• Title/Summary/Keyword: Multi-user Participation

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A Study on the Design Guideline of Multi-purpose Space in Elementary and Middle Schools through Utilization of User Participation Method (참여디자인 기법을 활용한 다목적 공간의 계획방향에 관한 연구)

  • Lee, Kyung-Hoon;An, Eun-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.17 no.2
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    • pp.3-12
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    • 2010
  • The purpose of this study was to provide the planning guideline for the multi-purposed classroom in the elementary school and middle school using questionnaire and user participation method. As the user participation method, the design workshop in the study contains participation techniques, community action planning, and participation game. The design workshop used the design kit as a communication tool. Four user groups, selected from teachers and child in the elementary school and middle school, to be reconstructed, participated in a design workshop with design kit, and each group produced their own plans. The result of this study is as follows; (1) Teachers wanted multi-purposed classroom to be used by two classes. (2) The size of the multi-purposed classroom was preferred 1.5 times(30 py.) of the regular classroom. (3) By considering the characteristics of students it was required the open space in elementary, but required it to be separated from the regular classroom in middle school. (4) Through the analysis, we could grasp the processes that the users' needs were practically applied to design. Our design workshop method should be hereafter modified and advanced, but showed the usefulness in many aspects.

Byker Redevelopment : Ralph Earskine' Design Concept and Residence′ Participation on the Design Process (바이커 재개발 : R. Earskine의 설계개념과 주민참여)

  • 손승광
    • Journal of the Korean housing association
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    • v.14 no.6
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    • pp.173-184
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    • 2003
  • To be a good architecture, resident' needs should be defined as possible as definitely. A Multi-family housing is not easy to define of resident' needs, because the user is ambiguous and the needs is multi aspects. Byker housing project have a good approach to define ambiguous and many aspects of residence' need. In this view points, Byker redvelopment project show the process of resident' participation as a new customers, and design process architect with people, in spite of the early 1970s' project in terms of the user participations. This approach of residence participation is a good lesson how to communicate with recidence, how to identify the need, and its design is satisfied in the residence. And its project are discussed with residence how to manage of rehabilitation.

A Collaborative Visual Language

  • Kim, Kyung-Deok
    • Journal of information and communication convergence engineering
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    • v.1 no.2
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    • pp.74-81
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    • 2003
  • There are many researches on visual languages, but the most of them are difficult to support various collaborative interactions on a distributed multimedia environment. So, this paper suggests a collaborative visual language for interaction between multi-users. The visual language can describe a conceptual model for collaborative interactions between multi-users. Using the visual language, generated visual sentences consist of object icons and interaction operators. An object icon represents a user who is responsible for a collaborative activity, has dynamic attributes of a user, and supports flexible interaction between multi-users. An interaction operator represents an interactive relation between multi-users and supports various collaborative interactions. Merits of the visual language are as follows: supporting of both asynchronous interaction and synchronous interaction, supporting flexible interaction between multi-users according to participation or leave of users, supporting a user oriented modeling, etc. For example, an application to a workflow system for document approval is illustrated. So we could be found that the visual language shows a collaborative interaction.

A Study on the Open Housing Design Methods in the Netherlands and Finland (네덜란드와 핀란드의 오픈하우징 설계수법 연구)

  • 황은경;임석호;김수암
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2002.11a
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    • pp.339-344
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    • 2002
  • The Purpose of this study Is to investigate Open Housing design methods on multi-family housing in the Netherlands and Finland. This study is based on the several actual field survey through visiting eight sites in the netherlands and Finland. we found a lot of design items applied to the Holland and Finnish multi-family housing for Open Housing. Open Housing design items are user participation design, layout flexibility, finishes selection, flexible utilities, interior components and use of modular grid.

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A Study on Citizen Participation System based on Design Thinking, Design Science - Smart City case

  • SUH, Eung-Kyo
    • The Journal of Economics, Marketing and Management
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    • v.9 no.2
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    • pp.11-20
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    • 2021
  • Purpose: The importance of creativity has been emphasized in the transition from industrial society to knowledge-based society. Recently, design thinking has attracted great attention as one of the ways to increase the creativity of the organization. From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Research design, data and methodology: From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Results: Therefore, the purpose of this research was to design a citizen-participation type system and contents using a specific space to realize a smart city. This system utilizes the concept of space as a tool to promote innovation activities with the participation of citizens and makes it easy for users of space to participate based on urban problems derived from living labs and the internal structure and user flow line have been designed. Conclusions: It was been also used voice recognition, artificial intelligence, the Internet of Things, and big data as important technologies for experiencing smart cities. The system and content were designed with an emphasis on allowing citizens to directly recognize and experience smart city technology, especially through space-based information visualization and multi-faceted stimulus elements.

Projection Facade and Game System for Multi-Audience Participation using Smart Devices (스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 및 게임 시스템)

  • Jang, Seungeun;Tang, Jiamei;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.1-8
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    • 2013
  • As yet the use of 3D projection mapping facade has been limited to advertising and performance in the outside. And interactive elements are lacking. In this paper, propose a interaction system which control of projection mapping facade for multi-audience participation using smart devices. The system can be interaction for the multi-façade. And single or multiple can participate in the game. A user test based on the result confirmed an effectiveness of the proposed method. This research showed a practical method in which interaction of projection facade system can be used to user devices. The results of this study can be used as a base module for projection facade interaction system. In addition, It can be utilized for converged content development such as performances, games, education and various applications services.

A Study on Convergence Video System through Step Squencer (스텝시켄서를 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.435-440
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    • 2019
  • Recently, many musical instrument mobile apps have been released targeting normal people who can't play musical instrument at all. The reason of developing video system based on step sequencer are as follows; first, users can freely play the musical instruments; second, induce multiple users to play; and third, develop and suggest new step sequencer fused with the video. To resolve issue in video synchronization caused by sync issues when operating multiple step sequencers, the Pocket Operator of Teenage Engineering was used to realize multiply-connected step sequencer and also, the ultimate video system was developed through Mira-Web for multiple participation. In addition, it's required to make the Pocket Operator as software and receive various feedbacks to continue and complement study in order to develop the better video system.

Suggestion of User-Centered Climate Service Framework and Development of User Interface Platform for Climate Change Adaptation (기후변화 적응을 위한 사용자 중심의 기후서비스체계 제안 및 사용자인터페이스 플랫폼 개발)

  • Cho, Jaepil;Jung, Imgook;Cho, Wonil;Lee, Eun-Jeong;Kang, Daein;Lee, Junhyuk
    • Journal of Climate Change Research
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    • v.9 no.1
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    • pp.1-12
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    • 2018
  • There is an emphasis on the importance of adaptation against to climate change and related natural disasters. As a result, various climate information with different time-scale can be used for science-based climate change adaptation policy. From the aspects of Global Framework for Climate Services (GFCS), various time-scaled climate information in Korea is mainly produced by Korea Meteorological Administration (KMA) However, application of weather and climate information in different application sectors has been done individually in the fields of agriculture and water resources mostly based-on weather information. Furthermore, utilization of climate information including seasonal forecast and climate change projections are insufficient. Therefore, establishment of the Cooperation Center for Application of Weather and Climate Information is necessary as an institutional platform for the UIP (User Interface Platform) focusing on multi-model ensemble (MME) based climate service, seamless climate service, and climate service based on multidisciplinary approach. In addition, APCC Integrated Modeling Solution (AIMS) was developed as a technical platform for UIP focusing on user-centered downscaling of various time-scaled climate information, application of downscaled data into impact assessment modeling in various sectors, and finally producing information can be used in decision making procedures. AIMS is expected to be helpful for the increase of adaptation capacity against climate change in developing countries and Korea through the voluntary participation of producer and user groups within in the institutional and technical platform suggested.

Projection Facade System that enables for a Multi-User Participation to using a Smart Device (스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 시스템)

  • Jang, Seungeun;Tang, Jiamei;Kim, Sangwook
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.49-50
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    • 2013
  • 본 논문에서는 관람자가 스마트 기기를 활용하여 프로젝션 파사드의 영상을 컨트롤하는 시스템을 제안한다. 한 관람자가 아닌 다수의 관람자가 동시에 파사드에 매핑된 영상 콘텐츠에 접근이 가능한 시스템이다. 이를 활용한 작품 'Design of Social Projection Facade'는 프로젝션 매핑 영상과 스마트기기의 연동 기술을 기반으로 한 다중 관람자 참여형 미디어파사드 시스템 실험 작이다. 파사드 하나를 대상으로 한 관람자들의 공동 창작이 아니라 네트워크 시스템을 통해 물리적으로 떨어진 파사드 간의 인터랙션 및 연결, 콘텐츠 공유, 다중 관람자 참여라는 점에서 기존 연구와 차별화된 인터랙티브 시스템이라 할 수 있다.

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A Study on Applying the Concepts of Interaction Design to Space (공간에서의 인터랙션 디자인 개념 적용에 대한 연구)

  • Kang Sung-Joong;Kwon Young-Gull
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.234-242
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    • 2005
  • Interface is a medium or channel to communicate between human and things, while interaction is the manner of communication between them. Interaction design is designing experience of user through the interaction process for human, thing, system, and space. Richard Buchanan suggests four kinds of interaction: interface (person to thing interaction), transaction (person to person interaction), human interaction (human and environment interaction) and participation (human to cosmos interaction). With digital technology, architecture and space design have made various experiments at form, function, and content of space. Space evolves from a physical container to a stage to provide narrative and create new experience to users. Since understanding users, creating experience, efficient space design, content planning, and applicable technology are required for interaction design in space, multi-disciplinary research and cooperation is needed.