Journal of the Korean Society for Library and Information Science
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v.57
no.2
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pp.241-269
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2023
This study developed a scale for measuring publicness and examined the differences in perception of publicness according to library usage experience, personal characteristics of local residents, and types of library services. The survey was conducted on 15 local public libraries in 5 districts of Seoul, targeting library users and local residents. As a result, it was found that the publicness of libraries is composed of three factors: participatory responsiveness, procedural fairness, and situational equality, which demonstrate different aspects formed through the interaction between library users and local residents in the local community. The study derived ways to enhance publicness and presented in detail which aspect of publicness needs to be enhanced according to library usage experience and service period, local residents' occupational environment and experience of local activities, and types of library services. The study suggests that when service experiences that enhance publicness are effectively provided, more local residents can benefit from them, and the value of the library's existence can be demonstrated.
The emergence of the internet technology and SNS has increased the information flow and has changed the way people to communicate from one-way to two-way communication. Users not only consume and share the information, they also can create and share it among their friends across the social network service. It also changes the Social Media behavior to become one of the most important communication tools which also includes Social TV. Social TV is a form which people can watch a TV program and at the same share any information or its content with friends through Social media. Social News is getting popular and also known as a Participatory Social Media. It creates influences on user interest through Internet to represent society issues and creates news credibility based on user's reputation. However, the conventional platforms in news services only focus on the news recommendation domain. Recent development in SNS has changed this landscape to allow user to share and disseminate the news. Conventional platform does not provide any special way for news to be share. Currently, Social News Service only allows user to access the entire news. Nonetheless, they cannot access partial of the contents which related to users interest. For example user only have interested to a partial of the news and share the content, it is still hard for them to do so. In worst cases users might understand the news in different context. To solve this, Social News Service must provide a method to provide additional information. For example, Yovisto known as an academic video searching service provided time dependent metadata from the video. User can search and watch partial of video content according to time dependent metadata. They also can share content with a friend in social media. Yovisto applies a method to divide or synchronize a video based whenever the slides presentation is changed to another page. However, we are not able to employs this method on news video since the news video is not incorporating with any power point slides presentation. Segmentation method is required to separate the news video and to creating time dependent metadata. In this work, In this paper, a time dependent metadata-based framework is proposed to segment news contents and to provide time dependent metadata so that user can use context information to communicate with their friends. The transcript of the news is divided by using the proposed story segmentation method. We provide a tag to represent the entire content of the news. And provide the sub tag to indicate the segmented news which includes the starting time of the news. The time dependent metadata helps user to track the news information. It also allows them to leave a comment on each segment of the news. User also may share the news based on time metadata as segmented news or as a whole. Therefore, it helps the user to understand the shared news. To demonstrate the performance, we evaluate the story segmentation accuracy and also the tag generation. For this purpose, we measured accuracy of the story segmentation through semantic similarity and compared to the benchmark algorithm. Experimental results show that the proposed method outperforms benchmark algorithms in terms of the accuracy of story segmentation. It is important to note that sub tag accuracy is the most important as a part of the proposed framework to share the specific news context with others. To extract a more accurate sub tags, we have created stop word list that is not related to the content of the news such as name of the anchor or reporter. And we applied to framework. We have analyzed the accuracy of tags and sub tags which represent the context of news. From the analysis, it seems that proposed framework is helpful to users for sharing their opinions with context information in Social media and Social news.
There is a lack of user centered design methods that support effective collaboration between designers and end-users for designing hardware and software integrated digital products. This paper presents the application of Collaborative Design and a new collaborative design prototyping tool for interactive digital product design projects. The tool consists of STCtools(State Transition Chart tools) software, hardware modeling materials, and physical interface toolkits for integrating software and hardware. STCtools allow users to create and edit States, to compose Events describing transitions between States, and to run intermediate or final results of STC. Using the hardware modeling materials and the physical interface toolkit, designers and end-users can collaborately examine the hardware and software integrated concepts in an early stage of the design process. Three collaborative design workshops of designing a portable digital guide for a theme park were accomplished to examine the feasibility of the tool. The results suggested that the tool supported iterative concept development and interactions between designers and end users. Although several user interface problems of STCtools were identified, the participants gave positive feedback on the role of the tool in collaborative concept generation and deployment. It is expected that the results of this study contribute not only to the collaboration between designers and end users, but also to the collaboration between designers, and between designers and other professionals.
This paper introduce a satellite image based blog system built by JeonNam local province. Main goals of this system are as follows : (1)Overcome the static aspect of traditional Web-GIS, (2)Providing a geoUCC generating platform by combining multimedia technology and GIS in a single web environment, (3)Building a two-way Web-GIS through user's participation, (4)Creating a new communicative way between government and citizen by using this system. As a result of the system building, this system enables users to create his/her own UCC(User Created Contents) on high-resolution satellite image and enables users to share his/her own UCC with other system using Web2.0 technology.
Service design refers to an activity to design a user's service experience and a design area for professionally executing it. In order to design services from the people's point of view away from the supplier-oriented policy decisions in the past, the recent public participation business model using the service design methodology is increasing. In particular, the Ministry of Public Administration and Security formed the 'National Design Team' in 2014 to design services from the perspective of the public throughout the policy process. The public participatory policy model is being operated in which the public as policy consumers, service designers and public officials as suppliers participate in the overall policy process to develop and develop public services through service design techniques. This study is meaningful in that it presented the developmental direction of the actual project site through the case of the National Design Team sign improvement project with the goal of establishing a regional revitalization strategy using the service design methodology. However, as this study is about the current project, verification of the application of future project sites and user satisfaction evaluation have not been conducted. When the project is completed in the future, it is necessary to conduct a project satisfaction survey targeting consumers.
Journal of the Korean Institute of Landscape Architecture
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v.47
no.6
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pp.87-102
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2019
Since the Child Friendly Cities Initiative(CFCI), a UNICEF-led initiative, was first introduced to Seongbuk-gu in 2013, more than half of the districts of Seoul are making efforts to achieve the accreditation of the Child Friendly City(CFC). At this point, when an initiative is transformed from a special policy of a few districts into a general policy of many local governments, we need to examine and check on how friendly urban parks are to children. This study focused on neighborhood parks that tend to be less friendly to children as compared to children's parks and looked into the current status, because neighborhood parks are also well used by users of all ages including children. The evaluation criteria was developed based on the review of domestic and international guidelines of child friendly parks and neighborhood parks. Futhermore, field studies, user questionnaire, and a participatory design workshop were introduced to analyze the status of child-friendly environment of neighborhood parks. Findings are as follows. First, vague definitions of child cause the inconsistency of child-related policies. Second, Neighborhood parks are not conceived as a public space for children. Third, the consideration of youth is relatively low. Fourth, adjacent area of a park turns out not to be child friendly as well.
This study examines the case of living lab applied in the R&D initiatives for solving societal problems and challenges. It discusses how to use the living lab in national R&D projects. The analyzed cases are 'Develop portable fundus camera for eye disease screening test to resolve health inequalities' and 'Auto-sensing integrated system development in rural pedestrian crosswalk'. As a result of the analysis, both cases were designed as a user participatory R&D structure by utilizing living lab. In other words, living lab has operated as a system that evolves technology-products-services into an infrastructure. It can realize final demand specification, product, service improvement and demonstration through continuous interaction of end users. As a result of the case analysis, the following policy tasks can be derived. First, living lab is a new concept and it is in the early stage of implementation in Korea. Therefore, it is necessary to monitor and evaluate living lab experiments and build suitable models for Korean society by sharing cases and achievements. Second, the strategic niche management are necessary for the introduction of living lab. Third, living lab can be used as a tool to transform the existing technology acquisition centered innovation policy to the policy for customer needs and problem solving. Fourth, there is a need for flexibility and adaptability in strategy and system to correct errors that appear in the living lab processes.
Expectations for reunification have been higher than ever since the relationship between the two Koreas has become more flexible. However, since most of the integrated education in high school is based on teachers and textbooks, the educational effectiveness is minimal as it fails to attract learners' interest. Therefore, in this study, high school students participated in the North Korean market, the market for the rainy season, and our market. Through this development, the government proposed a new content for unification education that would raise interest in unification and effectively learn how the two Koreas can be divided. The main analyses and studies of this paper are as follows: :(1) First, the current state of unification education and understanding of North Korea and the current status of unification education was analyzed through the survey of educational materials for unification of North Korea, unification and school. (2) Based on the analyzed data, a learner-centered, participatory service concept was derived. (3) Based on the concept of service, a prototype of a unified education content based on the theme of a marketplaces. (4) Tested a prototype of the content of unification education for high school students. (5) Based on the prototyping test results and user analysis, a unified education content was improved and proposed. The study could replace and supplement traditional methods of unification education by improving the effectiveness of unification education through the provision of effective unification education services to high school students.
This study focused on indoor spaces and convenience devices among vehicle interior designs suitable for the autonomous driving era, and presented an interior design model for future automobiles by applying the STEEP analysis method. The service design methodology is applied to deal with changes in display devices installed for the purpose of rearranging layouts and providing driver-centered information. Changes in types and installation locations of displays for various purposes such as connected and infotainment are expected. In particular, through this analysis, trends and experiences through indoor interior research in future self-driving cars will be studied, and subsequent studies will be used as basic data for actual development and application. Key drivers were extracted after deriving future trends linking the research project conducted in five stages to STEEP and consulting experts through FGI. Through this, it was later presented as a direction for indoor design. Through user-centered participatory design methods, emotional keyword derivation methods were used, summarized the derived drivers in five major trends in the future society, and each derived drivers were grouped to consider the relevant technology fields, and added elements to the autonomous driving level. This is an indoor ray viewed from the perspective of various social issues as well as personal tendencies in the future self-driving car industry.
This study explored the sustainability of a blockchain-based cultural art performance video platform through the construction of Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do. In addition, the technical limitations of video content transaction using block chain, legal and institutional issues, and the protection of personal information and intellectual property rights were reviewed. As for the research method, participatory observation methods such as in-depth interviews with developers and operators and participation in meetings were conducted. The researcher participated in and observed the entire development process, including designing and developing blockchain nodes, smart contracts, APIs, UI/UX, and testing interworking between blockchain and content distribution services. Research Question 1: The results of the study on 'Which technology model is suitable for a blockchain-based performance video content distribution public platform?' are as follows. 1) The blockchain type suitable for the public platform for distribution of art performance video contents based on the blockchain is the private type that can be intervened only when the blockchain manager directly invites it. 2) In public platforms such as Gyeonggi ArtOn, among the copyright management model, which is an art based on NFT issuance, and the BC token and cloud-based content distribution model, the model that provides content to external demand organizations through API and uses K-token for fee settlement is suitable. 3) For public platform initial services such as Gyeonggi ArtOn, a closed blockchain that provides services only to users who have been granted the right to use content is suitable. Research question 2: What legal and institutional problems should be reviewed when operating a blockchain-based performance video distribution public platform? The results of the study are as follows. 1) Blockchain-based smart contracts have a party eligibility problem due to the nature of blockchain technology in which the identities of transaction parties may not be revealed. 2) When a security incident occurs in the block chain, it is difficult to recover the loss because it is unclear how to compensate or remedy the user's loss. 3) The concept of default cannot be applied to smart contracts, and even if the obligations under the smart contract have already been fulfilled, the possibility of incomplete performance must be reviewed.
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