년 - 년
향토기업 연계형 문화관광시장의 공유가치창출(CSV) 성과지표 개발에 관한 연구 : 창원 명서시장 호롱불야시장 사례를 중심으로 KCI 등재
서비스마케팅학회 서비스마케팅저널 Vol.19 No.1 2026.06 pp.71-85
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4,800원
본 연구는 유통 환경 변화로 위기에 직면한 전통시장을 활성화하기 위해, 향토기업 연계형 문화관광형 시장의 공유가치창출CSV) 성과를 진단하는 다층적 지표 체계를 개발하는 데 목적이 있다. 기존 특성화시장 육성사업의 단기적·정량적 평가 한계를 극복하고자, 2024년 문화관광형시장으로 선정된 창원 명서시장과 지역 향토기업[몽고식품(주), ㈜무학]의 협력 사례인 ‘호롱불 야시장’을 대상으로 질적 사례연구를 수행하였다. 분석 프레임워크로는 Porter & Kramer(2011)의 CSV 3대 영역을 골격으로 메세나 CSV 지표, P-P-P 모델, 지속가능성 지표를 통합하여 ‘제품과 시장의 재인식’, ‘가치사슬의 생산성 재정의’, ‘지역 클러스터 개발’의 3대 영역, 12개 하위요소, 총 36개 측정 문항을 도출하였다. 또한 지표의 엄밀성을 확보하기 위해 전문가 패널 대상의 수정 델파이 기법(Modified Delphi Technique)과 내용타당도비율(CVR) 검증 절차를 포함한 후속 연구설계를 함께 제시하였다. 본 연구는 전통시장 성과 평가 패러다임을 단기 매출 중심에서 탈피시켜, 서비스지배논리(S-D Logic) 기반의 가치 공동 창출(Value Co-creation), 장소 브랜딩(Place Branding), 문화 자산화(Cultural Capitalization) 관점으로 확장함으로써 전통시장 활성화 성과를 종합 진단할 수 있는 학술적·정책적 준거를 마련했다는 데 의의가 있다.
This study aims to develop a multi-layered indicator system to diagnose the Creating Shared Value (CSV) performance of local enterprise-linked cultural and tourism markets, with the goal of revitalizing traditional markets facing crises due to shifting retail environments. To overcome the short-term, quantitative evaluation limitations of existing specialized market promotion projects, a qualitative case study was conducted on the 'Horongbul Night Market,' a collaborative model between Changwon Myeongseo Market (designated as a Cultural and Tourism Market in 2024) and prominent local enterprises [Mongo Food Co., Ltd. and Muhak Co., Ltd.]. Utilizing the three core domains of CSV proposed by Porter & Kramer (2011) as the primary framework, this study integrated Mecenat CSV indicators, the P-P-P model, and sustainability indicators to derive 3 domains ('reconceiving products and markets,' 'redefining productivity in the value chain,' and 'enabling local cluster development'), 12 sub-elements, and a total of 36 measurement items. Furthermore, to ensure methodological rigor, a subsequent research design was proposed, incorporating the Modified Delphi Technique and Content Validity Ratio (CVR) verification processes with an expert panel. This study holds significance as it shifts the paradigm of traditional market performance evaluation away from short-term sales by expanding it through the lenses of Service-Dominant (S-D) Logic-based Value Co-creation, Place Branding, and Cultural Capitalization, thereby establishing robust academic and policy benchmarks for comprehensively diagnosing market revitalization outcomes.
Research Trends in the Area of Childhood English Education in Korea : Focus on 2011-2020 KCI 등재
21세기영어영문학회 영어영문학21 제37권 1호 2024.03 pp.227-254
This study investigates the research trends in childhood English education (CEE) in Korea spanning the past decade (2011-2020) through a comprehensive analysis of frequency and relationship, utilizing SPSS 23. Based on the analysis of 1,478 CEE studies, this research examines key variables related to student and teacher/parent subjects, as well as research design represented by methods and topics. This investigation sheds light on the evolving landscape of CEE. The main findings underscore a distinct emphasis on research subjects and design, particularly focusing on sixth-grade students, with a conspicuous lack of studies on first and second graders. Chi-square tests also show significant relationships between the most utilized methods and topics, demonstrating intricate interplay among these variables. The heightened interest in CEE research signifies a positive trend, reflecting a growing awareness among researchers regarding the educational needs of young English learners. Consequently, this study advocates for further research to deepen our understanding of these evolving dynamics and better inform educational practices tailored to young English learners.
Design and Evaluation of Reform Plan for Local Academic Nursing Challenges Using Action Research
[NRF 연계] 한국간호과학회 Asian Nursing Research Vol.10 No.4 2016.12 pp.263-270
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Purpose: This study identifies challenges to the first nurse training program for undergraduate nursing students at a nursing and midwifery school in Iran using a collaborative approach in order to improve the program. Methods: Action research was used as a research strategy with qualitative content analysis and quantitative evaluation. The participants were 148 individuals from nursing academic and clinical settings, including administrators, faculty members, students, and staff nurses. We obtained approval from the research deputy and ethics committee of Shahid Beheshti University of Medical Sciences in Tehran, Iran for this study. Results: Lack of coherence in the educational program and implementation of the program, inadequate communication between management inside and outside the organization, insufficient understanding of situations by students, and improper control of inhibitors and use of facilitators in teaching and in practice were among the major challenges in the first training process in the context of this study. After classification of problems, the educational decision-making authorities of the school developed an operational program with stakeholder cooperation to plan initial reforms, implementation of reforms, reflection about the actions, and evaluation. Comparison of student satisfaction with the collaborative learning process versus the traditional method showed that except for the atmosphere in the clinical learning environment (p > .05), the mean differences for all dimensions were statistically significant. Conclusions: The results confirm the overall success of the revised partnership program, but stressed the need for further modification of some details for its implementation in future rounds.
[NRF 연계] 한국노인간호학회 노인간호학회지 Vol.26 No.4 2024.11 pp.370-381
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Purpose: This study was conducted to design content for a sarcopenia intervention app. Methods: The Delphi method was used with an expert group to validate the contents. The instrument was developed based on a literature review. We categorized sarcopenia intervention content into three main categories and fourteen subcategories. Thirteen experts participated in two consecutive rounds of surveys, which included 5-point Likert scale questions and open-ended questions. Based on experts’ opinions, the Content Validity Index (CVI) for content validity and the Coefficient of Variation (CV) for stability were calculated. Results: In the first Delphi survey, items with a CVI value of less than 0.75 were deleted. The details were revised based on the experts. opinions. The second Delphi survey showed a CVI value ranging from 0.90 to 1.00 and a CV value ranging from 0.06 to 0.14 for all items. The study identified three criteria for diagnosing possible sarcopenia, eleven factors for exercise intervention, and three aspects for nutritional intervention. Conclusion: This Delphi research study confirmed the essential contents required for developing an intervention app for sarcopenia in older adults. Based on this study’s results, a sarcopenia intervention app can be developed and used as a tool for intervening with sarcopenia patients.
아주대학교 법학연구소 중소기업과 법 제3권 제1호 2011.08 pp.61-87
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6,600원
Generalized system of preferences (GSP) is recognized as a way of enabling developing countries export their way out of poverty. It has been an important feature of developed countries’ trade policy for nearly 30 years. This study empirically explores the link between the different EU/US GSP policies and the export performance of beneficieries. This paper examineshow differences in the policy (e.g. eligibility, tariff cuts, coverage, safeguard measures, and rule of origin) affect the trade performance of developing countries. The results indicate that the EU GSP scheme is greater in product scope, wider in country coverage and preference margins are generally greater than in correspoding offers from the US. A proper understanding of this relationship will help South Korea government to devise appropriate policies to encourage the growth and diversification of exports that is so vital for developing countries.
Respiratory Therapeutic Procedures In Panic Disorder : Research Design And Preliminary Data
한국인지행동치료학회 인지행동치료 제7권 제1호 2007.06 pp.41-66
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6,400원
본 연구는 바이오 피드백을 활용한 호흡재훈련이 공황장애 치료에 어떻게 효과적인가를 규명하는 것을 주요 목적으로 한다. 공황장애 환자를 위한 호흡재훈련은 전형적인 인지행동 치료기법중의 하나였으나, 최근에는 그 효과에 대한 회의론도 적지 않았다. 그러나 우리 연구팀의 선행연구에 의하면, 호흡재훈련이 바이오 피드백을 통해 이루어질 경우, 인지치료에 버금가는 치료효과를 거둘 수 있는 것으로 나타났다. 이에 기반하여, 우리는 한단계 더 발전한 연구계획을 제시하고자 한다. 본 연구는 휴대용 이산화탄소 측정기에 의한 바이오 피드백을 활용하되 두 가지 서로 다른 방식의 호흡훈련 (이산화탄소 증가훈련/ 감소훈련)을 비교하므로써, 이 두 호흡훈련 방식의 기반이 되는 상충되는 두 이론들 (Hyperventilation theory vs. Suffocation alarm theory)을 검증하는 한편, 과연 호흡법의 변화가 어떠한 기제를 통해 공황장애의 치료효과를 가져오는가를 탐색하려한다. 연구결과, 두 가지 서로 다른 호흡훈련의 효과가 동등하다면, 아마도 호흡훈련의 치료기제는 인지적 변화를 통한 것이라고결론내릴 수 있고, 어느 한방식이 다른호흡훈련 방식보다 월등히 더 효과적이라면, 공황발작을 설명하는 상충되는 두 이론중 어느 한 쪽을 지지하는 경험적 데이타를 수확할 수 있을 것이다. 본 논문은 현재 진행되고 있는 이 연구의 의미, 이론적 배경, 연구방법과 현재 수집중인 데이터의 일부를 보고한다.
This study investigates effects of breathing training in treatment of panic disorder. Breathing training has been a component of cognitive behavioral therapy package for panic disorder, although recently there has been developing skepticism about actual efficacy of breathing therapy. Previous outcome studies of our research team indicatethat when the breathing therapy is assisted by biofeedback, its therapeutic effect can be as strong as conventional cognitive behavioral therapy. On the basis of this result, we developed a further sophisticated research design for present study. Present study examinestwo different types of biofeedback assisted breathing training (Raise CO2 and Lower CO2) so that we can see how breathing training changes panic symptoms, and whether any one of the two competing theories of breathing and panic (Hyperventilation theory vs. Suffocation alarm theory)would be supported by our results. If our results show that the two breathing trainings are equally effective, we could conclude that breathing training works through cognitive changes rather than physiological changes. If only one of the breathing training turns out to be effective, we will be able to support one of the competing theories. This paper presents aims, theoretical background, research design, and preliminary data of this study which is currently in progress.
Teaching English in Korea : An Action Research Design
한국언어연구학회 언어학연구 제7권 2호 2002.12 pp.217-241
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6,300원
This paper first investigates into the English teaching methods in Korea for the past 100 years or so that may or may not have produced what could be referred to as a codified set of Korean English. These codified set of Korean English that are used by Korean students are investigated into based on a personal experience of teaching English in Korea. The possible origins and linguistic reasons of the codified set of English are suggested along with few action research strategies as how to facilitate better production of English for further future research.
목적 : 본 연구는 중심부 암점을 가진 환자에게 한글 기반의 중심외보기 훈련 소프트웨어를 적용하여 그 효 과성을 파악하고자 하였다. 연구방법 : ABA 단일대상연구(single-subject research design) 설계를 위해 중심부 암점을 가진 2명의 환자에게 훈련 전후 기초선 각 3회기, 중심외보기 훈련은 8회기를 시행하였다. 매회기 훈련 종료 후에 단 문읽기속도를 측정하였고, 훈련전과 훈련 후에 일기활동 능력을 평가하기 위하여 캐나다작업수행측정 (Canadian Occupational Performance Measure; COPM)와 운동처리기술평가(Assessment of Motor and Process Skills; AMPS)를 시행하였다. 결과 : 중심외보기 훈련 결과 대상자 모두의 읽기속도가 훈련 전보다 훈련 후에 2표준편차 이상 증가하였고, 특히 훈련 2-3회기에 큰 증가세를 나타냈다. 전반적인 일상생활활동 능력에서는 훈련 전후 변화가 없었 으나, 읽기와 관련된 활동에서는 의미있는 향상을 나타냈다. 결론 : 본 연구를 통하여 한글기반의 중심외보기 훈련 프로그램이 중심부 암점을 갖고 있는 환자의 읽기활동 수행 수준을 향상시킬 수 있음을 확인하였고, 국내 임상현장에서 적용할 근거를 마련하였다.
Objective : To examine the effects of the eccentric viewing training software on reading and Activities of Daily Living(ADL) for individuals with central scotomas in Korea. Methods : A single-subject A-B-A research design for two low-vision individuals with central scotomas was used to examine the effects. The research was conducted over 14 sessions, which included three sessions during a pre-training baseline period (A), eight sessions during an intervention period to apply eccentric viewing training software on Korean character stimulation (B), and three sessions in a post-training baseline period (A). To measure reading and ADL, participants were assessed for their reading speed, Canadian Occupational Performance Measure(COPM), and Assessment of Motor and Process Skills(AMPS). Results : An Analysis of the data showed that the participants’ reading speed increased compared to their pre-training baseline scores, showing the highest level of increase in the first two to three sessions of training. The participants improved their performance in the reading-related activities, although a comparison of their overall ADL function pre-training and post-training showed no change. Conclusion : These findings suggest that the eccentric viewing training based on specific language characters, Korean, is an effective intervention method for improvement in the reading skills of individuals with central scotomas.
한국차세대컴퓨팅학회 한국차세대컴퓨팅학회 학술대회 The 7th International Conference on Next Generation Computing 2021 2021.11 pp.280-282
In order to solve the safety hazards caused by the operation failure of elevators, pump rooms, fire control facilities, access control and other equipment and facilities in colleges, this paper uses the Internet of Things technology to realize the ubiquitous access of equipment and facilities in colleges, and collect the operating status data of the equipment and facilities in real time. Establish an equipment and facility operation data center, use big data and deep learning technology to realize online monitoring and real-time early warning of equipment and facilities, and send the monitoring and early warning information to managers and equipment maintenance personnel for processing, and realize the monitoring, early warning, and processing of equipment and facilities Automated process management to build an intelligent monitoring system for college equipment and facilities.
Design and Research of Digital Image Forensics Algorithm KCI 등재
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제34권 제3호 2021.09 pp.109-120
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4,300원
With the wide application of camera equipment, digital image, as an important information carrier, has gradually integrated into me their lives. With the popularity of image editing software, people have to re-examine seeing is believing ideas. In recent years, there have been frequent incidents of image fraud in the fields of news media, judicial notarization and scientific research. Therefore, judging the authenticity and originality of digital images has become an urgent problem to be solved in the field of forensics. Tamper often change the image and its information through different image operations which affecting the reader's authenticity of things. Therefore, it is of great significance to detect the operation history of digital images. Based on the above research background, this paper first summarizes the research status of image operation forensics algorithm, and then obtains evidence from digital image muti-operation. The accuracy, practicability and robustness of the algorithm are proposed. In this paper, an image muti-operation forensics method with JPEG robustness is proposed. Experiments show that this method has a good performance in JPEG robust detection with high quality factor and low quality factor.
The Research on Design of Associated Induction
한국공학안전보건예술학회 한국공학안전보건예술학회 논문지 제4권 1호 2012.08 pp.105-112
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4,000원
The research on design of associated inductive cognition is a research based on individuals cognitive behavior. Inductive cognition of mankind is an outcome of evolution and a universal civilization. Through developing psychological balance, it provides emotional security of an individual. Therefore, the research on the design of cognitive behavior has an extensive application and it is worth researching.
Smart Tourism Capability Maturity Framework : A Design Science Research Approach KCI 등재 SCOPUS
한국경영정보학회 Asia Pacific Journal of Information Systems 제29권 제3호 2019.09 pp.503-523
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5,700원
Many cities in the world have increased initiative to realize smart tourism. There are unexplored challenges for the people which lead and manage smart tourism projects and realize its value in tourism (we call them as ‘Smart tourism initiatives’), such as orchestrating of tourism complexity, developing and sharing tourism strategy, sustaining tourism projects and innovation. Concerning these challenges, we aim to design a holistic capability maturity model for sustainable and smart tourism governance enabling sustainable tourism innovations via tackling the challenges above. We adopted Dynamic capability theory as a theoretical lens and introduced Design science research methodology in order to develop a new capability maturity governance model as a design artifact. As a result of the study, we could synthesize findings from iterations of the design research cycle based on the IT Capability Maturity Model. Our result proposes a potential capability maturity model supporting effective communication and strategic alignment for the initiatives with illuminating future paths with evaluation methods on tourism capabilities for the initiatives. Throughout this study, we contribute to the body of knowledge as well as practice by proposing a new tourism capability governance model.
Research on the Design of Guidance System of Tongyuan Plaza Based on KNAO Model
건국대학교 KU중국연구원 Open Regional Studies Vol.3 No.1 2024.02 pp.21-33
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4,500원
As an essential component of public space, the design and functioning of a guidance system play a critical role in improving user experience. This paper aims to facilitate easy understanding of the surrounding environment and efficient completion of specific tasks in public spaces. Additionally, the objective is to develop a digital guidance system that will meet user requirements and increase user satisfaction with their experience. Our goal is to introduce innovative solutions for digital guidance systems, specifically for the interiors of public buildings. Using literature organization and scenario analysis, we collected user needs for the guidance system. We applied the KANO model to classify user needs and expectations into five categories: essential needs, expected needs, undifferentiated needs, reverse needs, and potential needs. We focused on meeting the essential, expected, and potential needs in our product design to improve user experience. Our resulting guidance system design aims to enhance practical application. Based on user research and analysis, the essential needs of users are ranked in the following order: clear typography, recognizable logo design, easy-to-use navigation, and user-friendliness. The guidance system should fulfill the expectation and aesthetic needs of users while also meeting their essential requirements. Prioritizing design practices in accordance with user needs will significantly enhance satisfaction when using the guidance system. Improve the scientific accuracy of guidance system research by reducing designer subjectivity and bias in the decision-making process, ultimately enhancing decision-making precision. Provides an effective solution for guidance system products.
Research on Basic Visual Design using Generative AI KCI 등재
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제36권 제4호 2023.12 pp.129-134
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4,000원
이 연구는 생성형 AI(Generative AI) 기술을 활용하여 기본 시각디자인 분야에서의 새로운 접근 방법과 가능 성을 탐색한다. Generative AI는 데이터 기반 학습을 통해 창의적인 디자인을 생성하는 인공지능 기술로, 시 각디자인에서 중요한 역할을 하고 있다. 본 연구는 Generative AI가 시각디자인의 기본 요소와 원리에 어떻게 적용되며, 디자인 프로세스를 어떻게 혁신할 수 있는지를 분석한다. 먼저, Generative AI가 색채, 형태, 구성과 같은 디자인의 기본 요소를 어떻게 해석하고 재창조하는지에 대해 연구한다. 이를 통해 AI가 디자인의 창의 성과 예술성을 어떻게 향상시킬 수 있는지를 탐구한다. 또한, AI가 디자인 결정 과정에서 어떻게 인간 디자 이너를 보조할 수 있는지에 대해서도 연구한다. 이 연구는 Generative AI를 실험하고, 이를 통해 얻은 시각디 자인 결과를 통해, AI가 시각디자인의 전통적인 접근 방식에 어떤 새로운 시각과 해석을 제공하는지를 조사 한다. AI 기술의 발전이 디자인의 미래와 디자이너의 역할에 어떤 변화를 가져올지에 대한 통찰과 디자인 분 야의 전문가뿐만 아니라, AI 기술에 관심 있는 학자들에게도 중요한 시사점을 제공한다는 점에서 의의를 찾을 수 있다.
This research explores new approaches and possibilities in the field of basic visual design using Generative AI technology. Generative AI, an artificial intelligence technology that creates creative designs through data-based learning, plays a significant role in visual design. This study analyzes how Generative AI can be applied to the fundamental elements and principles of visual design and how it can innovate the design process. Initially, the research focuses on how Generative AI interprets and reimagines basic design elements such as color, form, and composition. Through this, it explores how AI can enhance the creativity and artistry of design. Additionally, the study examines how AI can assist human designers in the decision-making process. This research involves experimenting with Generative AI and, through the visual design outcomes obtained, investigates how AI provides new perspectives and interpretations to the traditional approaches of visual design. The advancement of AI technology and its implications for the future of design and the role of designers offer significant insights, not only for experts in the design field but also for scholars interested in AI technology, marking the significance of this study.
Research on the interaction design of ink and wash style sound and picture based on Leap Motion KCI 등재
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제35권 제2호 2022.06 pp.35-42
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4,000원
디지털 정보 기술의 급속한 발전에 따라 사람들은 점점 더 자연스럽고 편리한 방식으로 인간과 컴퓨터의 상호작용을 실현하는 경향이 있습니다. 본고에서는 Leap Motion 센서를 하드웨어 플랫폼으로 하고 Unity3D 와 Leap Motion 플러그인을 소프트웨어 플랫폼으로 하여 가상 거문고의 상호작용 설계를 개발합니다. 또한 Leap Motion 장치의 개발과 연구를 통해 Leap Motion 센서에서 수집된 제스처 정보의 처리와 인식을 알고리 즘으로 구현하고, 제스처 인식 알고리즘을 이용하여 서로 다른 제스처를 분리하여 서로 다른 응답을 가능하 게 합니다.
This article aims at the interactive expression of guqin music and landscape painting art, expounds the creativity and technical connotation of Ink-and-wash style audio-visual interactive design, conducts an art experience test and cultural identity measurement on ink-style sound-paint interaction design, and discusses ink-style sound and painting The cultural cognition and identity effect of the school space landscaping design of Interaction University. Ink-and-wash style audio-visual interactive design is an attempt of interactive creation of traditional music art and painting art in the era of new media. Feel the charm of guqin music while experiencing the art of painting. The combined audio-visual experience fully mobilizes aesthetic synesthesia. Under the background of the continuous development of digital technology, human perception and experience have also undergone subtle changes. The ink-and-wash style audio-visual interaction design is in line with human beings. The demand for sensory experience brings pleasant interactive effects to the experiencer. The interactive design of ink-and-wash sound and picture meets the communication needs of traditional culture in the age of science and technology. Ink-and-wash style audio-visual interactive design is composed of a three-dimensional scene module built by Unity3D, a virtual guqin module built by Leap motion, and a sound and picture interaction module based on spectrum visualization calculations. The interaction of the three modules combines the artistic image of traditional architecture painting and guqin music relevance is expressed interactively through intuitive audio-visual perception. The interactive creation of multiple art forms not only satisfies the interactive appeal of multi-channel perception of art, but also satisfies the intuitive expression of artistic imagery. The space architecture design of the ink-and-wash style, sound and picture interactive space has a progressive logical identity to the cognitive, emotional and behavioral dimensions of traditional culture. By experiencing the interactive design of ink-and-wash style sound and painting, the identity of traditional guqin and architecture painting art theory has been significantly improved, and the understanding of music imagery and architecture imagery has been inspired.
4,800원
스마트 향촌 건설은 중국 정부가 추진하는 '향촌 진흥' 사업의 중요한 추진 방향이다. 본 논문에서는 중국 저장성 지방정부 에서 제시한 ‘미래 커뮤니티’ 스마트 향촌 시범 발전사업인 시커우촌 프로젝트에 본 연구자가 참여하여 UX디자인 관점에서 정성적, 정량적 연구 방법을 통해 스마트 향촌 생활권의 지능화를 디자인하였다. 현지조사를 통해 스마트 향촌 지능화 디자인에 대한 사용자 수요를 파악하고, 이에 기초하여 지역 최대의 공간을 인지 가능한 수준의 스마트 향촌 시범 단지로 디자인하여 프로젝트 완료 후 사용자경험 피드백에 대해 계량화하여 분석하였다. 시범지역인 ‘시커우촌’에 실제 디자인 적용 전과 후를 3장과 4장에 향촌 시대를 기억할 수 있는 시그널, 향촌 문화교류 광장, 지능형 사무 공간과 생활 공간에 사용자 요구를 디자인 결과물로 구성하여 주민과 여행객이 지능형 환경 으로 인한 불안감을 줄이기 위해 인위적인 수동 서비스 부분도 디자인하였다. 현재 주민이 거주하며 스마트 향촌 공간 디자인 사례로 활용되며 지속 발전 중이다.
Smart rural construction is an important direction for the Chinese government to promote the cause of "Rural Revitalization". In this paper, in the Xikou village project of the "future community" smart rural demonstration development project proposed by the local government of Zhejiang Province, China, the researcher participated in the design of the intellectualization of the smart rural life circle from the perspective of UX design and through qualitative and quantitative research methods. Through field investigation, understand the users' needs for intelligent design of smart countryside, and on this basis, design the maximum space of the region as a cognitive smart rural demonstration park, and quantitatively analyze the user experience feedback after the completion of the project. Before and after the actual design and application of the "Xikou village" in the demonstration area, chapters 3 and 4 are the symbols that can remember the rural era, the Rural Cultural Exchange Square. In the intelligent office space and living space, the user needs are composed of the design results. In order to reduce the anxiety of residents and tourists caused by the intelligent environment, the artificial manual service part is also designed. Now, as a case of intelligent rural space design, resident residence is developing continuously.
Research on Graphic Font Design Based on Emotional Expression KCI 등재
한국동양예술학회 동양예술 제51호 2021.05 pp.267-298
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7,300원
과학기술의 매체가 끊임없이 발전하고, 현대생활 리듬이 지속적으로 빨라지면 서, 과거 문자를 위주로 하던 정보 전달 형식은 현대인의 빠른 생활 방식을 만족시킬 수 없게 되었고, 사람들은 점차 ‘도상을 보는 시대’로 나아갔다. 문자에 비해 도상(图 像)은 메시지를 직관적으로 전달하고, 정보를 얻는 속도를 빠르게 하며, 그 취한 내용 또한 더욱 풍성하다. 평면 설계에서의 문자 도형화 응용에 대해 분석을 진행하는 것은 평면 설계에서 의 문자 도형화를 잘 발휘하기 위한 새로운 중요성의 전달함이며, 앞을 내다보는 자세 로 시대의 요구와 발전에 순응함이다. 또한 사람들의 심미의식이 높아짐에 따라, 어떻 게 하면 글자체의 열독성(阅读性)을 유지함과 동시에 단번에 독자들의 공감을 불러일 으키고 의식인지에서의 찬동을 이끌어냄으로써 설계 목적을 달성할 수 있을 것인가? 감정은 사람의 의사결정에 영향을 미치는 중요한 요소 중 하나로, 글자체 설계에 감정 표현을 녹여내는 것도 도형화의 중요한 일환이라고 생각한다. 어떻게 하면 감정을 잘 전달할 수 있으며, ‘시각언어’를 잘 설명할 수 있을까? 정 보 전달의 유효성과 지속성을 효과적으로 강화하여, 평면 설계 작품과 관객의 거리를 좁히고, 독자들에게 감동을 주는 동시에 디자인 작품을 더욱 돋보이게 하는 고퀄리티 작품은 사람으로 하여금 잊지 않게 한다. 이 모두는 설계자들이 작품을 창조할 때 해결 해야 할 숙제이다. 이글은 이하 4가지 방면의 내용으로 논지를 전개한다. 첫째, 문자와 도형 그리 고 도형화 폰트디자인의 진행개념과 이론을 논술한다. 두 번째, 도형화 폰트디자인의 원칙과 사용의 디자인방법 논술한다. 세 번째, 감정이입이 폰트디자인에 미치는 영향 과 어떻게 하면 감정을 이용하여 폰트디자인을 응용할 수 있는지 전달의 의미와 전파 목적을 논하고자 한다. 넷째, 감정표현에 기반한 도형폰트디자인의 미래를 전망하고, 최종적으로 연구의 결론에 도달한다.
With the continuous development of scientific and technological media and the continuous acceleration of the pace of modern life, the form of information transmission dominated by words in the past has gradually been unable to meet the fast-paced lifestyle of modern people, and people have gradually entered the "era of looking at pictures ".Compared with text, the information transmitted by the image is more intuitive, the speed of obtaining information is faster, and the content is more abundant. The application of text graphics in graphic design is studied and analyzed in order to give full play to the new importance of text graphics in graphic design, and to meet the requirements of the times with a more forward-looking attitude. Comply with the development of the times.In addition, with the improvement of people's aesthetic consciousness, how to make font design resonate with the audience at the same time as keeping its reading, so that it can achieve the purpose of design. Emotion, as one of the important factors affecting human decision- making, is also an important part of graphic font design. How to better convey emotion, better say this "visual language ", so that the effectiveness and persistence of information transmission has been effectively strengthened, so that the distance between graphic design works and the audience is narrowed. At the same time, the design works more classic unforgettable, these are designers in the creation of works to solve the problem. This paper will mainly discuss the following four aspects: first, the conceptual theory of text, graphics and graphical font design; second, the principles and methods of graphic font design; third, the influence of different emotional injection on font design and how to use emotion in font design to achieve better communication purpose; fourth, the future development of graphic font design based on emotional performance is prospected.
Research on the Practical Design Process of Lady Bags Through Big Data KCI 등재
한국융합학회 한국융합학회논문지 제12권 제4호 2021.04 pp.191-199
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4,000원
본 논문은 조사 연구와 빅데이터 분석을 바탕으로 여성 가방에 대한 단계별디자인 프로세스를 구축하였다. 이 디자인 프로세스는 조사 연구, 개념 도출, 단계별 디자인, 디테일 개선 등 네 가지 단계로 구분되어 있다. 여성 가방 디자인에 영향을 미치는 요소의 비중에 근거하여 핵심 요소 데이터를 분석하고, 신제품 디자인과 관련된 요소를 추출 하여 개념을 조합한 뒤 단계별로 나누어 디자인 실험을 진행하였다. 그로써 디자인에 적용 가능한 비중을 가늠하고, 최종적으로 신제품 디자인에 적용하였다. 이 프로세스는 디자이너에게 새로운 디자인 각도를 제공해 패션 디자인의 실효성과 실용성을 높일 수 있다는 것이 실험으로 입증됐다.
Based on survey and data analysis, this paper established a separate and hierarchical design process for lady bags. The design process is divided into four parts: survey, concept extraction, separation and hierarchy design and detail improvement. In light of the influence value grade of lady bag design elements, the data of key elements of lady bags were analyzed, and elements related to new product design were extracted to form conceptual elements, and integrated into design experiments at different levels. Then, their usable proportion in design was measured and applied in design to complete the design of new products. Through the experiment, this design process can provide designers with a new design perspective and improves the timeliness and practicability of fashion design.
Research on Emotional Interaction Design in Trading Card Game KCI 등재후보
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제32권 제4호 2019.12 pp.29-40
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4,300원
오늘날, 정보 기술은 급속도로 발전하고 있으며 기존의 인터랙션 디자인은 더 이상 사용자의 요구를 충족 시키지 못하며 사용자들은 사용자 체험에 대해 더 까다로운 요구를 하고 있다. 사용자 체험의 개념은 이미 디자인의 목적으로 가용성, 용이성에서 감정, 의미의 의도로 확장하고 있다. 감정 인터랙션 디자인은 정보시 대 연구자와 디자이너의 관심의 초점이 되어가고 있으며, 이용자 체험 디자인의 새로운 트렌드가 되고 있다. 이런 상황에서 사용자의 정서적 욕구를 충족시키는 것이 중요하다. 본 연구는 기존 카드게임의 사례를 들어 논증하는 방법으로 트레이딩 카드게임에 존재하는 감정 인터랙션 디자인 및 관련 디자인을 분석하였다. 또 한 공통적으로 분석 결과를 정리하여 이를 바탕으로 감정 인터랙션 디자인이 트레이딩 카드게임에서 어떤 역할을 하는지 입증했다. 플레이어가 게임을 하면서 느끼는 감정적인 요소를 통해 감정 인터랙션이 게임 디 자인에서 갖는 중요한 가치를 밝히고, 디자이너가 게임 디자인을 하면서 감정 인터랙션 디자인을 얼마나 중 요시하는지를 보여준다.
Emotion is a cognitive means, and it is also a physiological reaction of people to external things acting on themselves. It is determined by needs and expectations. When such needs and expectations are met, positive emotions of excitement, happiness, and affection will occur, and vice versa will lead to negative emotions such as upset, distress, and disgust. The game is a special kind of software product. The reason why players love to play games is because they can find happiness. It can be said that the game is mainly satisfied by the spiritual needs of the players. The essence of design is to meet the needs of people. This is also the purpose of the design. Therefore, in the process of game design, whether it is gameplay, art or interface design, we must pay attention to the emotional elements, and we must meet the emotional needs of users through interactive means. This study expounds the importance of emotional elements in game design, and based on the emotional design theory proposed by Professor Donald Arthur Norman, and also refers to the Flow theory proposed by Professor Csikszentmihalyi, through the exploration of the development of the exchange card game and the analysis of the elements of emotional interaction design, the conclusion is finally drawn.
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