• Title/Summary/Keyword: User Participation Method

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Influential Factors on the Interactivity in the Interactive Space II ; Focus on Interface Factors' Attributes for Supporting Behavioral Participation (상호작용 공간의 상호작용성 영향요인 II ; 인터페이스 요인의 참여행태 지원 속성 분석을 중심으로)

  • Lee, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.185-201
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect in this, we need user-centered design methodology which uses the influential factors on the interactivity. As the second paper of three-linked studies for the interactivity in the interactive space, this research analyzed the interface factors' specific attributes for supporting behavioral participation. 'Interface' is one of three main factors on the interactivity(Intersubject/Interface/Interaction). Its role in the interactive space is to induce or support user's participations which bring the interactive changes into the designs. Qualitative case analysis was the main method and 30 cases were investigated. 'Individual analysis-Transitional description-Generalization' were the progressive steps for case analysis. As final results, 17 attributes for supporting behavioral participation were analyzed.

Impact of User Convenience on Appliance Scheduling of a Home Energy Management System

  • Shin, Je-Seok;Bae, In-Su;Kim, Jin-O
    • Journal of Electrical Engineering and Technology
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    • v.13 no.1
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    • pp.68-77
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    • 2018
  • Regarding demand response (DR) by residential users (R-users), the users try to reduce electricity costs by adjusting their power consumption in response to the time-varying price. However, their power consumption may be affected not only by the price, but also by user convenience for using appliances. This paper proposes a methodology for appliance scheduling (AS) that considers the user convenience based on historical data. The usage pattern for appliances is first modeled applying the copula function or clustering method to evaluate user convenience. As the modeling results, the comfort distribution or representative scenarios are obtained, and then used to formulate a discomfort index (DI) to assess the degree of the user convenience. An AS optimization problem is formulated in terms of cost and DI. In the case study, various AS tasks are performed depending on the weights for cost and DI. The results show that user convenience has significant impacts on AS. The proposed methodology can contribute to induce more DR participation from R-users by reflecting properly user convenience to AS problem.

The User Fee Introduction and Its Effect in the Health System of Low and Middle Income Countries: An Exploratory Study Using Realist Review Method (중·저소득 국가의 건강보장제도에서 이용자 부담 도입과 효과: Realist Review 방법을 활용한 탐색적 연구)

  • Son, Kyung Bok;Kim, Chang-Yup
    • Health Policy and Management
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    • v.25 no.3
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    • pp.207-220
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    • 2015
  • Background: The purpose of this exploratory study is to explain where, when and how the introduction of user fee system works in low and middle income countries using context, mechanism, and outcome configuration. Methods: Considering advanced research in realist review approach, we made a review process including those following 4 steps. They are identifying the review question, initial theory and mechanism, searching and selecting primary studies, and extracting, analyzing, and synthesizing relevant data. Results: User fee had a detrimental effect on medical utilization in low and middle income countries. Also previous and current interventions and community participation were critical context in user fee system. Those contexts were associated with intervention initiation and recognition and coping strategies. Such contexts and mechanisms were critical explanatory factors in medical utilization. Conclusion: User fee is a series of interventions that are fragile and dynamic. So the introduction of user fee system needs a comprehensive understanding of previous and new intervention, policy infrastructure, and other factors that can influence on medical utilization.

A Design Education Program for Children's Participation Design - Focused on Eogong 6ho Children's Park in Suwon - (어린이 참여디자인을 위한 디자인 교육 프로그램 연구 - 수원시 어공6호 어린이공원을 사례로 -)

  • Choi, Ju-won;Chung, Soo-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.5
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    • pp.29-41
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    • 2017
  • Recently, citizen participation and user - oriented design are becoming increasingly important in the urban space design process. The Children's Park has also begun to discuss the need to reflect children's opinions and needs as well as existing ways and means of participation to reflect these opinions and ideas. In this study, a design education program for children was constructed and user opinions accessed via this design education were reflected in design and applied to the Children's Park. The training program consists of five weeks of educational programs, textbooks and teaching methods related to existing research, design education for children and participatory design programs. This program was used as a pilot of Eogong-6ho Children 's Park(No. 6 Children's Park), located in Gwonseon-gu, Suwon, and reinterpreted the results of the workshop for 5th grade students at Sunil Elementary School. This design education program is distinguished from other workshop programs on how to organize and operate participating professors and textbooks, and has a program base that can reproduce the entire process. In addition, it is necessary to verify the effects of user participation through research, such as monitoring the use of children's parks after completion, as well as the application of more diverse design methodologies to children's parks and the way they reflect children's opinions.

TRSG 모델을 기반으로 한 멀티미디어 프리젠테이션 및 저작 도구 개발

  • Na, In-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.1
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    • pp.36-44
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    • 2000
  • In this paper, we describe the developing of a tool which supports both multimedia presentation with user's participation through a high speed network and authoring of various media using a single authoring tool. To support real-time synchronous multimedia presentation, we adopt dynamic synchronization method and adaptive transmission algorithm for synchronizing data transfer rate between sender and receiver using buffer management algorithm based on QoS parameters. And we also allow user's participation in the presentation using TRSG(Temporal Relationship Specification Graph) model. Finally, the proposed tool supports the minimal level of QoS and its continuous play-out using event auditing threads which control the current state of a multimedia presentation continuously by monitoring of negative factors effecting on QoS, and synchronization.

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Finding a method of narrative storytelling in interactive cinema (인터랙티브 영화에서의 서술적인 이야기 전개의 구조에 관한 방법론에 관하여)

  • Cho, Jae-Joon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1279-1286
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    • 2009
  • "Interactivity refers to the possibility of an audience actively participating in the control of an artwork or representation." Andy Cameron, Dissimulations Interaction can be described as a way or function that improves the participation of audiences/viewers to being immersed into the medium itself. Until now, however, in terms of interactive cinema, interaction has not shown a sufficient participation for audiences. Specifically, audiences/viewers described that the structure of storytelling has failed to satisfy their requirements, in order to participate in the structure of storytelling. The aim of the research itself, therefore, began to ask and wonder why audiences/viewers criticised the participation which audiences/viewers are able to control storytelling, in interactive cinema, could not satisfied them in order to control and follow a storyline of interaction. In general idea, in interactive cinema, the function which allows audiences/viewers to be immersed into the storylines, must allow the immediacies of interaction. Audiences/viewers must therefore be able to satisfy the general idea of interactive cinema through controlling the directions of every choice offered. They must also be able to be immersed in the interactive storylines. Which of the prime causes can be improved or re-considered, to satisfy the participation requirements of audiences/viewers? The intention of this research also began to investigate a suitable method of storytelling within a narrative structure of interactive medium (interactive cinema). Through questioning the matter (it will be described in a later chapter), this research will be focused on the relationship between narrative structured interaction and audiences/viewers, which is of prime importance in relation to interaction. To further the research, Pilot study (experiment with the basic interactive narrative structure) was offered in order to understand and maintain a suitable method of storytelling within a narrative structure of interactive cinema and it also was explored to understand how the aim of the research would be maintained for further qualitative research.

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A Study on the Rule for Creation of the Pattern Language of Christopher Alexander (크리스토퍼 알렉산더의 패턴언어 생성규칙에 관한 연구)

  • Jung, Sung-Wook;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.75-82
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    • 2017
  • This study reviews the process of creating the patterns through the Christopher Alexander's books to discover the fundamental rules for creation of the pattern language. The essential ideas of 11 rules describing the characteristics of the pattern language are organized by keyword depending on the characteristics of each rule. Then, this study analyzes which keyword was applied importantly and how it had been developed chronologically in the Alexander's books. As a result, 5 keywords - reflection of cultural difference, reflection of human desires, solving the repeated problem, function suitable for principal purpose, and network structure - are applied to his early books in which the pattern language was theoretically developed, the pattern of traditional society was discovered and the network structure was developed. Another 5 keywords - user participation method, new problem solving, structure preserving transformation, post-mechanization method, and central invariant structure - are applied to the books in his mid-term after completion of the pattern theory which discover new pattern for contemporary society and apply the pattern language to time and space. In his later books which organize the theory of pattern language and suggest the direction for using the pattern language, 5 keywords - wholeness, post-mechanization method, user participation method, new problem solving, and structure preserving transformation - are applied. Users may use the pattern language more precisely if he/she considers the keywords of the early period in searching the patterns of existing environment, the keywords of the intermediate period in searching the patterns of new environment or in regard to time and space, and the keywords of the later period in considering direction of the application of the pattern language.

KMS reinforcement method in the small organization (소규모 조직의 지식경영시스템 활성화 방안)

  • Kim, Sun-Bae
    • Journal of Digital Convergence
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    • v.6 no.4
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    • pp.83-90
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    • 2008
  • When small organizations construct and operate Knowledge Management System(KMS), there exists inefficiency in employee participation and system usage. In recent years, web itself is evolving into web 2.0. And It is crucial to utilize web 2.0 characteristics into KMS. The problems in the original version of KMS(KMS 1.0) is as follows. KMS is separated from Offline and electronic work processing systems. Even information in the electronic work processing system cannot be accessed by employees of other divisions in the same organization. Now web 2.0 environment provides more enhanced user participation and information sharing. It also reinforces KMS 1.0 into KMS 2.0. Small organizations should take advantage of web 2.0 environment and construct the better version KMS of its own with low-cost and high-efficiency.

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KMS Reinforcement method in the small organization (소규모 조직의 지식경영시스템 활성화 방안)

  • Kim, Sun-Bae
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.129-136
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    • 2008
  • When small organizations construct and operate Knowledge Management System (KMS), there exists inefficiency in employee participation and system usage. In recent years, web itself is evolving into web 2.0. And It is crucial to utilize web 2.0 characteristics into KMS. The problems in the original version of KMS(KMS 1.0) is as follows. KMS is separated from Offline and electronic work processing systems. Even information in the electronic work processing system cannot be accessed by employees of other divisions in the same organization. Now web 2.0 environment provides more enhanced user participation and information sharing. It also reinforces KMS 1.0 into KMS 2.0. Small organizations should take advantage of web 2.0 environment and construct the better version KMS of its own with low-cost and high-efficiency.

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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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