• 제목/요약/키워드: User Life

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공공도서관의 공간구성과 복합화 유형에 관한 연구 (A Study on the Typology of Mixing Activities and Space Organization in Public Library Buildings)

  • 김정희;이상호
    • 한국실내디자인학회논문집
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    • 제41호
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    • pp.146-154
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    • 2003
  • The purpose of this study is, According to society changing fast, human life is changing in the direction of complexity and variety, the middle class and multiple structure have been generated in relation between architecture and function. Accordingly, considering the analyzed elements of the main floor space planning and relation of the factors in space planning of Seoul s public libraries. The Public Library is variety of function is abstracted to the plan for Space Composition Form from future public library, analysis of “This point of user, how to composition is the space of different function” and “How to is the connection between the educational function and the other function, complexity of space.” With above distinctive themes and the research, the typology of public library in seoul city, At the first, the research shows that the public library is 8 type, and high in typology of “TYPE 7 (A3-B2-Cl)”. Secondary, There appears public library, such as in the satisfaction of the One-Function-User is high in “TYPE 3 (A1-B2-C3)”, in the satisfaction over the Two-Function-User is high in “TYPE 6 (A3-B1-C1)”

사용자 중심 시나리오에 따른 U-스풀 프레임워크 설계 (Design of U-School Framework Based on User-Centric Scenario)

  • 홍명우;조대제
    • 한국콘텐츠학회논문지
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    • 제7권12호
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    • pp.283-291
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    • 2007
  • 유비쿼터스 컴퓨팅의 시대로 접어들면서, 컴퓨터 시스템은 언제 어디서나 우리의 일상생활에서 필요로 하는 적절한 서비스와 정보를 제공할 수 있게 되었다. 이러한 유비쿼터스 컴퓨팅은 언제 어디서나 학습을 할 수 있는 유비쿼터스 학습의 개념으로 발전시켰다. 본 논문에서는 기존의 ERSS(Korea's Educational Resources Sharing System)를 발전시켜, 유비쿼터스 컴퓨팅 기술이 적용된 U-스쿨을 위한 프레임워크를 제안한다. 제안된 프레임워크는 기존의 ERSS를 기반으로 하여 모바일 기술, 센서 단말 기술과 상황 인식 기술을 적용하였고 사용자 중심의 시나리오를 사용하여 사용자 중심의 러닝 환경을 제공한다. 특히 유비쿼터스 교육 환경에서의 상황인식 서비스는 학생, 교사, 객체 및 환경의 동적인 상황 정보를 기반으로 즉시 학습 및 개인별 맞춤 학습에 적용될 수 있다.

관광블로그의 수용과 사용자만족에 관한 연구 (Study on acceptance and user satisfaction of tourism - Focused on TAM Model -)

  • 노영;변정우
    • 디지털산업정보학회논문지
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    • 제7권2호
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    • pp.185-203
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    • 2011
  • In recent years, blogs have become important resources for information sharing; and tourism blogs are providing a new way of sharing tour experiences. Blogs are becoming very popular amongst web users to share their life experiences with other web users around the world. Specifically the goals of this research are; (1) to suggest theory framework of acceptance and user satisfaction about toruism blogs based on TAM, (2) to examine relationships between exogenous variables and (3) to suggest effectiveness of tourism blogs in a marketing perspective. The research model and hypotheses were developed based on the theories of technology acceptance model. Questionnaire was used to collect data. The analysis of this study is designed as individual level to examine the causal relationship among variables. The the reliability and validity of data was tested by explanatory factor analysis, Cronbach's alpha coefficient, confirmatory factor analysis, and correlation analysis. Also, the structural equation model(SEM) analysis was performed to test the usefulness of the model. The analysis results revealed that interaction, entertainment, system quality and information quality are major influential variables on the perceived usefulness of tourism blog. Also, entertainment and system quality are influential variables on the perceived ease of use of tourism blog.

디지털콘텐츠 특성의 이용자 지각과 이용의도에 관한 연구 (Study on Users' Perception of Digital Contents Traits and Intention)

  • 최동춘;김용범;윤지은
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2008년도 춘계학술대회
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    • pp.157-179
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    • 2008
  • This study demonstrates some major traits of digital contents as information, playfulness, individuality, perceived recognition as perceived usefulness and perceived ease of use, relationship quality as satisfaction and commitment, user behavior as use intention. To make an empirical analysis the study, it is hypothesized that traits of digital contents and perceived recognition, traits of digital contents and relationship quality, perceived recognition and relationship quality, relationship quality and user behavior. Proposed theoretical model was based on TAM and was tested by the structure equation model for validity, credibility, goodness of fit. The major finding of this study can be summarized as follows, traits of digital contents are positively affected by perceived recognition, satisfaction in relationship quality and use intention via perceived recognition. Theoretical implication of this study are as follows. First, users wanted to choice only needed information. Second, users recognized digital contents as a part of life. So, user's ability is very important in this environment. According to this, business related with or interested in digital contents must have developed digital contents in variety aspect. Users must have concerned using digital contents, also.

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웹기반 다차원 민군겸용 인터액티브 디지털 콘텐츠의 효과적인 구현 방안 (An Effective Implementation Method for Dual Use of Web-based Multidimensional Interactive Digital Contents)

  • 강석훈;김대청
    • 안보군사학연구
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    • 통권3호
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    • pp.197-242
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    • 2005
  • Active catalog is a kind of digital content that enables consumers to test the functions and features of products from their PCs as if they were using it in real life, by simulating the actions and responses of the product. This new type of interactive digital content can be used extensively to make sales personnel training manuals, sales tools, user manuals and user trouble shooting documents. With active catalogs, companies will be able to compare different designs, show actions according to different functions, and evaluate user reaction to new products without having to produce a single physical prototype or mock-up. At the same time, consumers will be able to understand and 'operate' the product and make well-informed purchase decisions. In this paper, we present a visual event-driven modeling tool, PlayMo, for creating active catalogs, analyze the advantages of using PlayMo, describe the event-driven method used by PlayMo and also introduce two enhanced characteristics of the Event Flow Chart with which the events in PlayMo are structured. Interactive digital content by using the PlayMo3D makes easy, simple and effective design for e-learning, e-catalogue, e-marketing/sales, e-prototyping, customer support, etc. Through its application-ready 3D function visualization solution, engineers and designers can rapidly turn a CAD design model into a 3D interactive virtual product, and the effective function prototyping job can be also completed within a minute.

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라이프스타일 유형에 따른 모바일 간편결제 서비스의 이용행태 연구 (A Study on Behavior in Using Fin-Tech Based on Life Style Types)

  • 진정숙;김현모;박주석
    • 한국IT서비스학회지
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    • 제16권1호
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    • pp.119-138
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    • 2017
  • Mobile easy payment is a term for using mobile devices to facilitate financial transactions. Mobile easy payment is a quickly emerging practice, supported by the dramatic increase of mobile phone or device users around the world. The purpose of this study is to classify user's group of the mobile easy payment service by their lifestyle based on I-VALS type and to investigate differences in usage behavior among the user groups. For empirical study, a questionnaire survey was carried out with users of mobile easy payment services using the Internet from June 7 to 10 in 2016. We conducted factor analysis for I-VALS, usage factors, satisfaction factors. We also performed cluster analysis for group classification, and analysis of variance, cross analysis to compare the different usage behavior among the user groups. In analysis results, first three cluster appeared including "ICT task-oriented group", ICT positive and socialities oriented group", "ICT leader-oriented group". Second, it was found significant differences among the clusters about factor of "easy of use", "securities", "universality", "satisfaction". Third, we showed that there were significant differences in time first used the service. Based on these findings, we provide practical implications. Results of our study can be expected to provide the basis of differentiated marketing strategy of mobile easy payment services.

AR기술을 활용한 어린이 교육 어플리케이션 디자인 (Children's Education Application Design Using AR Technology)

  • 정혜경;고장혁
    • 반도체디스플레이기술학회지
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    • 제20권4호
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    • pp.23-28
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    • 2021
  • Augmented reality is a technique for combining virtual images into real life by showing information of virtual 3D objects on top of a real-world environment (Azuma et al., 2001). This study is an augmented reality-based educational content delivery device that receives user input that selects either a preset object or a photographed object for augmented reality-based training; It includes a three-dimensional design generation unit that generates a stereoscopic model of the augmented reality environment from an object, a three-dimensional view of the scene, a disassembly process of the developing road from a three-dimensional model, and a content control unit provided by the user terminal by generating educational content including a three-dimensional model, a scene chart, a scene, a decomposition process, and a coupling process to build a coupling process from the scene to the three-dimensional model in an augmented reality environment. The next study provides a variety of educational content so that children can use AR technology as well as shapes to improve learning effectiveness. We also believe that studies are needed to quantitatively measure the efficacy of which educational content is more effective when utilizing AR technology.

수도권 거주 중년층의 노후의 일.여가 의식과 자립형 노인커뮤니티 입주의사와의 관계 (Attitudes Toward Work and Leisure in Later Life and Intention to Move to Senior Community Available to Work Among 50's in Seoul, Incheon and Kyunggido)

  • 조재순
    • 가정과삶의질연구
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    • 제24권4호
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    • pp.127-139
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    • 2006
  • The purpose of this research was to find out relation between the attitudes toward work and leisure in later life and intention to move to senior community available to work among 50's in Seoul, Incheon, and Kyunggido. The same research questions would be revealed as the previous one done by Cho & Cho(2006). The data were the part of the survey collected from 556 respondents with questionnaire during November, 2002 by the Hong's research team(2004). The results of this study showed that most respondents were somewhat actively preparing toward work in later life and the level of preparation differed by the individual characteristics such as age, health and occupation. They preferred various work items specially managing facility center, raising animals and plants, and managing educating center, which were different from what current elderly workers were mainly involved in. Similarly to the work, most respondents cared for the kind of leisure activities to continue and saved money for the leisure expenses in later life. The better the economic conditions, the more actively prepared for leisure in later life. They were strongly expected to participate in public leisure facilities and programs for the elderly as a user, volunteer, and/or activist. Over two thirds of the respondents preferred to work and live together in later life and over two out of five had intention to move to the senior community available to work. The more active in work and/or leisure in later life, the higher intention to work together and/or to move to the community. Those results generally supported the previous research showed that the needs of work and leisure in later life would be increased and varied, therefor housing for the elderly should considered work space and program as well as leisure. The further study was suggested to focus on the potential and current residents in the sample case of the comprehensive welfare town for the elderly by local administration.

생활안전 예방서비스 사용자 프로파일 기반 맞춤형 서비스를 위한 생활안전지수 보정 방안 연구 (A Study on Correction Approach for the Life Safety Index for Personalized Services Based on User Profiles)

  • 오혜수;정종운;이재일
    • 한국방재안전학회논문집
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    • 제16권3호
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    • pp.35-43
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    • 2023
  • 본 논문은 생활안전지수 보정 방안에 대한 연구를 소개한다. 생활안전지수는 생활안전 예방서비스 시스템에서 제공되는 서비스로써, 개인의 일상생활 안전수준을 종합적으로 평가하여 개개인의 안전상태를 수시로 파악하고, 안전사고를 사전에 예방하기 위해 종합지수 형태로 나타낸다. 이전의 선행 연구에서는 생활안전 예방서비스를 평가하기 위한 평가 기준(항목)을 기반으로 하여 AHP(Analysis Hierarchy Process)와 Likert Scale 기법을 혼용하여 개발되었다. 이에 본 연구에서는 이러한 기존의 생활안전지수를 기반으로, 개인의 특성에 따른 보정 인자를 생활안전지수에 적용하는 방안을 탐구하고자 한다. 기존의 국가 통계를 활용한 보정 인자를 개발하여 개인 프로파일에 맞는 개별화된 서비스를 제공하는 방법을 제시한다. 따라서 본 논문은 생활안전지수 개발 및 보정 방법론에 대한 응용을 통해 사용자 맞춤형 서비스를 제공하는 방법에 대하여 제안하고자 한다.

소비자 특성에 따른 아파트 실내 공간 선호 (The preference of Interior space of the consumers's characteristics among Apartment)

  • 김미희;이유미
    • 한국실내디자인학회논문집
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    • 제21호
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    • pp.101-106
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    • 1999
  • This study has been designed to explore the preferences of interior space for those living in apartment housing. It also examines the relationships between preferences of interior space, such as storage space, organization type of LDK(the living room, the dining room, and kitchen), space facing south, an interior garden, the concept of each room and the characteristics of the consumers, such as age, educational background employment status of homemakers, occupation of the primary income provider, family-life cycle, total household income, the size of floor space, and homeownership. In conclusion, this study suggests that at the time of designing apartment housing units, serious consideration should be given to the built-in closets or storage space in the anbang and to the location of a child's room facing to the south of the dwelling, especially for the families with a child attending primary school or younger and higher education level of homemaker. This study also recommends that the organization of the living room, the dining room, and the kitchen should be varied according to the housing size and the age of homemaker.

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