• 제목/요약/키워드: User-Oriented Space

검색결과 126건 처리시간 0.023초

사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 - (A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media -)

  • 김세영
    • 한국실내디자인학회논문집
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    • 제21권4호
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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주생활양식별 부엌 공간 계획을 위한 사용자 요구 (User Needs for the Planning of Kitchen considering Housing lifestyle)

  • 이윤재;이세나;이현수
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2005년도 추계학술대회 논문집
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    • pp.185-188
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    • 2005
  • With the development of digital technology and the advent of the concept of well-being, kitchen will be worked as the center of housing and turn into multi-functional space. So a research is requested to consider the users' needs for kitchen based on their life characteristics. The purpose of this study is to find out housing lifestyles, and to search and analyze users' needs for kitchen planning according to their lifestyles. And then plans for kitchen design are suggested. The findings are as follows. (1) Housing lifestyles of users living in apartment are categorized into the type of network and trial & development, pursing the new environment and technology, the type of high quality and convenience, seeking the way to make housework easy and comfortable, the type of housework oriented and the type of unspecification. (2) The type of network and trial & development requests home automation, confrontation layout of counter-top, the type of high quality and convenience requests enlargement of kitchen space, the newest appliance and kitchen island, the type of housework oriented requests the efficiency of space utilization with a counter-top style table, and the type of unspecification asks space for study and office work. All of the types have needs for water use space, larger storing space and a Kimchi refrigerator.

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거주자 중심의 아파트 리모델링에 관한 연구 - 광주.전남지역 아파트 대상으로 - (A Study on the Apartments Remodeling for User-Oriented Design -Focused on the Gwang-ju, Jun-nam province-)

  • 이향미;이청웅
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2002년도 추계학술발표대회
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    • pp.183-187
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    • 2002
  • This study researched that the remodeling was executed desirably in the side of deweller's household to the subject of ten apartment housings located in Gwang-ju, Jun-nam province. The study method was used the field study method and used in parallel with participant observation. As a result of the study, first, the problems of remodeling enforcement process are brought about standardized design, bad construction and the difficulty of solution in the defect occurrence. Second, By that request of the household is not reflected, the room except bedroom and the bathroom of inner room are low practical use degree. And wash space, garden space, assistant space of kitchen work were becoming hindrance factor of the residing environment because the use is irrational.

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주택문화관의 브랜드 아이덴티티 표현특성에 과한 사례조사 연구 (A Case Study on the Expression Characteristics of Brand Identity in Housing Cultural Center)

  • 정수진;황연숙
    • 한국실내디자인학회논문집
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    • 제21권1호
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    • pp.30-39
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    • 2012
  • The essence of brand identity is to draw an interrelation between user and brand based on user's desire. The housing cultural center is focused on brand identity for satisfaction of user. The purpose of this study is to inquire out the expression characteristics of brand Identity in housing cultural center according to analyze previous studies and case studies. The results of this study are summarized as follows. 'Uniqueness' is directly expressed through brand name or logo or through brand colors. 'Experience' is expressed as auditive expression through stimulation using a body and providing music. 'Relationship' has provided a communication environment or created relationship with brand by leading interaction with others. 'Estheticism' has increased visual satisfactory level by aesthetically sublimating lighting direction or form. 'Functionality' is expressed by providing various programs through smooth flow plan and grafting with the latest technology. 'Non-dailiness' has affected memory territory by inducing curiosity and astonishment through space modification or new and contrasting direction. The housing cultural center needs to be planned as a space where interaction of user and brand will be initiatively activated sensationally and psychologically by pursuing user-oriented brand identity.

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Social-Aware Collaborative Caching Based on User Preferences for D2D Content Sharing

  • Zhang, Can;Wu, Dan;Ao, Liang;Wang, Meng;Cai, Yueming
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권3호
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    • pp.1065-1085
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    • 2020
  • With rapid growth of content demands, device-to-device (D2D) content sharing is exploited to effectively improve the service quality of users. Considering the limited storage space and various content demands of users, caching schemes are significant. However, most of them ignore the influence of the asynchronous content reuse and the selfishness of users. In this work, the user preferences are defined by exploiting the user-oriented content popularity and the current caching situation, and further, we propose the social-aware rate, which comprehensively reflects the achievable contents download rate affected by the social ties, the caching indicators, and the user preferences. Guided by this, we model the collaborative caching problem by making a trade-off between the redundancy of caching contents and the cache hit ratio, with the goal of maximizing the sum of social-aware rate over the constraint of limited storage space. Due to its intractability, it is computationally reduced to the maximization of a monotone submodular function, subject to a matroid constraint. Subsequently, two social-aware collaborative caching algorithms are designed by leveraging the standard and continuous greedy algorithms respectively, which are proved to achieve different approximation ratios in unequal polynomial-time. We present the simulation results to illustrate the performance of our schemes.

이용자 관점의 대학 기관리포지터리에 관한 연구 (Toward User-Oriented University Institutional Repository)

  • 이나라;정은경
    • 정보관리연구
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    • 제43권2호
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    • pp.85-101
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    • 2012
  • 이용자 관점에서 대학 기관리포지터리는 다양한 정보시스템과 서비스 중의 하나이기 때문에 이용자 측면의 인지와 이용행태에 관한 연구는 대학 기관리포지터리의 발전에 있어서 중요하다. 따라서 본 연구는 국내 대학 기관리포지터리 이용자(end-user)의 이용행태를 밝히고 이를 통해 대학 기관리포지터리 개선 방안을 제시하고자 하였다. 이를 위해 국내 대학 중 자체적인 대학 기관리포지터리 시스템을 운영하는 3기관(KOASAS, S-Space, DSpace@INHA)을 선정하였다. 이들 세 기관의 이용자를 대상으로 대학 기관리포지터리의 이용행태에 관한 설문조사를 실시하였으며, 그 결과를 바탕으로 대학 기관리포지터리에 대한 인지 및 접근성과 검색 및 이용에 관한 측면에서 개선 방안을 제시하였다. 이러한 연구결과는 대학 기관리포지터리에 대한 인지 제고와 함께 이용자의 적극적인 이용을 도모하는데 있어서 실제적인 지침의 역할을 할 수 있을 것으로 기대한다.

온톨로지 기반의 사용자 중심 융합 컨텐츠 디자인 정보 검색에 관한 연구 (A Study on the Ontology-Based Regional User-centric convergence content design information retrieval)

  • 박주옥;염미령;정두용
    • 한국융합학회논문지
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    • 제7권2호
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    • pp.19-24
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    • 2016
  • 인터넷이라는 거대한 정보의 공간에서 스마트 모바일 웹을 통해 사용자들은 다양한 지식분야에 대한 정보를 얻을 뿐만 아니라 개인 블로그나, SNS를 비롯한 다양한 매체를 통해 접근하고 검색을 수시로 하고 있다. 이에 따라 최근에 들어서는 방대한 웹의 자료를 시맨틱 웹이라는 기술을 통해 효과적으로 관리 및 연구하고 있다. 허나, 아직도 여러 분야로 다양하게 분포되어 있는 정보들을 통합하고, 사용자 중심 지식 정보 검색은 예전에 비해 많이 향상은 되었지만, 지식 정보 검색에 대한 연구는 상대적으로 부족하다. 이에, 본 논문에서는 시맨틱 웹을 이용하여 방대하고 지식이 넘쳐나는 정보의 공간에서 분산된 정보 및 지식들을 사용자 중심에 맞게 신뢰성을 높일 수 있는 적합한 형태의 정보 검색을 연구하고자 한다.

이용자의 도시적 공간체험을 유도하는 도서관 공간 특성 연구 (A Study on the Characteristics of the Library Space for Introducing Urban Experiences)

  • 문은미
    • 한국실내디자인학회논문집
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    • 제23권4호
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    • pp.240-247
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    • 2014
  • This study is aimed to examine the characteristics of library space, in which user experiences and social networking are central in its design. Today, a library is a place to provide diverse accesses and experiences to information networks, where various individuals and user groups come and share mutual understanding and experiences. Library users developed social ties and a sense of community through library experiences. As a multipurpose space of a community, a library has the characteristics of urban public space like sidewalks and plazas. The eight case studies of libraries are analyzed from the viewpoint of each factor of library experience, including landscape, sidewalk, and plaza experience. The study drew its conclusions as follows. First, a library is a regional landmark for the users. Thus, it tends to be designed to allow transparency on its surface which introduces inner and outer landscape into the inside of the building. Second, the users experience a library similarly as they experience an urban street where they interface, browse, and interact with people and information. As they interact and share experiences, they develop solidarity and social ties among them. A library is designed to preserve continuity to adjacent streets, which increases accessibility to the building and hosts street activities into the building. Third, a library today is designed to be a flexible open space with information networking as well as community networking which allows library users diverse activities within it. For example, a multipurpose grand stairs in the middle of the main circulation of a building allows the users diverse activities. A large open stack with reading areas gives the users the feeling of an urban plaza where they can move vertically and horizontally. In conclusion, all findings of this study imply a user-oriented design for a library building.

3D VR 기술을 이용한 서비스 공간의 감성적 디자인 (Affordable 3D VR Technology for Sensible Design - An Approach to Designing an End-User Oriented Service Space)

  • 윤소연;황조혜;박정아
    • 감성과학
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    • 제13권1호
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    • pp.269-278
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    • 2010
  • 최근 가상현실 시뮬레이션 기술은 컴퓨터 테크놀로지의 급속한 발달과 더불어 시각적 표현과 인터랙션의 성능은 정교화 되는 동시에, 고급 장비나 전문 지식에 의존하지 않고도 사실적인 구현이 가능한 단계까지 발전해 왔다. 본 연구는 저가의 비용으로도 가능한 가상현실 시뮬레이션 테크놀로지를 바탕으로, 시각적 현실감이 뛰어난 시뮬레이션으로 서비스 환경을 구현하여 제시함으로써 실제사용자 즉, 엔드유저의 감정적인 반응을 파악하고, 그러한 과정을 기존의 디자인 프로세스에 접목하는 방안을 제안하는데 그 목적이 있다. 본 논문에서는 실제 레스토랑 디자인 프로젝트의 사례를 통해 가상현실 테크놀로지를 사용한 시뮬레이션의 구체적인 개발과정 및 적용과정을 살펴보았다. 이를 통해 사용자 경험에 관한 데이터를 수집하고 분석하는 과정 그리고 시뮬레이션을 통한 결과 적용 시 고려해야 할 사항에 대해서 소개하고 있다. 본 연구는 사용자의 감정적인 반응이 중요시 되어야 하는 디자인 분야에 3차원 가상현실 시뮬레이션이 도입될 경우 유용한 지침을 제공할 수 있으리라 기대한다.

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렌티큘러 스티커를 이용한 커버리지 구현 연구 (Study of Coverage Implementation Using Lenticular Sticker)

  • 정승혁
    • 한국전자통신학회논문지
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    • 제14권3호
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    • pp.573-578
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    • 2019
  • 최근 실내 측위의 기술이 발달함에 따라 기지국 측위, 와이파이 측위 및 블루투스 비콘 측위 기술이 건물 및 지하공간에 도입되어 운용되고 있다. 이는 시스템과 서비스를 제공하는 공급자 중심의 측위로 사용자의 동선기반에서 사용자가 직접 측위하는 방식인 렌티큘러 측위 기술을 도입하여, 사용자 중심의 초고정밀 측위가 가능한 기술을 소개한다. 렌티큘러 스티커를 활용한 커버리지 구현 방안 연구를 통해 렌티큘러 측위 기술의 가장 중요한 부분 중 하나인 렌티큘러 스티커의 커버리지 구현 방안에 대해 살펴보고, 사용자 관점의 짧은 측위 시간의 결과 값을 제시하고자 한다.