuracy. The system implemented in this paper has the advantage of measuring biometric information and data communication regardless of time and place and it can provide customized service of wheelchair user through user friendly interface.