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      • EXPLORING THE AESTHETIC FACTOR ON WEARABLE FITNESS TECHNOLOGY ACCEPTANCE MODEL

        Young-Seok Kim,,Mijung Kim 글로벌지식마케팅경영학회 2017 Global Fashion Management Conference Vol.2017 No.07

        Driven by the ability to interconnect with key modern trends of healthcare and fitness, wearable devices are attracting significant level of interest from sports industry marketers. Wearable devices are the new electronic technology equipped with sensors, internet connections, processors, and operating systems and used external to the body, either attached as an accessory or embedded in clothes (Li, Wu, Gao, & Shi, 2016; Raskovic, Martin, & Jovanov, 2004; Yang, Yu, Zo, & Choi, 2016). As fully functional, self-contained electronics, wearable devices allow users to access information measured anytime and anywhere. According to ABI Research (2016), the global wearable device shipments will increase from 202 million in 2016 to more than 501 million by 2021. Specifically, market reports show that wearable fitness trackers have dominated the consumer market for wearable devices by accounting 85% of the wearable technology market in 2016 (International Data Corporation, 2016). A wrist-worn type of wearable fitness devices is the most popular but chest worn type, apparel, and other types (e.g., clip-on, ear-worn, etc.) of wearable devices are also used for fitness tracking. Wearable fitness devices analyze accumulated data of the users’ physical activity as well as provide the health and fitness status in real time. Studies on behavior change through wearable technology showed that feedback based on accurate and insightful analysis could lead long-term use of wearable devices (Fritz, Huang, Murphy, & Zimmermann, 2014; Patel, Asch, & Volpp, 2015). In this regards, smart applications linked to wearable fitness devices are widely used. As electronics IT products and services are recognized as an instance of fashion objects, many studies on the user acceptance of the products and services have focused on the importance of product design and visual attractiveness (Cyr, Head, & Ivanov, 2006; Tzou & Lu, 2007). However, little research has been done on user acceptance and behaviors of wearable fitness devices and smart applications linked to the devices focusing on the effect of the design aesthetics. Thus, the current study seeks to better understand the relationship between design aesthetics and the extended technology acceptance model (TAM) including perceived usefulness, perceived ease of use, and perceived enjoyment. In addition, this study seeks to explore the synergistic effect of visual attractiveness of the smart applications linked to them on adoption process of wearable fitness devices and the related services. The definition of fashion is “a way of behaving that is temporarily adopted by a discernible proportion of members of a social group because that chosen behavior is perceived to be socially appropriate for the time and situation (Tzou & Lu, 2009, p. 312- 313).” A fashion object has some unique characteristics including styling, aesthetics, ego gratification, etc. and is perceived to be newer, more novel, more aesthetic or even more attractive than other choices (Tzou & Lu, 2009, p. 313). As iPhone and iWatch have changed the market trends of IT products and services, it is significant that consumer electronics products with visually attractive design are more likely dominate the market and consumers’ willingness to pay is high. As a fashion technology, the most popular type of wearable fitness devices is a bracelet that users can wear on their wrist. Users wear fitness devices 24/7 to track their physical activity to gain information for healthcare and fitness practice. Specifically, wearable fitness devices track physical activity, such as workout time and intensity, steps taken, calories burned, and even sleep patterns. By quantifying users’ behaviors, the devices can educate and motivate individuals to improve their health and fitness practices (Patel et al., 2015). Considering IT products as fashion technology, many studies on user acceptance of new technology show the importance of product design and attractiveness. Researchers found that the sensory experience of information technology as well as physical electronics products determined users’ perceived usefulness, perceived ease of use, and perceived enjoyment (Childers et al., 2001; Cyr et al., 2006; van der Hdijden, 2003). However, few studies have tested the effect of aesthetics factor on the wearable fitness device adoption process. Thus, this study defines design aesthetics as an aesthetic product design expressed through shapes, colors, and materials and user interfaces of wearable fitness devices (Yang et al., 2016) and examines the effect of design aesthetics on ergonomic conceptions such as perceived usefulness and ease of use and an emotional factor, perceived enjoyment. In addition, this study focuses on the synergistic effect of design aesthetics of a smart application linked to a wearable fitness device which can motivate use of the device by providing the users more insightful information. The devices collect users’ physical activity data 24/7 and transfer the data to a smart application linked to them, either through wireless Bluetooth syncing or plugging the device into users’ smartphone or PC. Then, the application provides useful feedback by informing the users their goals, progress, and the results of activity. Visual attractiveness of a wearable device defined by Yang et al. (2016) included an aesthetic product design expressed through the wearable device as well as through mobile applications linked to the device. However, the function and presentation of a wearable device itself and a smart application linked to the device are different. Simply, the wearable device is a hardware and the smart application is a software. To fully understand the role of a wearable fitness device which is physically presented on users’ body and a smart application linked to the device which requires more information visualization, this study examines the effects of design aesthetics of a wearable fitness device and the smart application linked to the device separately on the model of wearable fitness device and service acceptance. Introduced by Davis (1989), the TAM provides a framework for understanding the likelihood that individuals will adopt a new technology. The TAM postulates that two key factors predict a technological acceptance: perceived usefulness and perceived ease of use. Defined as “the degree to which a person believes that using a particular system would enhance his or her performance (Davis, 1989, p. 320)”, perceived usefulness describes the value users believe they could find in a wearable fitness device. Meanwhile, perceived ease of use is “the degree to which a person believes that using a particular system would be free of effort (Davis, 1989, p. 320).” According to the model, perceived usefulness and perceived ease of use combined to develop behavioral intentions which in turn lead to the adoption of a technology (Davis, Warshaw, & Bagozzi, 1992, p. 660). Regarding IT products and services adoption, researchers consistently found the positive relationship between perceived usefulness and behavioral intention to adopt a new form of technology. Zaremohzzabieh et al. (2015) found a positive relationship between perceived usefulness and behavioral intention to adopt a new form of information communication technology. Lunney, Cunningham, and Eastin (2016) examined factors affecting the adoption of wearable fitness trackers found that perceived usefulness was the key factor that influenced attitude and use. Furthermore, perceived ease of use was a direct determinant of usage behavior. Researchers have agreed that perceived ease of use also a key determinant of intention to use technology (Bhattacheijee & Hikmet, 2008; Lunney et al., 2016; Tzou & Lu, 2009; van der Heijden, 2003). In addition to the original TAM model, researchers have enhanced the model by including a hedonic component of enjoyment in the adoption of IT products and services (Childers, Carr, & Carson, 2001; Cyr et al., 2006; Dabholkar & Bagozzi, 2002). Davis et al. (1992) included perceived enjoyment in TAM defining it as “the extent to which the activity of using the computer is perceived to be enjoyable in its own right, apart from any performance consequences that may be anticipated (p.1113).” Researchers found the positive relationship between perceived enjoyment and use of technology (Cyr et al., 2006; Teo, Lim, & Lai, 1999; van der Heijden, 2003).This study investigates the antecedents, moderator and consequences of wearable fitness device and service acceptance considering them as fashion technology. With empirical analysis, the results will provide interesting insights and suggestions. First, findings will show the effect of design aesthetics on ergonomic conceptions (i.e., perceived usefulness and perceived ease of use) and an emotional factor (i.e., perceived enjoyment). This indicates that IT products are not purely results of engineering advances but be recognized as an instance of fashion objects (Tzou & Lu, 2009). Second, this study focuses on the synergistic effect of design aesthetics of smart application linked to a wearable fitness device which can motivate use of the device by providing the users more insightful information. Findings in the analysis of the effect of design aesthetics of the application and its adoption will provide deeper understanding on users’ wearable fitness device adoption by indicating overall service jointly influences users’ behavior. This study will provide useful insights and evidences to sports marketing managers how consumers make choices, how manufacturers should design services as well as hardware parts in the future.

      • KCI등재

        반려동물 스마트 웨어러블 디바이스에 대한 실태 조사

        이옥경,이희란 대한인간공학회 2022 大韓人間工學會誌 Vol.41 No.3

        Objective: This study is to identify factors to be focused on when developing smart wearable devices for companion animals by analyzing the usage status and improvement requirements of wearable devices used by dogs. Background: The number of households with companion animals is increasing due to changes in the social environment, such as a low birth rate, an aging population, the expansion of single-person households, and the daily use of telecommuting. Accordingly, the global companion animal market and industry are growing rapidly. However, research on wearable devices for companion animals is still in its infancy, and compared to research on other wearable devices, it has not been very active. In particular, there is very little research on the actual needs of companion animal owners. Method: A survey was conducted among dog owners who currently own small dogs who know about or have experience using smart wearable devices. The overall usage status of wearable devices for dogs, such as main functions, satisfaction, and ease of operation, was investigated for 428 dog owners. In addition, the overall perception of the device and factors necessary for new device development were evaluated. Results: The main function of the device currently being used was health care, which accounted for the highest rate, and information acquisition and purchase routes were mainly made through the introduction of companion animal clubs. The purchase price range was mainly between 50,000 and 150,000 won. Satisfaction with normal operation was high, but satisfaction with price was evaluated as rather low. It was found that when developing a new device, it should be possible to measure the amount of exercise and ECG, and it should be easy to attach and detach, and it should be excellent in wearability and functionality. Conclusion: Currently, the demand for wearable devices for companion animals is high, but there is a shortage of smart wearable devices under development. Therefore, it was confirmed that it is urgent to develop a device that reflects the needs of companion animal owners. Application: It is judged that the results of this study can be used as basic data to help develop smart wearable devices for companion animals.

      • KCI등재

        The Role of Wearable Devices for the Success of the Healthcare Business: Verification from PRISMA Approach

        김지혜,강은구 국제융합경영학회 2022 융합경영연구 Vol.10 No.4

        Purpose: Although numerous research has covered content on trends in the adoption and use of wearable devices, their uses across several sectors such as healthcare, gaming, and fashion, there seems to be a considerable paucity with regard to empirical research focusing on the solutions for factors that undermine the effectiveness of wearable devices in healthcare. The present research aims to highlight what has been covered on wearable devices in healthcare while highlighting the limitations for future research. Research design, data, and methodology – The present authors conducted one of the most famous qualitative literature approach which has been called as PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) statement. The selecting criteria for eligible prior studies was estimated by whether studies are suitable for the current research, identifying they are peer-reviewed and issued by notable publishers between 2017 and 2022. Result – Our results indicated that (1) Increasing the Affordability and User Education on Wearable Devices in Healthcare (2) Tackling the Technological Issues in Wearable Devices to Promote Healthcare Delivery (3) Solving Security and Privacy Issues Associated with Wearable Devices (4) Promoting Standards and Appropriate Regulations for Wearable Devices. Conclusion – To add, resolving the technological issues associated with wearable devices in healthcare will ensure that the new devices in the market will have longer battery life, multiple functions, and enhanced accuracy, thus ensuring that patients receive better care. Necessary interventions are taken on time to avoid any deleterious consequences such as proliferating mortality rates among the different patient groups.

      • KCI등재

        고령자를 위한 웨어러블 디바이스 개발 동향 연구

        권유미,김숙진 한복문화학회 2018 韓服文化 Vol.21 No.4

        The proportion of the elderly population (65 years old and above) is steadily growing, as the birthrate is declining while the average life expectancy is increasing. Statistics from the South Korean Ministry of Health and Welfare indicate that South Korea already entered an aging society in the 2000s and it will enter a super-aged society in 2026. Due to the rapid transition to an aging society and the increasing number of senior citizens who live alone, the demand for monitoring systems and smart telemedicine systems for the elderly is increasing. The development of wearable devices for the elderly is considered as a solution to these issues. The objective of this study is to present the potential and direction of wearable devices for the elderly by identifying recent development trends through analyzing the types and characteristics of currently developed wearable devices for the elderly. The results of this study show that wearable devices for the elderly can be divided into wearable devices for patients with dementia, wearable devices for patients with hypertension and diabetes, and other wearable devices. Currently developed wearable devices for patients with dementia include a shoe insole which can predict the occurrence of dementia, and a wristwatch to prevent patients from going missing. There are also wearable devices for patients with hypertension or diabetes in the market. Accessories and skin patches, which can measure blood pressure or blood glucose, are good examples. There are anti-shake smart spoons, smart hearing-aids, and smart medicine cases as well. Much fewer wearable healthcare devices have been developed for the elderly, compared to those developed for the general public. However, it is clear that the rapidly growing elderly population have a greater demand for wearable devices than any other age group. Therefore, future wearable healthcare device development should focus on products for geriatric patients.

      • KCI등재

        웨어러블 디바이스 차세대사용자 의식조사 연구

        Hong, SungYeap,Jung, HyongGi 한국상품문화디자인학회 2015 상품문화디자인학연구 Vol.43 No.-

        In the 2000s, wearable devices had been produced for the purpose of medical service and entertainment. With the growth of mobile devices that improved interaction with human beings, wearable devices that cost high although showing their potential have been developed and made for special industries such as military and logistics control, and thus have faced a great deal of difficulty with market creation. In 2015, wearable devices have tended to expand into general markets, including health care, sports, and games. Therefore, the purpose of this study is to conduct empirical survey on the next-generation users' awareness of wearable devices that emerged at the time when smart devices have changed their direction from something to carry to something to wear, and thereby to perform empirical preliminary research on the leading development direction and system establishment of the futuristic wearable device market. The study scope and methods are presented as follows: First, to analyze and outlook the domestic and foreign research trends and expected effects of wearable devices, previous studies are investigated and theoretical study is conducted. Secondly, the survey on the awareness of the future main users of wearable devices, or the next-generation user group, is conducted to look into their attitudes. Thirdly, the results from the survey on previous studies, theoretical study, and attitude research are used as the empirical material necessary for the leading development direction and system establishment of the futuristic wearable device market. The study subjects of this study were 81 college and university students in their 20s living in the metropolitan areas, who are the next-generation main users of wearable devices. They had person-to-person in-depth interviews. The questionnaire items were brand, interest, understanding of information, the extent of interest desire, the extent of purchase desire, purchase purpose, purchase factor, purchase region, non-purchase factor, and complementary factor for purchase. This study drew the following results and conclusions: Regarding the questions about interest in wearable devices, the extent of interest desire, the extent of purchase desire, purchase purpose, purchase factor, purchase region, non-purchase factor, and complementary factor for purchase, the positive replies were statistically significant regardless of sex, and there was high reliability of each question. The correlation between questions was not independent and thus it was proved that they had correlation. Typical global brands were found to be Apple Watch, Samsung Gear, and Google Glass in order. The most important non-purchase factors that the next generation group as main users had were price, function, and design. Therefore, it is necessary to solve the problem.

      • KCI등재

        Quantified Self-Using Consumer Wearable Device: Predicting Physical and Mental Health

        Bens Pardamean,Haryono Soeparno,Arif Budiarto,Bharuno Mahesworo,James Baurley 대한의료정보학회 2020 Healthcare Informatics Research Vol.26 No.2

        Objectives: Recently, wearable device technology has gained more popularity in supporting a healthy lifestyle. Hence, researchers have begun to put significant efforts into studying the direct and indirect benefits of wearable devices for health and wellbeing. This paper summarizes recent studies on the use of consumer wearable devices to improve physical activity, mental health, and health consciousness. Methods: A thorough literature search was performed from several reputable databases, such as PubMed, Scopus, ScienceDirect, arXiv, and bioRxiv mainly using “wearable device research” as a keyword, no earlier than 2018. As a result, 25 of the most recent and relevant papers included in this review cover several topics, such as previous literature reviews (9 papers), wearable device accuracy (3 papers), self-reported data collection tools (3 papers), and wearable device intervention (10 papers). Results: All the chosen studies are discussed based on the wearable device used, complementary data, study design, and data processing method. All these previous studies indicate that wearable devices are used either to validate their benefits for general wellbeing or for more serious medical contexts, such as cardiovascular disorders and post-stroke treatment. Conclusions: Despite their huge potential for adoption in clinical settings, wearable device accuracy and validity remain the key challenge to be met. Some lessons learned and future projections, such as combining traditional study design with statistical and machine learning methods, are highlighted in this paper to provide a useful overview for other researchers carrying out similar research.

      • KCI등재

        웨어러블 디바이스 차세대사용자 의식조사 연구

        홍성엽 ( Sung Yeap Hong ),정형기 ( Hyong Gi Jung ) 한국상품문화디자인학회 2015 상품문화디자인학연구 Vol.43 No.-

        In the 2000s, wearable devices had been produced for the purpose of medical service and entertainment. With the growth of mobile devices that improved interaction with human beings, wearable devices that cost high although showing their potential have been developed and made for special industries such as military and logistics control, and thus have faced a great deal of difficulty with market creation. In 2015, wearable devices have tended to expand into general markets, including health care, sports, and games. Therefore, the purpose of this study is to conduct empirical survey on the next-generation users`` awareness of wearable devices that emerged at the time when smart devices have changed their direction from something to carry to something to wear, and thereby to perform empirical preliminary research on the leading development direction and system establishment of the futuristic wearable device market. The study scope and methods are presented as follows: First, to analyze and outlook the domestic and foreign research trends and expected effects of wearable devices, previous studies are investigated and theoretical study is conducted. Secondly, the survey on the awareness of the future main users of wearable devices, or the next-generation user group, is conducted to look into their attitudes. Thirdly, the results from the survey on previous studies, theoretical study, and attitude research are used as theempirical material necessary for the leading development direction and system establishment of the futuristic wearable device market. The study subjects of this study were 81 college and university students in their 20s living in the metropolitan areas, who are the next-generation main users of wearable devices. They had person-to-person in-depth interviews. The questionnaire items were brand, interest, understanding of information, the extent of interest desire, the extent of purchase desire, purchase purpose, purchase factor, purchase region, non-purchase factor, and complementary factor for purchase. This study drew the following results and conclusions: Regarding the questions about interest in wearable devices, the extent of interest desire, the extent of purchase desire, purchase purpose, purchase factor, purchase region, non-purchase factor, and complementary factor for purchase, the positive replies were statistically significant regardless of sex, and there was high reliability of each question. The correlation between questions was not independent and thus it was proved that they had correlation. Typical global brands were found to be Apple Watch, Samsung Gear, and Google Glass in order. The most important non-purchase factors that the next generation group as main users had were price, function, and design. Therefore, it is necessary to solve the problem.

      • Factors that influence an individual's intention to adopt a wearable healthcare device: The case of a wearable fitness tracker

        Lee, Sang Yup,Lee, Keeheon Elsevier 2018 TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE Vol.129 No.-

        <P><B>Abstract</B></P> <P>Despite the importance of wearable healthcare devices, little has been known about what influences individual adoption of a wearable healthcare device. The purpose of this study was to examine factors that influence an individual's intention to adopt a wearable fitness tracker, which is a type of wearable healthcare devices. Factors examined in this study included interpersonal influence, personal innovativeness, self-efficacy, attitudes toward a wearable fitness tracker, health interests, and perceived expensiveness of the device. Adoption intentions of two groups of individuals were compared. One group included individuals who already knew about fitness trackers; the other included those who were unaware of such devices. Analyzing data collected from 616 respondents, we found that the intention to adopt was stronger among respondents who were aware of wearable fitness trackers than it was among those who were not aware. Results of ordered logistic regressions indicate that in both groups of respondents, consumer attitudes, personal innovativeness, and health interests had statistically significant and positive associations with the intention to adopt a wearable fitness tracker.</P> <P><B>Highlights</B></P> <P> <UL> <LI> Factors influencing intention to adopt a wearable fitness tracker were examined. </LI> <LI> Attitudes, innovativeness, and health interests had significant effects. </LI> <LI> Interpersonal influence, self-efficacy, expensiveness had insignificant effects. </LI> <LI> Intention to adopt was stronger among respondents aware of the devices. </LI> </UL> </P>

      • KCI등재

        웨어러블 기기의 인문학적 의미 고찰

        김유나,김수진 글로벌 문화콘텐츠학회 2018 글로벌문화콘텐츠 Vol.0 No.32

        The imagination that combines machines with the human bodies has been found earlier through various fictions. Indeed, humans have continually expanded their senses and experiences by adopting new technologies and devices. This study focuses on wearable devices in recent years. Furthermore, after analyzing the way in which these devices are reproduced, the study aims to reveal the implications of wearable devices through Don Idhe's philosophy of technology from a humanistic point of view. Wearable devices are largely divided into two types. One type measures physical activities and the other type enhances physical strength of human body. In Chapter 2, this study examines devices that measure physical activity by wearing them on the body parts. These devices reflect the human productive desire to provide data to the user and to expand capabilities and scope by interpreting the information mediated by the user through the tool. In this study, it is revealed through 'hermeneutical relation' among the theory of Idhe. Chapter 3 looks at devices that expand the physical or sensory capabilities of the human body. In this case, the devices realize the human desire to overcome the physical limitations of the body and regenerate as a transcendent object. In this study, it is revealed through the 'implicit relationship' among the theory of Idhe. The reproducible aspects of the two types of wearable devices are different, but in the end they reflect the desire of humans to control and strengthen their body. In other words, wearable devices eventually control, manage, extend, and strengthen the body, revealing the fundamental desire of humans to eventually get closer to eternal life. 인간의 몸에 기계를 결합하는 상상력은 일찍이 다양한 이야기를 통해 나타난다. 실제로 인간은 끊임없이 새로운 기술과 기기를 채택함으로써 감각과 경험을 확장시켜 온 바 있다. 본 연구는 이중에서도 최근 대두하고 있는 웨어러블 기기에 주목한다. 나아가 이러한 기기가 재현되는 방식을 분석한 후, 돈 아이디(Don Idhe)의 기술철학 이론을 통해 인문학적 시각에서 그 매체적 함의를 밝히는 데 목적을 둔다. 웨어러블 기기는 크게 신체 활동을 측정하는 기기와 신체 힘을 강화하는 두 가지 유형으로 나눌 수 있다. 먼저 2장에서는 신체부위에 착용해 신체 활동을 측정하는 기기를 살펴본다. 이들 기기는 사용자에게 데이터를 제공하고, 사용자는 도구를 통해 매개된 정보를 해석함으로써 능력과 범위를 확장하고자 하는 인간의 생산적 욕망을 반영한다. 본 연구에서는 이를 돈 아이디의 이론 중 ‘해석학적 관계’를 통해 밝힌다. 3장에서는 신체의 물리적 혹은 감각적 능력을 확장하는 기기를 살펴본다. 이 경우 기기를 통해 몸이 지닌 물리적 한계를 극복하고 초월적 대상으로 거듭나고자 하는 인간의 욕망을 실현한다. 본 연구에서는 이를 돈 아이디의 이론 중 ‘체현적 관계’를 통해 밝힌다. 두 가지 유형의 웨어러블 기기의 재현 양상은 상이하나, 결국에는 인간이 신체를 통제하고 강화하고자 하는 욕망을 반영한다. 다시 말해, 웨어러블 기기는 결국 신체를 통제하고 관리하며 연장하고 강화해서 결국은 영생과 가까워지고자 하는 인간의 근원적인 욕망을 드러낸다고 할 수 있다.

      • KCI등재

        웨어러블 디바이스를 위한 콘텐츠 디자인에 대한 연구

        강지영(Kang, Jiyoung) 한국디지털디자인협의회 2015 디지털디자인학연구 Vol.15 No.3

        현재 스마트폰 시장의 포화는 빠른 웨어러블 디바이스 마켓의 성장을 야기하고 있다. 이에 따라 많은 세계의 대표 기업들은 웨어러블 디바이스와 이에 적합한 콘텐츠의 개발에 온 힘을 다하고 있다. 웨어러블 디바이스를 대중에게 활성화시키기 위해서는 스마트폰 콘텐츠 중 게임과 영상서비스처럼 킬러콘텐츠가 필요하다. 본 연구는 웨어러블 디바이스를 위한 킬러콘텐츠로써 사용자 중심의 인포테인먼트 콘텐츠를 제시하고 인포테인먼트 콘텐츠 디자인의 방법론을 제시한다. 웨어러블 디바이스 시장의 경쟁에서 살아남기 위해서는 웨어러블 기술에 대한 이해가 필요하다. 또한 웨어러블 디바이스를 사용자 중심의 콘텐츠 플랫폼으로서 이해해야 한다. 이를 위해서 본 연구는 웨어러블 컴퓨팅 기술과 서비스 종류 그리고 특성을 분석하여 현재 웨어러블 디바이스의 현황을 조사하였다. 또한 현재 인포테인먼트 디자인 속성을 분석하고 현재 웨어러블 콘텐츠의 사례들을 분석하웨어러블 디바이스를 위한 인포테인먼트 디자인의 속성과 요소, 프로세스를 제시하였다. 웨어러블 인포테인먼트 디자인 속성은 정보 입출력까지 확장된 감각적 자극과 상황정보과 관련된 인지적 재미요소 그리고 신체적인, 즉 보다 동적인 실시간 상호작용성과 환경요인과 관련된 경험적 흥미이다. 이를 충족시키기 위한 신체적, 구조적, 감성적 요소들을 도출하였다. 또한 사용자 중심 인포테인먼트 디자인 프로세스를 사용자 분석, 콘텐츠 목적의 설정, 스토리와 정보디자인, 비쥬얼과 사운드 그리고 인터랙션 디자인의 순서로 제시하였다. Smartphone market saturation is causing fast growth of wearable device market. Due to this, many world leading companies are focusing on developing the wearable device and suitable content. To vitalizing the wearable device to public, we need a killer content which is suitable for the wearable device"s characteristics like game and video streaming service for smartphone. We suggest that it will be the infotainment content based on user"s information and communications technologies, and research the design methodology for infotainment content. To survive in this competitive environment, we have to understand the wearable technique. Moreover, we also have to understand it as the user-centered content platform. So this research analyze the wearable computing technique, service category and characteristics to analyze the present condition of wearable device. We also analyze the existing infotainment design and present wearable contents, and suggest the future methodology of wearable infotainment design"s characteristics, elements and process for wearable devises. We suggest expanded multisensory simulation as input method, environmental context and accumulated data information as fun factor and more dynamic and physical realtime interactions and experiential interests in environments. We also suggest physical, structural and emotional elements to fulfill the attribute of wearable infotainment design. The user centered infotainmet content design process starts with user analysis, selection of content"s aim, story and information design and visual, sound and interaction design.

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