• 제목/요약/키워드: design preferences

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도시 공공장소에 어울리는 환경음의 선호도 분석 (The Preference of the Environmental Sounds Suitable for Urban Public Spaces)

  • 장길수;신훈;국찬
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2003년도 춘계학술대회논문집
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    • pp.1010-1013
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    • 2003
  • It is said that the goal of the design of good acoustical environment is at first the reduction of undesirable sounds, and in addition the introduction of desirable sounds by which our minds are soothed. The task of creating the desirable sounds leads to the realization of a comfortable acoustic environment and the design of soundscape. It may be an important starting point of soundscape design to select suitable sounds for the target spaces, because each space has a different surrounding condition and requires a special ambient sound. This paper aims to survey preference of the environmental sounds suitable for the public spaces in urban areas such as parks, bus terminals. 35 kinds of natural sounds are rated by 26 pairs of adjectives. The results of psycho-acoustic experiments are as follows. 1. The proper adjectives for expressing the environmental sounds are classified into 6 groups of comfort, pleasure, fullness, variety, distinctness, naturalness. 2. Bird singing, murmuring of a stream, artificial sounds, singing of insects and animals are the affirmative order of preference. 3. Green musics consisted of music and natural sounds are preferred to the pure natural sounds. 4. Sound level relative to background noise causes various preferences to natural sounds in public spaces.

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Data Mining을 이용한 전략시뮬레이션 게임 데이터 분석 (A Study of Analyzing Realtime Strategy Game Data using Data Mining)

  • 용혜련;김도진;황현석
    • 한국게임학회 논문지
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    • 제15권4호
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    • pp.59-68
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    • 2015
  • 정보통신기술의 발달로 빅데이터 분석을 통해 사람들 일상의 기록과 잠재적 요구까지 통찰할 수 있게 되었으며, 우리의 일상 속에서 방대한 정보를 실시간으로 도출하고 있다. 여러 산업이나 기업에서 이미 빅데이터와 결합시켜 비즈니스 등 다양한 분야에 활용하고 있지만 게임 산업에서의 빅데이터 활용은 아직까지 미흡한 실정이다. 이에 본 연구에서는 데이터 마이닝을 기법을 적용하여 전략시뮬레이션 게임 데이터를 분석하였다. 전략시뮬레이션 게임 데이터를 Decision Tree, Random Forest, Multi-class SVM, Linear Regression 분석 기법을 적용하여 게임 유저의 게임수준에 영향을 미치는 요인을 분석하였다. 게임수준을 예측하는데 있어 가장 우수한 성능을 보인 기법과 변수들을 도출하여 게임 디자인과 사용성을 증대시키기 위한 제안을 하고자 한다.

이용자 선호도 조사를 통한 공간유형별 실내녹화유형 제안 (A Proposal for Indoor Greening Patterns by Space Types through the User's Preference Survey)

  • 신상희;장대희;김연미;남미아
    • KIEAE Journal
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    • 제12권6호
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    • pp.69-75
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    • 2012
  • Because the demand or sensitivity of users of space has an important influence on the direction of design concerning indoor greening, this study examined the customers' preferences and trends for use in this field. By analyzing the results, types of space for indoor greening that can be utilized as indoor greening design such as vegetation selection, space positioning, design types, etc. were derived. The research and analysis was set for living space, business space, commercial space and public space. For each space, there were vegetations in over 50% of the space, and in all the spaces, the majority of people were of the positive opinion. As the desired space for the introduction of indoor greening, high levels of preference were seen in the following areas: 'veranda' and 'living room' for the residential space; 'main work space' and 'resting space' for the office space; and 'rest area,' 'entrance area' and 'lobby area' for the public space and commercial space. The preference of each of the spaces displayed slightly different trends in accordance with the characteristics of space and users. If indoor greening space were to be designed for these spaces according to the types, which are derived from the preference levels examined in this study, it is deemed that the satisfaction levels of users of the spaces could be increased.

라이프스타일 세분집단에 따른 니트웨어 구매행동 (Purchase Behavior of Knit Wear Based on Lifestyle Segments)

  • 최순란;황진숙;김윤희
    • 한국의류산업학회지
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    • 제11권1호
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    • pp.48-56
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    • 2009
  • The purposes of this study were to segment knit wear consumers by their lifestyles and to examine knit wear purchase behavior among the lifestyle segments. The subjects of this study were female consumers who were residents in Seoul and metropolitan areas. The researchers distributed the questionnaires and the final sample of 357 was used for the data analysis. The statistical analysis methods used for the study were factor analysis, cluster analysis, ANOVA, Duncan test, and ${\chi}^2$-test. The results showed that the lifestyle factors had 6 dimensions: fashion, planned purchase, socially active, impulsive consumption, brand, and leisure/culture. These factors were categorized into four groups: brand oriented group, passive group, rational/social group, and fashion/impulsive consumption group. The results also showed that there were significant differences among the groups in regard to knit wear purchase criteria, knit wear image preferences, and other knit wear purchase behaviors. For example, brand oriented group considered design and brand name/fashion important as knit wear selection criteria, and the group preferred an elegance image and a modern image than did other groups.

A Group Decision Model for Selecting Facility Layout Alternatives

  • Lin, Shui-Shun;Chiou, Wen-Chih;Lee, Ron-Hua;Perng, Chyung;Tsai, Jen-Teng
    • Industrial Engineering and Management Systems
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    • 제4권1호
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    • pp.82-93
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    • 2005
  • Facility layout problems (FLP) are usually treated as design problems. Lack of systematic and objective tools to compare design alternatives results in decision-making to be dominated by the experiences or preferences of designers or managers. To increase objectivity and effectiveness of decision-making in facility layout selections, a decision support model is necessary. We proposed a decision model, which regards the FLP as a multi-attribute decision making (MADM) problem. We identify sets of attributes crucial to layout selections, quantitative indices for attributes, and methods of ranking alternatives. For a requested facility layout design, many alternatives could be developed. The enormous alternatives, various attributes, and comparison of assigned qualitative values to each attribute, form a complicated decision problem. To treat facility layout selection problems as a MADM problem, we used the linear assignment method to rank before selecting those high ranks as candidates. We modelled the application of the Nemawashi process to simulate the group decision-making procedure and help efficiently achieve agreement. The electronics manufacturing service (EMS) industry has frequent and costly facility layout modifications. Our models are helpful to them. We use an electronics manufacturing service company to illustrate the decision-making process of our models.

전남 동부권 패밀리레스토랑에 대한 대학생들의 선호도 평가 (Measuring Preferences of University Students for Family Restaurants in the Eastern Part of Chonnam)

  • 강종헌
    • 한국식품조리과학회지
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    • 제19권5호
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    • pp.581-590
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    • 2003
  • The purpose of this study was to identify the combinations of factors combinations conferring the highest utility of family restaurants to university students, and establish the relative importance of these factors in terms of their contribution to total utility. 196 of 200 questionnaires were utilized for the analysis. (Eds note: to whom were the questionnaires administered) Frequencies, crosstabs, and the conjoint, max. utility, BTL and Logit models, K-means cluster and one-way ANOVA analysesis, and the Friedman test were the statistical methods used for this study. The findings from this study were as follows: 1) the Pearson's R and Kendall's tau statistics (Eds note: these were not mentioned earlier) show that the model (Eds note: which model is this) fits the data well. 2) it was found that of all the respondents, especially the first and third clusters, regarded both the type of food and the price as very important factors. 3) it was found that all the respondents, especially the third cluster, most preferred a family restaurant (design and simulation) that provided less than 6 fusion and traditional foods. The first cluster most preferred family restaurant (design) that provided over 10 traditional and less than 6 ethnic foods. The second cluster most preferred a family restaurant (design and simulation) that provided over 10 traditional foods. 4) the results of the study have provided some insights into the effective types of family restaurant designs that can be successfully developed by those who manage menu variety, quality and type of food, price, and quality of service to university students dining at family restaurants.

플레이어 유형과 MMORPG "Grinding" 유형과의 관계 연구 (Research on the Relationship between Player Type and MMORPG "Grinding" Type)

  • 양단;조동민
    • 한국게임학회 논문지
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    • 제21권5호
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    • pp.49-62
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    • 2021
  • MMORPG 중후반에 "Grinding"으로 인해 소모되는 경우시간과 에너지가 갈수록 많아지고, 반복되다 보면 지루한 느낌이 들기 쉽기 때문에 유저의 이탈을 초래하기 쉽다. 본 논문은 MMORPG "Grinding" 8종 유형에 대한 Richard Bartle의 4가지 플레이어 유형의 선호도의 차이를 연구하고자 SPSS 소프트웨어를 사용하여 수집된 200개의 샘플 데이터에 대한 묘사적 분석, 신뢰성 분석, 단요인 방차 분석을 수행했다. 연구 결과에 따라 MMORPG 'Grinding' 최적화 방안을 게이머 성향 차원에서 제시했다.

메타버스 비대면 친구사귀기 시스템 디자인 및 구현 (Metaverse Friend Making System Design and Implement)

  • 정혜경;고장혁
    • 반도체디스플레이기술학회지
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    • 제20권3호
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    • pp.97-102
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    • 2021
  • In this study, we developed the service that can efficiently making friends among college students in metaverse world. Metaverse technology has recently emerged as an important topic across the industry.' The development of virtual and augmented reality technologies, which have emerged as a new paradigm to drive the next generation of the Internet, is bringing us closer to the metaverse world. Metaverse is spreading around the gaming, entertainment, music, and content industries[1]. In particular, as non-face-to-face transitions have accelerated since the COVID-19 outbreak, lifestyles and industrial sites are rapidly changing beyond untacting to metaverseization, a three-dimensional virtual space. After discovering the needs of users through surveys and interviews, the research method added functions to the service that matched those needs. Users were pleased that they could make friends who matched their preferences and tastes, play like a game in a virtual world called metaverse, and customize their avatars to their liking. It was also very fresh to customize the goods so that they could be gifted and kept by themselves.

A Study on Workwear Prototype Development: Based on the Functional, Expressive, Aesthetic (FEA) Model

  • Huh Ga Young
    • 패션비즈니스
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    • 제27권6호
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    • pp.37-46
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    • 2023
  • This study aims to develop workwear prototypes by applying a systematic approach considering the characteristics of workwear. A case study was conducted before this study to derive workwear's four characteristics: 'Ergonomic Pattern-Making, Certified Fabric, Specialized Color, and Customized Details.' a prior study proposed the integrated framework combining these characteristics with the FEA model. The new framework identified that these characteristics are considered in terms of functionality, expression, and aesthetics; it can increase workers' satisfaction and meet the market demand without concentrating on only particular aspects. Before prototype production, the requirements for each characteristic of workwear were analyzed through theoretical research of previously published related papers. The study primarily gathered workwear requirements data and sources from consumer satisfaction surveys and investigations into the wearing conditions of work clothes. When considering all aspects of pattern-making, fabric, color, and detail in functionality, 'comfort movement, body protection, improved work efficiency' were identified as necessary. Expressive requirements were fundamental, including 'reflecting the wearer's preferences, expressing a sense of belonging and identity. It was clear that incorporating design elements and applying current trends to the aesthetic requirements of work clothes was necessary. Four prototypes comprised two top and bottom sets and two overalls using these requirements. The framework was used throughout the entire process of planning, producing, and evaluating prototypes, and through this, the results fulfilled the requirements. This study is significant because it produced workwear prototypes using an integrated approach that considered functional, expressive, and aesthetic aspects.

감성디자인 구현을 위한 플라스틱 필름 표면의 거칠기와 감각 특성의 상관관계 도출 (Correlation of Texture and Sensory Analysis on Film Surfaces for Implementing Emotional Design)

  • 김도엽;이용주;주민정;유하경;김형진
    • 한국포장학회지
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    • 제30권2호
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    • pp.149-160
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    • 2024
  • One of the main functions of packaging is promoting the products. Competitive markets demand that products appeal more to consumers in many perspectives. Other than its original purpose, which is protection, packaging has been tasked with implementing the emotional appeal of a product through unique shapes, textures, and visual designs. Understanding emotional appeals to consumer is a potential marketing strategy so that research have been done about techniques to visualize the design and print the specific textures. Especially, paper-like films are known as eco-friendly or emotional design and they are able to protect the products from oxygen or water vapor better than papers. In this study, paper-like films, which is printed with inks to have rougher surfaces, are analysed in terms of roughness, friction, imaging and sensory evaluation of subjective softness from consumers. Also, the prediction model was established with the correlation of the measured results and sensory panel test (SPT) of consumer preferences by touch. The results showed that the prediction of subjective texture preference was contributed by 63.9% for surface roughness and 36.1% for friction profile parameters. It confirmed that surface roughness characteristics should be prioritized to improve tactile preference for paper-like films.