• Title/Summary/Keyword: Task-Oriented Space

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A Study on the Role of Service Design in Creating Resident-driven Safe Community (주민주도형 안전 공동체 조성에 있어 서비스디자인의 역할 탐색)

  • Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.407-414
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    • 2017
  • With an increase in urban crimes in various forms, this study is intended to analyze the effectiveness of the service design that presented a new model resolving crime risks through differentiated thinking paradigm and problem approaches. The empirical case addressed in this study is 'the project to create resident-driven safe community in Duryu-dong, Dalseo-gu, Deagu though service design'. This project is evaluated as having prepared a prevention-oriented local safety system through a preemptive and resident-centered process. The project was promoted as a 'natural monitoring capacity building program' for residents to prevent local crimes, a 'social role expansion program' for local safety, and 'crime prevention environment design', which provides comprehensive solutions for residents' safety. Here, designers act as exerts in designing a task-based platform that can be driven by residents rather than a visual environment improver, and reorganizing the local ecosystem by expanding the opportunities for residents to interact. This case identifies the role of service design as binding the solidarity of local residents beyond the improvement of the crime environment and giving them the potential capacity to maintain a safe living space in relation to a safety issues of community.

Development of a Soil Distribution Method and Equipment Operation Models Using Worker's Heuristics (작업자의 휴리스틱을 적용한 토량배분 및 장비운영 모델 개발)

  • Lim, So-Young;Kim, Sung-Keun;Ahn, Seo-Hyun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.36 no.3
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    • pp.551-564
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    • 2016
  • Earthworks are the fundamental steps in a construction job, and are mainly comprised of smaller tasks performed by construction machinery. The productivity of the construction job can be improved by optimizing excavation, filling, and other such operations. Earthworks involve a lot of mechanical work performed by the collaboration between various kinds of construction equipment, which in turn leads to higher fuel consumption. Actual earthworks depend mostly on the intuition and experience of the driver of the machines, thus leading to inefficiency and environmental problems caused by unnecessary emission of carbon, Recently automated and information-oriented technologies are consistently being researched towards the improvement of efficiency of earthworks in the construction industry. The present research involves the introduction and understanding of the decision-making elements of heuristics which can be applied to the earthwork planning. A method is also suggested for creating an effective work path for construction machine to perform task packages (TP) for cutting and filling processes. A simulation test is performed to verify the effectiveness of suggested methods in terms of space interference and total moving distance of construction equipment.

Birth of artificial nature and the humanities of coexistence (인공자연의 탄생과 공존의 인문학 -90년대 사이버문학론을 중심으로)

  • Lee, yongwook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.449-460
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    • 2021
  • The development process of cyber literature theory in the 1990s clearly shows the duality of the pursuit of symbolic power and desire through the formation and conflict of literary fields, collective intelligence. All desires are bound to be power-oriented, and cyber literature is meaningful in that network-space critics developed while advocating the humanities of coexistence. The failure of cyber literature theory is due to the conflicting desire of critical power between real and virtual spaces. Cyber literature theory in the 1990s was the first literary response to the birth of artificial nature, although the contradiction of desires revealed in symbolic power and the limitations of barking are clear. Literature discourse has always explored the relationship between the social conditions of the time (including technological progress) and art texts. Producing a new critical discourse encompassing the whole within the literary field of artificial nature is an important task in literature in the era of technology compilation, and humanities and technology must coexist. Through this paper, we examined the impact of the birth of artificial nature on humanities. This study is an important achievement of humanities engineering that understands, interprets, and leads technology.

Design Strategies and Processes through the Concept of Resilience (리질리언스 개념을 통해서 본 설계 전략과 과정)

  • Choi, Hyeyoung;Seo, Young-Ai
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.44-58
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    • 2018
  • Cities face new challenges not only in natural disasters by climate change but also in social and economic fluctuations. With the existing simple reconstruction method, it is difficult to solve the overall problems that a city or region may face. As a new approach to cope with various changes, the concept of resilience is emerging. Resilience is also one of the themes of recent major urban design projects. Design with the concept of resilience is a new strategy that can deal with various changes of urban space, rather than a temporary trend. The purpose of this paper is to explore the design method by analyzing cases where the concept of resilience is employed. We aim to examine what kind of design strategies are needed for the resilience design and how this design process differ in character, as compared to general design projects. Cases for this study include the "Rebuild by Design" competition held in 2013 and the "Resilient by Design/Bay Area Challenge" competition held in 2017. This paper consists of literature reviews and case studies. The latter is divided into two aspects: content analysis based on the theory of resilience and characteristics of the design process. Cases are analyzed through literature reviews and process characteristics of resilience design in response to the general design process. The main categories for urban resilience used as the framework for analysis include: Urban Infrastructure, Social Dynamics, Economic Dynamics, Health and Wellbeing, Governance Networks, and Planning and Institutions. As a result, the aspects of resilience concepts considered and design strategies undertaken by each team were identified. Each team tried to connect all 6 categories to their design strategies, placing special value on the role of governance, a system that enables collaborative design and project persistency. In terms of the design process, the following characteristics were found: planning the whole project process in the pre-project phase, analyzing predictable socioeconomic risk factors in addition to physical vulnerabilities, aiming for landscape-oriented integrated design, and sustainable implementation strategies with specific operations and budget plans. This paper is meaningful to connect the concept of resilience, which has been discussed in various articles, to design strategy, and to explore the possibility of constructing a practical methodology by deriving the characteristics of the resilience design process. It remains a future task to research design strategies that apply the concept of resilience to various types of urban spaces, in addition to areas that are vulnerable to disasters.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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