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A Study on the Multi-touch Input Devices for Personal Computers
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이정호 Lee Jung-ho , 이운형 Lee Woon-hyung |
JEWNR 21(0) 233-242, 2008 |
ABSTRACT
Many of every day activities rely on the use of both hands simultaneously and controlling the physical attributes of objects. With a use of both hands we are able to perform most operations quicker and more efficiently. With a rapid growth of a multi-touch technology which allows a bimanual manipulation on the computer screens, there is a big question raising around the user interfaces of personal computers. Is multi-touch going to be able to replace a mouse and a keyboard? Also, what is the direction of the multi-touch applications for personal computers? In order to solve this topic, this paper explores the benefits and limitations of implementing multi touch screens into personal computers. By comparing various input devices and examining methods of human computer interaction, this study attempts to predict the future of personal computers` user interfaces.
keyword : 멀티 터치 스크린, 인터랙션 디자인, 사용자 인터페이스, 입력장치, 개인용 컴퓨터, HCI, Multi-touch technology, Interaction design, User interface, Input device, Personal computer
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A Study for Figurativeness of Calligraphy - Focus on the Book Cover Designing of korean novel -
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이경혜 Lee Kyung-hye |
JEWNR 21(0) 243-252, 2008 |
ABSTRACT
Codes of sensuous designing, as cultural characteristics of 21st century, are employed in various designing areas, corresponding with new trends of HANGEUL typography. Since calligraphy in present days is not only simple writing, but combination of linguistic meaning and formative arts, calligraphy is used as means of communication with immediate transmission of messages and inducing people`s interests, as well. Calligraphy, as free line drawn by hands, can express artist`s ideas or feelings, and vary with different instruments for various image expressions. Using brushes can offer various expressions of dynamics and stillness, and authentic expression in accordance with the artists` individualities. This study analyzed formative characteristics, expressive methods, and application of coloring utilized in book cover designing of Korean novels.
keyword : 캘리그래피, 감성디자인, calligraphy, sensuous designing
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A Study on a part of Public Design in the Culture Environment
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안현정 Ahn Hyun-jung , 이영화 Lee Young-hwa |
JEWNR 21(0) 253-261, 2008 |
ABSTRACT
As priority is placed on life rather than on production, communication through cultural environment is gradually required more in the relationship between individuality and publicity by changing our recognition as putting emphasis more on usability than on productivity, and on users than on producers. In this aspect, Japan integrating public art and design effectively has shown tremendous development within the active support and benefit of the government and local autonomous entities from about 30 years ago. Various city facilities in which functions and quality as artworks are harmonized are mostly the works created through the agreement among artists, city designers, and citizens living in the areas, so they can be an example of cyclic social movement towards cultural environment because they have integrative characteristics such as natural environment, social environment, artifact environment, and informative environment. Our country also have to establish the meaning and possibility of public design`s roles and communication in terms of the significance of designing behaviors for life demanders` use, and should encourage their active participation through changing their recognition on the concept of the behavior of using. Of course, it is basically important to improve the material quality of manhole covers and change them to human-oriented design, and to integrate responsible divisions that are presently scattered and change the government`s recognition as well. It will be meaningful to reorganize our life environment through this in consideration of its harmony with surrounding circumstances and the publicity of the region and its image. Since the possibility of reorganizing life environment means to extend the roles of public design more widely through securing life demanders` interest and practice and proper use, this article intends to review the roles of public design by investigating life demanders` design preference and improving design quality.
keyword : 공공디자인, 문화 환경, 커뮤니케이션, Public design, Culture Environment, Communication
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Design Management of a TUE(Total Urban Experience) Prototype
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김은아 Kim Eun-ah , 김철호 Kim Chul-ho |
JEWNR 21(0) 263-272, 2008 |
ABSTRACT
Design management of a TUE prototype emphasizes the creative aspects and the human emotional experiential aspects of TUE management using design thinking and design process rather than being concerned with just financial aspects and business aspects. The fundamental purpose of urban design is to create Total Urban Experience. The goals of urban design are not only about shaping spaces and architecture, but also about the emotion, value and experiences which those spaces and architecture convey through their interaction with citizens. Prototypes are utilized for accessing design processes and design decisions, and essentially used to create innovation. The goals of this TUE prototype have been expanded from focusing on objects and services to an examination of experiences and emotion. This research proposes TUE prototype for urban design to be innovative and competitive. This research attempts to define what the TUE prototype is, suggest TUE Prototype approaches, and analyzes how design activities for the TUE prototype is design-managed to create an optimum and innovative prototype system.
keyword : TUE, 프로토타입, 디자인 경영, Prototype, Design Management
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An Experimental Research on the Role of Visual Design in Puzzle Game Development
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최민수 Choi Min Soo , 류한영 Ryoo Han Young |
JEWNR 21(0) 273-282, 2008 |
ABSTRACT
The goal of the game development is to make a game which derives entertain to the users. Many experts in various disciplines, as well as the visual design, work together to achieve this goal. However, the role of the visual design in the game development is often considered as visual decoration rather than the goal, “Fun in the Game”. This research studies on visual preference as well as substantial value of game, which is the level of entertainment, by experimenting game players who play under three different types of puzzle game design environment. Analysis on the experiment helped find the role of visual design for game infrastructure. In conclusion, it was found that there is a positive relationship between visual preferences and entertaining. Better design helps generate more promising levels of entertainment. However, although it is obvious that visual design has influence over the level of entertainment, it is not necessary to say that the preferences in the visual design improve the user satisfaction.
keyword : 선호도, 게임의 재미, 비주얼 디자인, Preference, Entertaining in game, Visual Design
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A Grounded Theory Approach about the Demand of the Elderly-friendly Ubiquitous Home Service
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류혜지 Ryu Hye-hi , 이연숙 Lee Yeun-sook |
JEWNR 21(0) 283-292, 2008 |
ABSTRACT
The purpose of this study was to extract a range of aging-friendly ubiquitous home services based on need of the elderly. Research method employed was deep interview with elderly, possible aging-friendly ubiquitous services base on the need were searched and analyzed according to grounded theory. The results were as follows. The first, the factors which have an impact on life quality of elderly were health, economy and social relationship in order. The second, elderly had physiological needs, security needs, affiliation needs, self-actualization needs, esteem needs in order within the Maslow`s need hierarchy. The third, when elderly were healthy, they would like to live in their own houses. In case of, however, they are sick, elderly want to live in an alternative house. The fourth, after explanation about ubiquitous home, elderly would like to live ubiquitous home which could support the aging-in-place. The fifth, using ground theory approach, 15 categories and 70 special items of ubiquitous services were extracted and arranged according to 5 types of Maslow`s needs. This service can be used as a pool to more elaborately fined elderly need according to their situations and backgrounds to develop aging-friendly house products in more strategic way. In future society, where ubiquitous service will be a general, major design trend.
keyword : 고령친화, 유비쿼터스 주택, 서비스, Elderly-friendly, Ubiquitous Home, Service
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