• 제목/요약/키워드: User-Participatory

검색결과 101건 처리시간 0.019초

참여형 디지털 아카이브 활성화 방안 연구 (A Study on Participatory Digital Archives)

  • 박진경;김유승
    • 한국비블리아학회지
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    • 제28권2호
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    • pp.219-243
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    • 2017
  • 본 연구는 현존하는 참여형 디지털 아카이브의 문제점을 파악하고, 적극적 이용자 참여와 연계를 기반으로 하는 참여형 디지털 아카이브의 활성화 방안을 제안하는 것을 목적으로 한다. 이를 위해 관련 선행연구와 문헌을 살피고, 사례연구를 통해 참여형 디지털 아카이브의 현황을 분석하였다. 각각의 사례는 일반, 참여, 정책, 서비스 영역으로 나누어 비교 분석하였다. 일반 속성으로 운영 주체, 지속 기간, 수집 주체, 기술을 살펴보았다. 기술은 오픈소스 소프트웨어 종류, Open API 제공 여부, 모바일 웹 제공 여부, 오프라인 아카이브 보유 여부로 다시 세분하여 분석하였다. 참여 방식은 이용자 참여도에 따라 적극적 참여, 허브 방식 참여, 소극적 참여로 구분하고, 각 아카이브가 제공하는 참여 기능을 비교 분석하였다. 정책 영역에서는 이용약관, 개인정보 처리방침, 저작권 정책, 수집정책의 보유 여부와 각 아카이브의 주요 수집물, 수집 범주, 분류 방식, 기술 요소를 논하였다. 서비스는 콘텐츠, 검색, 커뮤니케이션 영역으로 구분하여 살펴보았다. 결론에 갈음하여, 본 연구는 참여, 정책, 콘텐츠 서비스, 커뮤니케이션 서비스 측면에서 참여형 디지털 아카이브 활성화 방안을 제시하였다.

온라인 커뮤니티에서 개인의 참여 동기와 사회적 영향 요인이 몰입에 미치는 영향 (A study on the Effect of Participatory Motives and Social Influence in Online Community on Commitment)

  • 이문봉;김은정
    • 한국정보시스템학회지:정보시스템연구
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    • 제14권2호
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    • pp.191-214
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    • 2005
  • The interests and impacts on the phenomena online are increasing, due to the development of the Internet. Above all, the importance of the online community, which is similar to the community in reality and has a feature being easily committed is on the rise. Firms are transformed into a relationship for successful e-business in line with the online community utilization, as the digitalization society develops. Hereby, this study was intended to empirically analyze the impacts of individual participatory motives (perceived usefulness, perceived. ease of use and perceived playfulness) in the online community and social influences (subjective norm, visibility and image) on the user's attitudinal and behavioral commitment. In the empirical study of this study, a questionnaire survey was conducted targeting individuals who participated in the online community, and the related data was collected through on/offline. Finally, 280 samples were used in the analysis. The results of the major hypotheses test using the covariate structural model analysis are as follows: First, there are differences in the impacts of individual participatory motives in the online community and social influence factors on the commitment. The individual participatory motives in the online community influence the behavioral commitment positively, but the social influence factors are not significant. Second, the attitudinal commitment in the online community shows a mediate effect on the behavioral commitment in the subjective norms and image variables excluding visibility. Third, the relationship between the attitudinal commitment and behavioral commitment is significant.

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참여디자인을 통한 학습자중심교육환경 재구조화 방향연구 - '사용자-융합플랫폼 프로젝트' 사례를 중심으로 - (A Study on Restructuring of Learner-Centered Education Environment through Participatory Design - Focusing on the 'User-Integrated Platform Project' Case -)

  • 유명희
    • 교육시설 논문지
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    • 제27권2호
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    • pp.35-47
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    • 2020
  • The need for communication is emphasized in decision making, design methods and processes for the educational environment that contain new curricula and learning methods. In this study, we tried to find the direction and agenda of learner-centered environment restructuring through the 'user-integrated platform' in which various subjects related to school space environment understand each other's position and overcome the barriers and prejudices of each sector. The project was planned in a 'bottom-up process' method that uncovered the singularities of the previous stage and led the main contents of the next stage. The various subjects who participated in the project shared their own experiences and different positions regarding the school space. At the workshop, the topics of the participating teams were divided into two categories. The teams in the category of the 'school culture and space' insisted innovation of 'the school culture' as a premise for the restructuring of the 'school space', and proposed schools with different interpretations of 'authority and rules of school', 'the meaning of learning and play' and 'the main character of school. The teams in the category of the 'school borders and spaces' focused on 'communication' and proposed schools containing 'emotional care of students', 'borders between schools and villages', 'village community schools', and 'interspace and niche time'. After the workshop, we were able to derive the direction and architectural strategy of the school space restructuring by analyzing the works of the participants. Through this study, we confirmed the possibility of translating user's ideas into the professional domain through careful planning, preparation, facilitation, and analysis in Participatory Design.

시청자 참여형 양방향 TV 방송을 위한 얼굴색 영역 및 모션맵 기반 포스처 인식 (Posture Recognition for a Bi-directional Participatory TV Program based on Face Color Region and Motion Map)

  • 황선희;임광용;이수웅;유호영;변혜란
    • 정보과학회 컴퓨팅의 실제 논문지
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    • 제21권8호
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    • pp.549-554
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    • 2015
  • 최근 자연스러운 인터페이스 하드웨어의 증가와 더불어 사용자의 자세를 인식하는 콘텐츠 산업이 부상하고 있다. 컴퓨터 비전 기술은 고가 하드웨어 장치의 대안으로 콘텐츠 산업의 발전에 효율적이다. 본 논문에서는 생방송으로 진행되는 시청자 참여형 양방향 TV 프로그램에 적합한 시청자의 포스처를 인식하는 방법을 제안한다. 제안하는 방법은 검출된 얼굴 위치에서 획득한 사용자 얼굴색과 모션맵을 사용하여 사용자의 손 위치를 안정적으로 검출하고, 위치 관계 분석을 통해 포스처를 인식한다. 제안하는 방법은 복잡한 배경에서도 생방송 양방향 TV 프로그램에서 사용되는 세 가지 자세를 인식하는데 90%의 인식 성능이 나타나는 것을 실험을 통해 확인하였다.

미라(Mira)를 활용한 다중 참여형 영상시스템 연구 (Research on Multiple Participatory Video System using Mira)

  • 오승환
    • 디지털융복합연구
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    • 제12권11호
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    • pp.531-539
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    • 2014
  • 최근 다양하게 시도되고 있는 다중 참여형 인터랙티브 미디어 디자인은 관객 참여가 핵심요소로 작용되고 있다. 따라서 논의하려는 관점을 참여단계의 유형과 참여 유형의 특성을 고찰하고 참여유형의 변별성을 확보하고자 한다. 사용자 참여 분석을 통해 추출된 참여유형은 다중적 능동적 참여 유형으로 도출하였다. 이를 바탕으로 미라(Mira)를 활용하여 참여 범주를 영상 파트와 사운드 파트로 구분하였고, 'The 360 Project'라는 최종 영상시스템을 구현하는 과정에서 파생되는 문제점과 해결책을 제시하였다. 본 연구의 한계점으로는 제시된 참여 유형이 협소하다는 점과 개발된 최종 결과물 분석까지 제시하지 못한 점이다. 향후 연구를 통하여 상기 한계점을 보완하고 보다 발전된 다중 참여형 작품 및 연구가 지속되어야 할 것으로 판단된다.

제스츄어 커뮤니케이션: 새로운 방식의 디지털 커뮤니케이션의 참여 디자인 제안 (Gesture Communication: Collaborative and Participatory Design in a New Type of Digital Communication)

  • 원하연
    • 한국과학예술포럼
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    • 제20권
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    • pp.307-314
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    • 2015
  • Tele-Gesture is a tangible user interface(TUI) device that allows a user to physically point to a 3D object in real life and have their gestures play back by a robotic finger that can point to the same object, either at the same time, or at another point in time. To understand the extent of the gestures as new way of digital collaborative communication, collaboration situation and types were experimented as TUI implementations. The design prototype reveals that there is a rich non-verbal component of communication in the form of gesture-clusters and body movements that happen in an digital communication. This result of analysis can contribute to compile relevant contributions to the fields of communication, human behavior, and interaction with high technology through an interpretive social experience.

사용자참여 디자인을 통한 열린 놀이터 만들기 - 서울 삼양초등학교 옥외공간을 중심으로 - (A Study on the Planning of Outdoor Playground Space Open to the Community through the Participatory Design Method)

  • 이영범
    • 교육시설
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    • 제12권3호
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    • pp.22-32
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    • 2005
  • This paper is to propose a design possibility that incorporates participatory process and also to emphasize the participatory process applied to the planning of outdoor playground space open to the neighboring community. Community design based on the participation method can be understood as an attitude about a force for change in the creation and management of environments for people who are the major users of them. Planning for outdoor space is an integral part of school education and a vital component of child development. For the design of outdoor space of Samyang Elementary School it first needs to examine the current and emerging needs of students, teachers and parents as community residents through the participatory design method. A series of workshops and interviews are taken to identify dreams and ideal spaces of each group. An assessment of existing school spaces and design possibility of reprogrammed outdoor spaces are proposed to match the major demands of participants. Selected outdoor places are chosen and designed to accommodate options for various play settings and to make the school pleasant places where members of the neighborhood can gather for relaxation in restful surroundings.

사용자의 이용 요구 차이를 반영한 학교건축물의 개·보수 계획 - 서울시 학교 화장실 개·보수 사업 시행 사례 - (School Building Remodeling Suggestion Responding to the Different Needs of Users - Case study under 'School Restroom Environment Remodeling Project in Seoul' -)

  • 이은주
    • 교육시설 논문지
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    • 제25권3호
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    • pp.13-24
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    • 2018
  • Unlike other educational spaces in school facilities, restrooms have remained unpleasant spaces without reflecting the change in social awareness and students' lifestyle. In the process of the 'School Restroom Environment Remodeling Project in Seoul' by means of "user participatory design method", this study aimed to suggest a design of the school restroom environment responding to the different needs of actual users, who are students and school staffs. By surveying them, it was revealed that they have a variety of respective behavioral patterns and spatial needs according to their status, gender, age and working period. Implications of this study are as follows; First, it is necessary to establish a separate restroom facility standards that respond to the characteristics of elementary school students. Second, there should be an expansive approach to widely accommodate with the users' needs that were found out through 'user participation', more than just repairing pre-existing space. Third, it needs to have critical review of the maintenance and operation system itself as well as the improvement of the school restroom environment.