• Title/Summary/Keyword: user centered

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Automatic Construction of Syntactic Relation in Lexical Network(U-WIN) (어휘망(U-WIN)의 구문관계 자동구축)

  • Im, Ji-Hui;Choe, Ho-Seop;Ock, Cheol-Young
    • Journal of KIISE:Software and Applications
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    • v.35 no.10
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    • pp.627-635
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    • 2008
  • An extended form of lexical network is explored by presenting U-WIN, which applies lexical relations that include not only semantic relations but also conceptual relations, morphological relations and syntactic relations, in a way different with existing lexical networks that have been centered around linking structures with semantic relations. So, This study introduces the new methodology for constructing a syntactic relation automatically. First of all, we extract probable nouns which related to verb based on verb's sentence type. However we should decided the extracted noun's meaning because extracted noun has many meanings. So in this study, we propose that noun's meaning is decided by the example matching rule/syntactic pattern/semantic similarity, frequency information. In addition, syntactic pattern is expanded using nouns which have high frequency in corpora.

A Study on the Phenomenological Characteristics of the Expression in Composition of the Experimental Exhibition Space - Focused on Exhibition Utilizing Light - (전시체험공간 구성에서의 현상학적 표현특성에 관한 연구 - 빛을 이용한 전시를 중심으로 -)

  • Park, Eun-A;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.183-194
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    • 2013
  • Exhibition space emphasizes the experience in the space rather than viewing or appreciation of visitors. Because the experience spaces in today's life are limited, people experience rest, comfort, and sometimes extraordinary space experience through exhibition space. Exhibition space has changed from a static place to a space where visitors move and act with the exhibits to freely feel the space. Also, the static space expressed only with illumination and shadow becomes a new space different from daily space for users. This study analyzes the characteristics of phenomenological expression through such user-oriented exhibition space. This study is to analyze the characteristics of phenomenology through the exhibition experience space structure. It is to analyze and study on the characteristics of phenomenological expression of the exhibition experience space structure centered in the opinion of Merlo-Ponti that considers the experience of body among 'characteristics' discussed based on the study of the phenomenological experience published up to date and the viewpoint of Steven Hall that sees light as a subject of creating the space. This study is also considers how the perception of the experiencer is built in the correlation between the phenomenology and exhibition experience space by studying the relationship of the experiencer that is the common point of the exhibition experience space structure and the characteristics of phenomenological expression and analyzing the common point and difference of them. It also focuses on the space of dark whether forming any light rather than looking at the light which is the sense factor among the characteristics of phenomenological expressions. Thus, the purpose of this study is to analyze the case on whether there is any light or not applied to the exhibition experience space grounded by the theoretical materials of Merlo-Ponti and Steven Hall based on the characteristics of phenomenological expressions in the exhibition experience space structure and, based on the result, to set up the basics on the characteristics of phenomenological expressions in the composition of exhibition experience space.

Survey on Obstacle Detection Features of Smart Technologies to Help Visually Impaired People Walk (시각장애인을 위한 이동보조시스템의 장애물 감지 특징 조사)

  • Min, Seonghee;Oh, Yoosoo
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.3
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    • pp.31-38
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    • 2020
  • In this paper, we compare and analyze smart technologies and present six obstacle detection features to help visually impaired people walk. Traditionally, visually impaired people walk with the white cane or a guide dog. With the development of IoT technology, various smart walking aids systems have been developed. Those intelligent walking aids systems have obstacle-detecting systems and route-guidance systems. Many researchers are developing the walking aids system, which detects an obstacle and provides the obstacle information by haptic feedback. Also, they are designing the database server system to share the obstacle information. Particularly the composed system can quickly give an obstacle-avoidance route using shared obstacle information. Smart walking aids systems for visually impaired people will advance more rapidly by applying machine learning and intelligent systems.

A Study for the Development of the Aerobic Exercise Equipment through Cooperation between Design and Engineering Fields - Focusing on the Development of Elliptical Cross Trainer

  • Chung Kyung-Ryul;Yoon Se-Kyun;Song Bok-Hee;Park Il-Woo
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.183-194
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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. 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 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. The ECT development project has been in full swing for approximately two year since 2004 in order to secure independent design, as well as engineering and manufacturing processes in efforts to develop a commercially viable ECT.

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A study on Cognitive faculties about Visual Information on Web Interface - With Emphasis on an Experiment with Visual Perception Measurement by Different Age Groups - (웹 인터페이스에서 시각정보의 인지특성에 관한 연구 - 연령계층별 시지각 계측 실험을 중심으로 -)

  • 고광필;류시천
    • Archives of design research
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    • v.15 no.4
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    • pp.243-252
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    • 2002
  • The enlarge the range of internet users require user centered design method what understanding of cognitive faculties about users by different age groups. This study aims at analyzing cognitive faculties about visual information on web interface by different age groups, presenting visual perception cognitive process model as an evaluation model and proposing an effective web interface design guideline, On the basis of analyzing cognitive faculties verified what each detail property of visual perception cognitive process model as form, color, space, movement and physiological, physical cognitive faculties had have individual cognitive faculties. As the result visual perception cognitive process model suggested in this study can be used as an evaluation model of web interface and users' cognitive faculties analyzed in visual perception measurement by different age groups can be applied as a web interface design guideline. In addition, this study has a meaning in that it makes a chance to extend a web designer's roles and establish a direction of future research by usability of different age groups.

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Attention Behavior to Mobile Content: Focusing on Exposure and Involvement of Pikicast Content (모바일 콘텐츠에 대한 주목 행동: 피키캐스트 콘텐츠의 노출과 관여 행동을 중심으로)

  • Kim, Eun-Mee;Park, Hyun-Ah;Ihm, Jeniffer So-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.12-21
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    • 2017
  • In this study, we divided attention to mobile contents into two dimensions (i.e., exposure and involvement), and explored the characteristics of and the relationship between the attention behaviors, using contents data from Pikicast. First, this study investigated the relationship between exposure and involvement in order to examine whether double-jeopardy effects appear in mobile contents as well. In addition, we examined how different attention behaviors differ according to platform and subject attributes(i.e., soft and hard). As a result, we found that there was a positive correlation between exposure and involvement in mobile platforms. Also, we found that the attention behaviors, especially sharing behaviors, were different in each platform. In terms of subject attributes, the attention indices such as the number of comments and sharing, which were immediate responses, were related to the soft content, whereas the attention indices such as the consumption time and the complete-read rate were related to the hard content requiring cognitive effort.This study is meaningful to understand the essence of the attention behavior in the mobile environment from a content - oriented perspective rather than the most existing research with a user - centered perspective.

An Analysis of the Influence Factors of Satisfaction of Food Bank Service Users (Focusing on Users in Gyeonggi-do Province) (푸드뱅크 서비스 이용자의 만족도 영향요인 (경기지역 이용자를 중심으로))

  • Lee, Seok-Hwan;Kwon, Jin
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.547-558
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    • 2020
  • The purpose of this study was to derive the impact factors through multi-return analysis by dividing the satisfaction level of the users of the Food Bank into service satisfaction, food satisfaction, and facility and environment satisfaction and then present a plan for improving service quality. As a result, first of all, the analysis shows that the service satisfaction was not statistically significant. Second, the satisfaction level of food was higher when they get cooked food and when the frequency of support was low. It can be interpreted as important to users to properly solve the problem of fasting through cooked food rather than the frequency of food provision. Third, the satisfaction level of the facility and environment was higher for those with higher educational background, lower monthly income, and higher food expenditure after the support. Users with high educational background value information, service hours, facilities and environment hygiene, and users with low monthly income and high food expenditure even after receiving support can infer the need for food bank services to solve the problem of fasting. Based on these findings, it emphasized the need to develop user-centered services so that the problem of fasting could be effectively resolved in consideration of the conditions of service users.

Revitalization for a Cyber Home Learning System -Focused on Jeju e-study 2.0- (사이버가정학습 활성화 방안 -제주 e-study 2.0을 중심으로-)

  • Kim, Eun-Gil;Kang, Nam-Cheol;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.451-460
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    • 2010
  • The purpose of this paper is to present the effective operation method of cyber home learning system 2.0. Cyber home learning system 2.0 which plays an important role to produce and share data of internet users establishing user-centered internet environment is recently introduced as web 2.0 is beginning to appear. This research is based on the case of the operation on cyber home learning system, research literature of web 2.0 as well as expert consulting and performance test. After doing this research, cyber home learning system 2.0 can bring enormous educational effect when it has online education using web-based discussion tool and long distance consulting linking with off line school education. Redundant system configuration, the distributed processing also may be provided by the service was smooth. Moreover, it demands monitoring team consisting of student, parents and teacher in order to provide developmental service.

Interactive Broadcasting Service using Smart-phone with Emotional Recognition (감정인식 기능의 스마트폰을 통한 양방향 방송서비스)

  • Cho, Myeon-Gyun
    • Journal of Satellite, Information and Communications
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    • v.8 no.4
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    • pp.117-123
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    • 2013
  • The development of the latest emotional recognition and multimedia technology has changed the traditional broadcasting system. The previous broadcasting system, which was operated by the terrestrial broadcasters, is now transformed to the viewer-centered and bidirectional broadcasting through the convergence of internet, mobile and smart TV. In this paper, smart-phone application for estimating human emotion(sadness, anger, depression) has been developed and emerged with smart TV, thereby we can present broadcasting service for enhancing the sense of common humanity among people of same group. If there is friend in the depression, we can bring comfort to him by inviting one for TV program what I watch and having a honest talk with facial avatar or emoticon. The proposed emotional broadcasting service inter-working with smart-phone application can give feeling of belonging and happiness to the people suffering from the blues, and it can prevent him from attempting suicide. In addition, smart-phone based emotional broadcasting service can be expended to program recommendation service customized to user's emotion, emotional LED lighting service to maximize the sense of reality and home shopping service taking advantage of the mood of customer.