• Title/Summary/Keyword: user activity

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A Study on the Development of Aerobic Exercise Equipment Design for User-Centered -Focusing on Elliptical Cross Trainer- (사용자 중심의 유산소 운동기구 디자인 개발에 관한 연구 -Elliptical Cross Trainer를 중심으로-)

  • Chung, Kyung-Ryul;Song, Bok-Hee;Yoon, Se-Kyun;Park, Il-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.129-138
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    • 2006
  • It is expected that the typical lifestyle of the future will be transformed into an opulent and comfortable existence as the quality of life improves due to the increase in household income and reduction in working hours. In the meantime, as the standard of living becomes increasingly more comfortable and plentiful, the toll on physical health becomes magnified as a result of obesity and insufficient exercise caused by super nutrition and change in labor conditions (from physical labor to mental labor). This has instigated a deep awareness in fitness on the part of many people, forcing them to recognize the significance of daily exercise and physical activity. The high annual growth rate in the fitness and athletic apparatus market, which is more than 20%, is attributed to this phenomenon. The Elliptical Cross Trainer(ECT), which has drawn wide attention recently, is a non-impact athletic apparatus that not only promotes exercise of the upper body parts in such sports as skiing but also the exercise of lower parts of the body on a treadmill. It is a type of cross training athletic gear that has been developed for aerobic exercise throughout the entire body. It has already formed a market as big as that of the treadmill in Europe, America, etc. Recently, its demand is growing sharply in the Korean markets as well as those in Northeast Asian countries, Despite such demand increase and expansion, since most of the expensive ECTs are exclusively supplied by suppliers in only a few advanced countries, localization of the ECT is urgently required in order to enhance competitiveness of Korean manufacturers and to expand the market. This paper introduces the process and results of a design-engineering cooperative study that was peformed for the development of the ECT.

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Development of the Monte Carlo Simulation Radiation Dose Assessment Procedure for NORM added Consumer Adhere·Non-Adhere Product based on ICRP 103 (ICRP 103 권고기반의 밀착형·비밀착형 가공제품 사용으로 인한 몬테칼로 전산모사 피폭선량 평가체계 개발)

  • Go, Ho-Jung;Noh, Siwan;Lee, Jae-Ho;Yeom, Yeon-Soo;Lee, Jai-Ki
    • Journal of Radiation Protection and Research
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    • v.40 no.3
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    • pp.124-131
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    • 2015
  • Radiation exposure to humans can be caused by the gamma rays emitted from natural radioactive elements(such as uranium, thorium and potassium and any of their decay products) of Naturally Occurring Radioactive Materials(NORM) or Technologically Enhanced Naturally Occurring Radioactive Materials(TENORM) added consumer products. In this study, assume that activity of radioactive elements is $^{238}U$, $^{235}U$, $^{232}Th$ $1Bq{\cdot}g^{-1}$, $^{40}K$ $10Bq{\cdot}g^{-1}$ and the gamma rays emitted from these natural radioactive elements radioactive equilibrium state. In this study, reflected End-User circumstances and evaluated annual exposure dose for products based on ICRP reference voxel phantoms and ICRP Recommendation 103 using the Monte Carlo Method. The consumer products classified according to the adhere to the skin(bracelet, necklace, belt-wrist, belt-ankle, belt-knee, moxa stone) or not(gypsum board, anion wallpaper, anion paint), and Geometric Modeling was reflected in Republic of Korea "Residential Living Trend-distributions and Design Guidelines For Common Types of Household.", was designed the Room model($3m{\times}4m{\times}2.8m$, a closed room, conservatively) and the ICRP reference phantom's 3D segmentation and modeling. The end-user's usage time assume that "Development and Application of Korean Exposure Factors." or conservatively 24 hours; in case of unknown. In this study, the results of the effective dose were 0.00003 ~ 0.47636 mSv per year and were confirmed the meaning of necessary for geometric modeling to ICRP reference phantoms through the equivalent dose rate of belt products.

Investigation into the Gugak Educational Programs by Museum of Gugak for Invigoration Measures (국악박물관 국악교육프로그램 활성화를 위한 고찰)

  • Moon, Joo-seok
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.327-363
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    • 2018
  • This paper tracks the present state of the Gugak educational programs run by Gugak-specialized museums including Museum of Gugak not only to set a directionality of Museum of Gugak to step forward for their main purposes, but also to find measures to invigorate its Gugak educational programs. There are 826 museums registered in 2016 nationwide, and ten of them are Gugak-specialized museums including Museum of Gugak. An analysis of the educational programs by Museum of Gugak presents high achievements in concentrativeness, participation and satisfaction levels. However, several issues such as difficulty level adjustment, education period arrangement, contents development, setting of a precise aim of education, and overcoming of regional limitations are to be solved in the future. Considering these special circumstances, the study suggests setting a directionality of Gugak education by following four conditions: Firtly, the Gugak education programs by Museum of Gugak should be user-oriented. Secondly, it is necessary to provide customized learning programs to suit users of various ages and generations. Thirdly, a solid education is required to enhance creativity deviating from uniform, unilateral, fragmentary education focused on materials and relics of museums as the users' experiences and learning levels vary. Fourthly, integrated education with relevant study in common use is required as the specialized environments of the museum could cause users psychological resistance and lessen their willingness to approach. Focusing on these four conditions several invigoration measures for the Gugak education programs are discussed: Firstly, a step-by-step approach, not a radical shift, is required in order to turn existing programs into the user-oriented. Secondly, customized learning programs should be planned in consideration of life cycle of the users. Thirdly, it is necessary to establish virtuous circulation reflecting activity-based contents as well as to provide the users experiences through five senses for solid Gugak education, in which various elements such as experiencing, learning, playing, viewing are reflected manifoldly. Fourthly, integrated education can be implemented when the features of Gugak educational programs are internally structured and the external environment matures.

The Study on Service Design Development for Pharmacy Users: Using Smart Phone Application

  • Lee, Dong-Min;Park, Hye-Jung;Lee, Dong-In
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.93-100
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    • 2012
  • Objective: This study is to review the current state of services offered to pharmacy users, and develop a service design converging a prescription service and a smart phone application service in order to enhance patients' experience at pharmacies and home. Background: Under the new medical system; separation of prescribing and dispensing drugs, a doctor writes a prescription to their patients and patients have their prescription filled at the pharmacy. As the number of flue, allergy and atopy patients has increased, waiting lines have been longer at pharmacies. Besides, the current medical service system lacks of providing proper information on prescribed pills to patients. There are already services offered during waiting times such as offering free drinks, magazines or suggesting general drugs which you can buy without prescription, however they neither cover the current medical service's shorts nor shorten the waiting time. Method: I researched objective and perceived waiting times reduction methods, the current service status at pharmacies, and the government's policy direction in a medical service. Also, I observed a patient's journey from the hospital to pharmacy and then home. I examined the circumstance at pharmacies, patients' behaviors and their thoughts during their journey, and extracted three main goals to design a service in order to help patients have positive perception during the waiting time; (1) to reduce the perceived time by the way of visualizing time and offering readings about what patients consider necessary, (2) to educate patients what they are into and how to get through, (3) to establish trust among patients, doctors and pharmacists. Based on three goals, I designed a structure and a wireframe for a new service application of smart phones. Results: With a new service design for pharmacy users, users can track their medical record and visit the information about their current medical treatments anytime. Also the service helps patients build reliable relationships with doctors and pharmacists. Conclusion: Experience is not just an activity but series of multiple activities. The serving range of a medical service should not be determined by stakeholders but user's holistic experience. By approaching a service design with a holistic vision, it can enrich not only a temporary experience but also a whole life well being. Application: Since there are already many service applications advising patients about their illness and finding right doctors, this service design is focused on the experience from getting a prescription till feeling better. The next move is to combine those two parts medical services and design an integrated service application. As a prescription is going to be coded in numbers, we might consider to design an un-attended pharmacy which can shorten huge amount of time for filling prescriptions.

On the Double-Sidedness of Facebook Users: The Desire to Hide vs. Peeping Voyeurism (Facebook 사용자들의 양면성에 대하여 - 감추고 싶은 욕구와 타인을 훔쳐보는 관음증적 욕구)

  • Lee, Eunji;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of the HCI Society of Korea
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    • v.9 no.1
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    • pp.1-9
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    • 2014
  • Use of smart phones and other means allowed ready access to social networking service (SNS) and its users have explosively increased. In the meantime, Facebook which has the largest user community has caused various social problems due to its conservative privacy policy; yet its users are continuously increasing and committed to the service although its privacy policy has not so much changed. In this research, we studied the irony of increasing popularity of Facebook despite its negative privacy policy in the light of its users' double-sided desire. That is, users use Facebook because they are curious about other users' personal information and activities although they are at the same time anxious about public exposure of their own personal information and activities. To test this conjecture, we investigated users' double-sided desire (privacy protection, viewing others' activities) using questionnaire and reverse scenario test and confirmed that proper balance of privacy protection and activity exposure is an important contributor to continued popularity of Facebook. Much research studied SNS focusing on self-presentation that is on the side of self-exposure. This research highlights the importance of balance keeping between hide-and-seek for SNS companies such as Facebook in the use of privacy policy.

Implementation of Rule Management System for Validating Spatial Object Integrity (공간 객체 무결성 검증을 위한 규칙 관리 시스템의 구현)

  • Go, Goeng-Uk;Yu, Sang-Bong;Kim, Gi-Chang;Cha, Sang-Gyun
    • Journal of KIISE:Software and Applications
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    • v.26 no.12
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    • pp.1393-1403
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    • 1999
  • 공간 데이타베이스 시스템을 통하여 공유되는 공간 데이타는 무결성이 적절하게 유지되지 않는 한 전체 응용 시스템의 행위를 예측할 수 없게 되므로 데이타의 무결성 확인 및 유지는 필수적이다. 특히 공공 GIS에 저장된 공간 데이타는 토지 이용도 평가, 도시 계획, 자원 관리, 시설물 관리, 안전 관리, 국방 등 국가 전체 및 지역의 중요한 정책 결정을 위한 다양한 응용 시스템들에 의해 이용되므로 적절한 공간 객체의 무결성 확인이 더욱 더 필요하다. 본 논문에서는 능동(active) DBMS의 능동 규칙(active rule) 기법을 이용하여 공간 객체의 무결성 확인을 지원하기 위한 규칙 관리 시스템을 제시한다. 능동 규칙을 이용한 공간 객체의 무결성 확인은 응용 프로그래머를 무결성 확인에 대한 부담으로부터 자유롭게 할 수 있다. 본 시스템은 특정 DBMS에 종속되지 않는 독립적인 외부 시스템으로 존재하며, 능동 규칙 관리기, 규칙 베이스, 그리고 활성규칙 생성기의 3 부분으로 구성된다. 사용자가 공간 데이타베이스 응용 프로그램을 통해 공간 객체를 조작하고자 할 때, 본 시스템은 데이타베이스 트랜잭션을 단위로 조작되는 모든 공간 객체의 무결성 확인을 위해 응용 프로그램에 삽입될 무결성 제약조건 규칙들을 효율적으로 관리하는 역할을 한다.Abstract It is necessary that the integrity of spatial data shared through the spatial database system is validated and appropriately maintained, otherwise the activity of whole application system is unpredictable. Specially, the integrity of spatial data stored in public GIS has to be validated, because those data are used by various applications which make a decision on an important policy of the region and/or whole nation such as evaluation of land use, city planning, resource management, facility management, risk management/safety supervision, national defense. In this paper, we propose rule management system to support validating the integrity of spatial object, using the technique of active rule technique from active DBMS. Validating data integrity using active rules allows database application programmer to be free from a burden on validation of the data integrity. This system is an independent, external system that is not subject to specific DBMS and consists of three parts, which are the active rule manager, the rule base, and the triggered rule generator. When an user tries to manipulate spatial objects through a spatial database application program, this system serves to efficiently manage integrity rules to be inserted into the application program to validate the integrity constraints of all the spatial objects manipulated by database transactions.

A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

A Study on The Reality of Loran-C System and Its Applications (로란-C 시스템의 현황과 효율적인 활용방안에 관한 연구)

  • Kwon, Hyuk-Dong;Seo, Ki-Yeol;Park, Gyei-Kark
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.10 no.2 s.21
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    • pp.61-67
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    • 2004
  • The development motive and maintenance of navigation system were military strategy purpose since middle of 20th century. During cold war period between the United States and the Soviet since the Second World War, advanced navigation system that two countries are responded individually have done development competitively. These systems are exhibited on general except military purpose gradually and are taking charge of point role in economy transport activity such as transportation of logistics between the country. Navigation system can divide into ground system and satellite system. Representative system of ground system is Loran-C(Long Range Navigation), and representative system of satellite system is GPS(Global Position System). Loran-C system is a system that use much in all the world country sea and ground, but GPS and DGPS that present is a satellite navigation system are used much. According to development of satellite system, examine about actual conditions of Loran-C navigation system and practical use plan in this paper because there is controversy about role of Loran-C navigation device along with Loran-C's operation and user decrease, and discusses for Loran-C's development direction.

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Color Image Segmentation and Textile Texture Mapping of 2D Virtual Wearing System (2D 가상 착의 시스템의 컬러 영상 분할 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.5
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    • pp.213-222
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    • 2008
  • This paper is related to color image segmentation and textile texture mapping for the 2D virtual wearing system. The proposed system is characterized as virtually wearing a new textile pattern selected by user to the clothing shape section, based on its intensity difference map, segmented from a 2D clothes model image using color image segmentation technique. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern or color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

Visitor Circulation in Leisure Spaces using Space Syntax - Focusing on Ouam Traditional Folk Village - (공간구문론을 활용한 전통마을 여가공간의 보행동선 분석 - 외암민속마을을 사례로 -)

  • Song, Na-Guen;Yeo, Jeong-Tae;Ko, Dong-Wan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.1
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    • pp.1-8
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    • 2009
  • User movement is an important factor in determining the amount of the acquired knowledge and information about space contexts. A reasonable circulation plan affects the spatial usage, space revitalization, and activity satisfaction, and is ultimately a means to increase spatial usefulness. On the other hand, a disorderly circulation system causes negative experiences due to difficulties in wayfinding. This research identified the importance of a pedestrian circulation system analyzing the correlation between the spatial configuration index and pedestrian movement, and visitors' movement in the leisure space by using Space Syntax. The research area, Ouam-ri, where numerous guests visit this designated folk village, is a typical case in which a settlement space is used as a leisure space. There was a great deal of risk that visitors would get lost while wandering through the space. Also, it is difficult to induce visitors to tour economically even though the pedestrian circulation configuration of Ouam-ri forms the natural moving line because of its typical tree structure. Additionally adjusting and to supplementing the pedestrian system is required in order for the traditional village, a settlement space, to be used as a leisure space.