• Title/Summary/Keyword: User Participation Method

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A Study on Service Satisfaction of Users' Family in Charged Recuperation Facilities Specializing in the Old (유료노인전문요양시설 이용자 가족의 서비스 만족도 및 요구조사)

  • Chung, Yeon-Kang;Han, Seung-Eui;Lee, Young-Mi
    • Research in Community and Public Health Nursing
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    • v.14 no.3
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    • pp.397-406
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    • 2003
  • The purpose of this study is to provide the basic data in order to improve the quality of charged recuperation facilities which are specialized in the old. after finding out the satisfaction degree for the services which are provided in the current charged recuperation facilities specialized in the old and surveying the services which are demanded by users. As for the research method. the subjects were 88 family members of the users in the five charged recuperation facilities, which are specialized in the old and located in Seoul and Incheon. The survey research was executed from 27th July to 15th September, 2002. Then the collected data were analyzed by using the SPSS 10.0 for windows program. The research results are as follows. Firstly, in the satisfaction degree of the user's family about the daily service showed the highest satisfaction degree for the kind service of the staff to the users. In the satisfaction degree about the specialized service of the user's family, the satisfaction degree was high in bedsore prevention, periodical health care, proper medical treatment, family counsel, and adequate disease management. In the satisfaction degree about the facility and environmental service, the satisfaction degree about the surrounding environment of the facility or safety facility, and the comfort condition was high. In the satisfaction degree about the services related to the local society, it was high in the hospital and medical-related field. Secondly, in the demanded services, the demanding degree for worship, mental and spiritual nursing, hospice, funeral service, family meeting, and support for the special vehicle were not so high, but it was shown that they were generally demanded. Thirdly, it was shown that the provided services had an overall high satisfaction degree. In the service satisfaction degree according to the general characteristics of the user's family, it was recognized that there was a significant difference between the distinction of sex and local society related services. Also, there was a significant difference in the satisfaction degree between age and specialized service. Through the above research results, detailed rehabilitation programs such as linguistic treatment and working treatment should be more and more compensated in order to supplement the insufficient points of the services provided by the charged recuperation facility specialized in the old. Additionally, the correlation with the local society such as education and training for specialized human labor, close cooperation among the facilities, and positive participation in local society events are thought to be reinforced.

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Game Contents of Ubiquitous UCC with Participation (참여형 UCC를 통한 유비쿼터스 UCC놀이콘텐츠 시스템개발 - 모바일 기반 콘텐츠를 중심으로(J.E.N))

  • Kim, Jin-Sik;Park, In-Seok;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.47-52
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    • 2008
  • J.E.N(Joint Enjoyment Network) is the ubiquitous UCC play contents system that provides amusements off-line by utilizing the UCC that people are able to participate in. It is also the entertainment service system that is devised to use contents that could be enjoyed through the cell phone and to make people participate in production, in cases of meeting people off-line during their pastime. The development of this system begins from pointing out the problem of the limitation of the UCC that does participate in production but the produced contents could only be watched, and the UCC only works on-line. The goal of researching this ubiquitous UCC play contents is to suggest the UCC entertainment service system that are available off-line by applying the interactive system to UCC and, by this, to obtain the positive responses about the off-line participating UCC contents. In this research, it chooses scenario and 테스크 performance as the method of deriving the participating UCC from the off-line, and it suggests the ubiquitous UCC play contents system through analyzing the behaviors in each off-line place. Moreover, by developing the prototype that could practically perform the system, it verifies the potentialities of the UCC entertainment service. The anticipation of this study is to make people participate and enjoy not only in production, but also in the contents made. This research will provide the modern people who concern about where to go and what to do with the amusements and will also present a way of new form of contents mixed with UCC and the entertainment service.

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A Method on the Implementation of Intelligent Security Service Application based on Spatial Information (공간정보기반 지능형 방범서비스 어플리케이션 개발)

  • Choi, Woo Chul;Na, Joon Yeop
    • Spatial Information Research
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    • v.23 no.6
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    • pp.89-98
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    • 2015
  • In this study, The criteria for assessing the security-related functions and services using spatial information is deduced, and orders of priority a priority for the applicable alternatives of functions/services of intelligent security service application based on spatial information are suggested by calculating relative importance. Also this study suggested connection plan about service implementation of national security services by government ministry & local government. And, the intelligent security app service model which has possible substantiation and commercialization is proposed. This study performed the AHP as the final assessment criterions by 3 item in 1st class and 12 item in 2nd class. And, tried to implementation methods of the intelligent security service application(ex. control of emergency and the crime opportunity, real-time location tracking of protector, the device for missing child & dementia patient, user participation & provision of information).

A Content Analysis of Digital Audience Replies to Video Advertising Types: Focused on Viral Video and Cable Broadcasting Advertisement (영상광고 유형별 디지털 이용자의 댓글 내용분석에 관한 연구: 바이럴 동영상 광고와 케이블 방송광고를 중심으로)

  • Ji, Won-Bae;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1303-1312
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    • 2018
  • The study analyzed the evaluation of the advertisement effect by the score and the method of the advertisement comments in ad evaluation in online site, 'TVCF'. The results are as follows. First, Internet viral advertisement showed higher number of ad comments and higher evaluation of advertisement effect than cable broadcasting advertisement. Second, the results of analysis of the difference of advertisement evaluation according to ad types and digital user characteristics showed that women are more positive than men toward both cable broadcasting and internet viral advertisement.

The Effect of Community Mapping Application Development and Application on the Safety Consciousness of Elementary and Middle Schools (커뮤니티맵핑 어플리케이션 개발과 활용이 초·중생의 안전의식 고취에 끼치는 영향)

  • Kwon, Jin-Suk;Lee, Hyo-Jeong;Shin, Eun-Hye;Park, So-Soon
    • Journal of the Society of Disaster Information
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    • v.15 no.3
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    • pp.323-338
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    • 2019
  • Purpose: The purpose of this study is to propose an educational program for enhance safety capability of elementary and middle school students through community mapping application. Method: Developed and utilized a community mapping application that can be easily used for research. After participating in 425 elementary and middle school students, This study analyzed the change of safety competency through survey. Results: Through the community mapping activities, it was possible to derive the actual life surrounding risk factors of the earthy life, and it was found through the questionnaire before and after the activity that the safety competence of the participants improved. Conclusion: Investigation of similar related cases of Public Participant Safety Mapping Tool and analysis of their functionalities are conducted, and user demanded functionalities with improved usability accessability expandability are derived. Also, the system applied the test to elementary and middle school students and the survey showed that the safety capacity was improved according to Safety Mapping activities. This is proposed as a safety education program.

Developing Experiential Exhibitions Based on Conservation Science Content of Bronze Mirror

  • Jo, Young Hoon;Kim, Jikio;Yun, Yong Hyun;Cho, Nam Chul;Lee, Chan Hee
    • Journal of Conservation Science
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    • v.37 no.4
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    • pp.362-369
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    • 2021
  • In museums, exhibition content focuses mostly on cultural heritage's historical values and functions, but doing so tends to limit visitors' interest and immersion. To counter this limitation, the study developed an experiential media art exhibition fusing bronze mirrors' traditional production technology and modern conservation science. First, for the exhibition system, scientific cultural heritage contents were projected on the three-dimensional (3D) printed bronze mirror through interactions between motion recognition digital information display (DID) and the projector. Then, a scenario of 17 missions in four stages (production process, corrosion mechanism, scientific analysis and diagnosis, and conservation treatment and restoration) was prepared according to the temporal spectrum. Additionally, various media art effects and interaction technologies were developed, so visitors could understand and become immersed in bronze mirrors' scientific content. A user test was evaluated through the living lab, reflecting generally high levels of satisfaction (90.2 points). Qualitative evaluation was generally positive, with comments such as "easy to understand and useful as the esoteric science exhibition was combined with media art" (16.7%), "wonderful and interesting" (11.7%), and "firsthand experience was good" (9.2%). By combining an esoteric science exhibition centered on principles and theories with visual media art and by developing an immersive directing method to provide high-level exhibition technology, the exhibition induced visitors' active participation. This exhibition's content can become an important platform for expanding universal museum exhibitions on archaeology, history, and art into conservation science.

A study on transformable fashion design utilizing Korean Bojagi (한국 보자기를 활용한 가변적 패션디자인 연구)

  • Yoon, Sena;Kwak, Tai-Gi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.2
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    • pp.11-26
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    • 2022
  • The Hallyu wave based on K-pop and K-culture has increased the global interest in Korean culture. Therefore, to satisfy consumer demand, there is an attempt to develop a variable fashion design using traditional Korean culture. Transformable fashion design causes changes in form and meaning according to various situations and needs and can induce active participation of consumers. Therefore, we intend to propose a transformable fashion design that is based on traditional Korean culture but appears in a new form and meets the needs of consumers of fashion design. Among Korean traditional culture, wrapping cloths, bojagi are practically used by ordinary people until now, and their shape and use change according to the user's needs. This study intends to derive expression characteristics by examining the expression tendencies of bojagi and to develop transformable fashion designs through the derived data. The purpose of this study is to make and propose transformable fashion designs in real life using the expression characteristics of Korean bojagi. As the method of this study, we first conducted a literature review. Through this, a case study of empirical production was conducted in parallel with the development and production of transformable fashion designs using bojagi. A total of three illustrations and six variable fashion designs were developed. Two of the six works are transformable fashion design that change through movement and expansion of the square shape, the prototype of the bojagi, and two works are modular, bringing changes in function through combination and separation. The work was produced as a multi-purpose transformable fashion design that can be used as clothes or a bag.

Cross-media Storytelling Strategy Utilizing N-Screen Service: Focusing on ASMD (N스크린 서비스를 이용한 크로스미디어 스토리텔링 전략: ASMD를 중심으로)

  • Shin, Donghee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.1-10
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    • 2014
  • This study discusses crossmedia storytelling strategy plans by utilizing N-Screen service. It conceptualizes the definitions of N-Screen service in terms of smart contents. Related previous researches are extensively introduced to clarify how N-Screen service would be different from previous similar services. Most domestic N-Screen services have adopted OSMU method which provides the same contents from various platforms. It is, however, centered only on a development company's one-sided service and neglects to reflect the characteristics of a media or platform. In this light of gap, this study introduces ASMD method which is based on cross media. By providing right contents services according to types of smart media and enhancing a user's participation, users can enjoy a variety of entertainment and rich contents experiences and development companies can expect better promotion effects and an increase in sales. Finally, this study argues for strategies of crossmedia storytelling by using ASMD method, based on both domestic and overseas examples of contents development with crossmedia. As more and more diverse forms of media and platform would be introduced in the future, new strategies and perspectives would be imperative to cope with new environment. Conventional OSMU method bears inherent limitations to cover the range of N-Screen application. This study discusses the ways to mitigate the limitations by proposing ASMD method with crossmedia.

A Study on Core Factors and Application of Asymmetric VR Content (Asymmetric VR 콘텐츠 제작의 핵심 요인과 활용에 관한 연구)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.39-49
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    • 2017
  • In this study, we propose the core factors and application of asymmetric virtual reality(VR) content in which head-mounted display(HMD) user and Non-HMD users can work together in a co-located space that can lead to various experiences and high presence. The core of the proposed asymmetric VR content is that all users are immersed in VR and participate in new experiences by reflecting widely a range of users' participation and environments, regardless of whether or not users wear the HMD. For this purpose, this study defines the role relationships between HMD user and Non-HMD users, the viewpoints provided to users, and the speech communication structure available among users. Based on this, we verified the core factors through the process of producing assistive asymmetric VR content and cooperative asymmetric VR content directly. Finally, we conducted a survey to examine the users' presence and their experience of the proposed asymmetric VR content and to analyze the application method. As a result, it was confirmed that if the purpose of asymmetric VR content and core factors between the two types of users are clearly distinguished and defined, the independent experience presented by the VR content together with perceived presence can provide a satisfactory experience to all users.

A Qualitative Study on the Period-Specific Changes of Job Factors and Performance Features in Academic Libraries (질적 분석을 통한 대학도서관 업무의 시대별 수행 형태 및 요소 변화에 관한 연구)

  • Cho, Chul-Hyun;Noh, Dong-Jo
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.137-165
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    • 2015
  • This study aimed to investigate the period-specific changes (Library 1.0, Library 2.0, Library 3.0 Period) of job factors and performance features in academic libraries. For this, the study categorized an academic library's job into five dimensions: 1) library administration 2) collection development and management 3) information organization 4) information services and 5) information system development and management, After the categorized library's job was defined in detail, the Delphi survey was conducted twice on librarians and professors of library and information science. The result showed that there were many changes in job factors and performance features in academic libraries towards the period of library 2.0 characterized by user participation, sharing and openness and into library 3.0 characterized by social network and semantic web. Library 3.0 is likely to bring about a significant change in user services with ever changing technological advances stemming from library 2.0, such as mobile services, RFID and NFC etc. The finding of the study suggest that library systems need to be continually upgraded in the period of library 3.0.