Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.8
no.7
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pp.929-943
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2018
Together with the increase of public housing complex, the issues of community following residential environment under contemporary society has become an important issue and the collapse of traditional community has long been emerged as an important social issue. In order to facilitate communities within the public housing complex, various discussions have been continued, and for addressing such an issue under this study, the public housing complexes n Seoul, the capital region and other major cities have been surveyed and analyzed to draw following conclusion as the design-type study to propose a model of community facilities. It displays that there is certain limitation with respect to the diversity of programs when comparing the community facility standard defined under the public housing related laws and regulations. This is attributable to the fact that it is a limitation to satisfy the level of satisfaction for residents that expect the improvement in quality of leisure life, and the facility standard that is standardized around the physical facility environment has certain limitations to enhance the level of satisfaction for residents when the demand has been on the rise with respect to quality. For this fact, the approach in consideration of diversity for the facility standard has to be made in advance. As the utility of external space for the public housing is increased, it is reasonable to consider the plan to secure environment through the architectural factors, and it has the strength in enhancing the utility of internal and external space of the community facilities.
The intelligent product is a product in which interactive technologies are applied to an existing common product, called a mother product. This study focuses on interaction design of a hedonic intelligent product and investigates an efficient method of input control of hedonic intelligent products. The hedonic intelligent product is a product in which the hedonic attributes such as play and pleasure are added to the mother product. Utilitarian intelligent products enhance practical functions of mother products. The utilitarian intelligent product finds user behavior in the mother product to improve functional elements for a user experience design. On the other hand, hedonic intelligent products find various emotional values that impart hedonistic attributes and apply them to design. The input method studied through the case study is classified into the imitation input method and the transformation input method derived from the mother product. Based on this, two independent variables of intelligent pinwheels were designed, and its usability evaluation was conducted under the same output condition to investigate a more effective input method. As a result, the transformation input method was rated higher in originality than the imitation input method. This result implies that users had new experiences from the transformation input method, which leads to a higher intention of paying for new experiences.
The Journal of Korean Institute of Next Generation Computing
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v.13
no.6
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pp.124-131
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2017
Recently, drone is extending its range of usability. For example, the delivery, agriculture, industry, and entertainment area take advantage of drone mobilities. To control real drones, it needs huge amount of drone control training steps. However, it is risky; falling down, missing, destroying. The virtual drone system can avoid such risks. We reason that what kinds of technologies are required for building the virtual drone system. First, it needs that the virtual drone authoring tool that can assemble drones with the physical restriction in the virtual environment. We suggest that the drone assembly method that can fulfill physical restrictions in the virtual environment. Next, we introduce the virtual drone simulator that can simulate the assembled drone moves physically right in the virtual environment. The simulator produces a high quality rendering results more than 60 frames per second. In addition, we develop the physics engine based on SILS(Software in the loop simulation) framework to perform more realistic drone movement. Last, we suggest the virtual drone controller that can interact with real drone controllers which are commonly used to control real drones. Our virtual drone system earns 7.64/10.0 user satisfaction points on human test: the test is done by one hundred persons.
This study aims to examine how visitors in science centers interact with gesture-based exhibits from embodied cognition perspectives. Four gesture-based exhibits in two science centers were selected for this study. In addition, we interviewed a total of 14 visitor groups to examine how they perceived the property of gesture-based exhibit. We also interviewed four experts to further examine the benefits and limitations of the current gesture-based exhibits in science centers. The research results indicate that the total amount of interaction time between visitors and gesture-based exhibits was not high overall, implying that there was little of visitors' immersive engagement. Both experts and visitors expressed that the current gesture-based exhibits tend to highlight the novelty effect but little obvious impacts linking gestures and learning. Drawing from the key findings, this study suggests the following design considerations for gesture-based exhibits. First, to increate visitor's initial engagement, the purpose and usability of gesture-based exhibits should be considered from the initial phase of design. Second, to promote meaningful interaction, it is important to sustain visitors' initial engagement. For that, gesture-based exhibits should be transformed to promote intellectual curiosity beyond simple interaction. Third, from embodied cognition perspectives, exhibits design should reflect how the mappings between specific gestures and metaphors affect learning processes. Lastly, this study suggests that future gesture-based exhibits should be designed toward promoting interaction among visitors and adaptive inquiry.
Recently, interest in and demand for sensors that recognize physical activity and their products are increasing. In particular, the development of wearable materials that are flexible, stretchable, and able to detect the user's biological signals is drawing attention. In this study, an experiment was conducted to improve the dip-coating efficiency of a single-walled carbon nanotube dispersion solution after fine holes were made in a hydrophobic material with a micro needle. In this study, dip-coating was performed with a material that was not penetrated, and comparative analysis was performed. The electrical conductivity of the sensor was measured when the sensor was stretched using a strain universal testing machine (Dacell Co. Ltd., Seoul, Korea) and a multimeter (Keysight Technologies, Santa Rosa, CA, USA) was used to measure resistance. It was found that the electrical conductivity of a sensor that was subjected to needling was at least 16 times better than that of a sensor that was not. In addition, the gauge factor was excellent, relative to the initial resistance of the sensor, so good performance as a sensor could be confirmed. Here, the dip-coating efficiency of hydrophobic materials, which have superior physical properties to hydrophilic materials but are not suitable due to their high surface tension, can be adopted to more effectively detect body movements and manufacture sensors with excellent durability and usability.
As real estate values rise, interest in cadastral resurvey is increasing. Accordingly, a cadastral resurvey project is actively underway for drone operation through securing work efficiency and improving accuracy. The need for utilization and management of cadastral resurvey results (drone images) is being raised, and through this study, a 3D spatial information platform was developed to solve the existing drone image management and utilization limitations and to provide drone image-based 3D cadastral information. It is proposed to build and use. The study area was selected as a district that completed the latest cadastral resurvey project in which the study was organized in February 2023. Afterwards, a web-based 3D platform was applied to the study to solve the user's spatial limitations, and the platform was designed and implemented based on drone images, spatial information, and attribute information. Major functions such as visualization of cadastral resurvey results based on 3D information and comparison of performance between previous cadastral maps and final cadastral maps were implemented. Through the open platform established in this study, anyone can easily utilize the cadastral resurvey results, and it is expected to utilize and share systematic cadastral resurvey results based on 3-dimensional information that reflects the actual business district. In addition, a continuous management plan was proposed by integrating the distributed results into one platform. It is expected that the usability of the 3D platform will be further improved if a platform is established for the whole country in the future and a service linked to the cadastral resurvey administrative system is established.
Korean Journal of Construction Engineering and Management
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v.24
no.4
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pp.3-13
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2023
The purpose of this study is to compare and analyze the performance and work productivity of wet type pavement cutters and sludge suction type pavement cutters (hereinafter referred to as automatic pavement cutters) developed to reduce scattering dust. We first investigated the development status of wet type manual pavement cutters that are mainly used in Korea and automatic pavement cutters, and analyzed the pavement cutting work in detail. And the standard cutting performance was derived by measuring the cutting time by depth by applying the two equipment to the test bed under the same conditions. However, there is a limitation that the data measured in the test bed does not reflect the various variables of the actual pavement cutting site. Therefore, in this study, data was collected through field surveys, and the correlation between cutting distance and time was analyzed, and then a model for calculating the productivity of pavement cutters was presented through simple regression analysis. As a result of comparative analysis of the values derived from the regression equation with the standard cutting performance derived from the test bed, the cutting performance derived through the regression equation showed a similar trend to the standard cutting performance. Finally, we verified the usability of the automated pavement cutter developed by qualitatively analyzing three tasks that are difficult to measure quantitatively but affect productivity.
The Journal of the Convergence on Culture Technology
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v.9
no.4
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pp.401-408
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2023
The purpose of this study is to design textbook metadata as a basic task for building a textbook database. To this end, reading textbooks were defined as a category of textbooks, and a metadata development methodology was established through previous research. In order to ensure that bibliographically essential elements are not omitted, the catalog description elements of institutions that collect, accumulate, and service textbooks such as the National Library of Korea were investigated. The elements of Dublin Core, MODS, and KEM were mapped to derive elements suitable for describing textbooks. Finally, a set of textbook metadata elements consisting of 14 elements in three categories - bibliography, context, and textbook characteristics were presented by adding publication type, genre, and curriculum period elements. The 14 elements are titles, authors, publications, formats, identification sign, languages, locations, subject names, annotation, genres, table of contents, subjects, curriculum period, and curriculum information. In this study, we contributed to this field by discussing how to organize textbook resources with national knowledge resources, and in future studies, we proposed to evaluate usability by applying metadata elements to actual textbooks and revise and supplement them according to the evaluation results.
In this study, a formula (EJ-F101) was prepared to develop a raw material for acne-prone skin improvement using wheat germ extract, and a clinical trial cream was prepared and clinical trials were conducted. As a result of the analysis, when comparing before and after using the product, both the test group and the control group showed significant improvement effects in terms of open comedones, occluded comedones, papules, sebum and oil content in the facial region at 4 weeks after product use, compared to the control group in the test group which showed a more significant improvement effect. As a result of the survey on the efficacy of the product, most items showed higher positive answers in the test product compared to the control product four weeks after the use of the product, and about 43-81% of the study subjects answered positively in the test product, except for the "open surface" item. In addition, for all items related to the usability of the product, about 14-86% of the test group and 38-90% of the control group answered positively at the time point 4 weeks after using the product. As a result of skin safety evaluation, no adverse skin reactions were observed in all subjects of this study. Based on the above results, it is considered that the cream using wheat germ extract is suitable for use on acne-prone skin(non comedogenicity).
Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.
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