Abstract : The increasing use of drive-through facilities at coffee shops and fast-food restaurants has raised concerns regarding queue spillback onto adjacent roadways, particularly during periods of high demand. This study analyzes queue characteristics according to vehicle arrival rate and service time and estimates the additional queue storage length required for drive-through facilities. Field surveys were conducted at coffee shops and fast-food restaurants, resulting in average service times of 151 seconds and 306 seconds per vehicle, respectively. Based on the survey results, five vehicle arrival rates ranging1.0 to 3.0 vehicles per five minutes were established, and microscopic traffic simulations were conducted using VISSIM. The results showed that the impact on the adjacent roadway was insignificant for coffee shops at arrival rates of up to 2.5 vehicles per five minutes. At an arrival rate of 3.0 vehicles per five minutes, however, an additional queue storage length of 8 m on average and up to 46 m was required. For fast-food restaurants, the roadway impact was insignificant at arrival rates of up to 1.5 vehicles per five minutes. At arrival rates of 2.0, 2.5, and 3.0 vehicles per five minutes, the average additional queue storage lengths were 4 m, 16 m, and 36 m, while the maximum lengths reached 38 m, 83 m, and 132 m, respectively. These results demonstrate that queue storage requirements can vary substantially depending on service time even under the same vehicle arrival rate. Therefore, queue storage for drive-through facilities should be designed by considering both vehicle arrival rate and service time rather than applying a uniform length criterion. The findings of this study can provide a basis for developing planning and design guidelines for drive-through facilities.
Keyword : Drive-Through, Queue, Queue Storage Length, Vehicle Arrival Rate, Service Time
http://dx.doi.org/10.29056/jncist.2026.10.01
Design of a RAG-Based Translation System for Terminology Consistency in Multilingual COIL
Abstract : In multilingual Collaborative Online International Learning (COIL) settings, many participants are non-native English speakers who also speak different first languages. In such settings, general Machine Translation (MT)general-purpose Large Language Models (LLMs) often render the same specialized term inconsistently across sentences, which can hinder collaborative communication. This paper designs a Retrieval-Augmented Generation (RAG)-based translation system that indexes course materials and glossaries in a vector database and retrieves relevant context at translation time to guide an LLM. Technically, the system builds on prior work on terminology-constrained machine translation and glossary injection. Its contributions are its specialized application to multi-party, non-English-mediated COIL contexts and its introduction of a terminology consistency ratio alongside translation quality as an evaluation metric. A prototype is implemented in Python and FastAPI, and the evaluation design compares four conditions: commercial MT, LLM-only, static full-glossary insertion, and the proposed RAG approach.
Keyword : COIL, terminology consistency, RAG, terminology-constrained MT, multilingual collaborative learning, system design
http://dx.doi.org/10.29056/jncist.2026.10.02
A Study on the Formation of Visual Judgment Criteria in Digital Content Production
Abstract : The digital content production environment is rapidly changing with the expansion of generative AI technologies. However, even when the same tools are used, noticeable differences in the quality of outcomes remain. This suggests that content quality is determined not only by technical proficiency but also by the visual judgment criteria possessed by the creator. This study examines the process through which visual judgment criteria are formed in digital content production and reinterprets the educational significance of reference exploration and case analysis, which have long been emphasized in design education. To this end, the relationships among visual literacy, design judgment, and visual judgment criteria are explored, and a seven-stage cyclical model consisting of exposure, comparison, analysis, imitation, experimentation, revision, and internalization is proposed. The findings indicate that reference exploration functions not merely as a process of collecting materials but as a core learning activity through which learners compare, analyze, and internalize judgment criteria. Furthermore, visual judgment is understood not as an innate sense but as a professional competency developed through repeated observation, experimentation, and revision. These findings suggest that design education in the age of generative AI should move beyond a technology-centered approach and place greater emphasis on the formation of visual judgment criteria.
Keyword : Visual Judgment Criteria, Visual Literacy, Design Judgment, Reference Exploration, Generative AI
http://dx.doi.org/10.29056/jncist.2026.10.03
A Study on a User Experience Structure-Based Classification Model for Mobile Applications
Abstract : This study aims to propose a new classification model for mobile applications based on user experience (UX) structure rather than traditional function-industry-based categories. Conventional approaches to classifying applications have primarily focused on functionalindustrial domains; however, such approaches have limitations in fully capturing the complexity of actual user experiences. To address this issue, this study derives four UX experience structures—functional, exploratory, emotional, and social—based on established UX theories, and proposes a UX Experience Structure Matrix model. A researcher-driven qualitative evaluation method was employed to analyze ten representative mobile applications. Each application was evaluated according to predefined UX criteria. The results indicate that most applications exhibit hybrid UX structures rather than a single dominant type. Content platforms tend to combine exploratory and emotional UX, while e-commerce and SaaS applications are primarily functional but incorporate exploratorysocial UX elements. This study contributes to the field by proposing a user experience–centered classification framework, offering a more comprehensive understanding of digital services. The findings provide practical implications for UX/UI design and digital service development.
Keyword : User Experience, Mobile Applications, UX Structure, UX Classification Model, UX Matrix
http://dx.doi.org/10.29056/jncist.2026.10.04
Constituent Factors of User's Emotional Resilience in Digital Environment
Abstract : This study aimed to identify the constituent factors of users' emotional resilience in digital environments and develop a measurement scale. As prior resilience research has mainly focused on socio-psychological contexts, empirical studies on digital error situations remain scarce. A mixed-methods approach based on an exploratory sequential design was adopted, proceeding through qualitative interviews (n=40), a pilot survey (n=43), and a main survey (n=251). Factors derivedinterviews were supplemented with theoretically grounded constructs (cognitive flexibility, social/digital support seeking, digital self-efficacy), yielding a preliminary eight-factor scale. Analysis of the main survey finalized the scale with eight factors and 33 items (Cronbach's α = .934). Confirmatory factor analysis showed an acceptable RMSEA, though CFI and TLI fell slightly short of recommended thresholds, and a discriminant validity limitation was found between cognitive flexibility and digital self-efficacy. This study extends resilience theory to the digital context and offers a foundation for emotion-centered UX design, such as error-screen design.
Keyword : Emotional Resilience, Digital Environment, Scale Development, Mixed Methods, User Experience
http://dx.doi.org/10.29056/jncist.2026.10.05
A Study on the Design of Multifunctional Storage Furniture for Children Based on a Modular Structure
Abstract : As family lifestyles and children’s developmental needs continue to change, children’s storage furniture has shifteda simple storage tool to a product that supports organization, spatial planning, and growth adaptability. However, existing products remain largely based on fixed structures and preset functions, showing limitations in height adjustment, functional transformation, spatial combination, and children’s autonomous participation. This study examines storage furniture for children aged 3 to 6 in home environments. Based on literature analysis, case analysis, and a user needs survey, it identifies problems in terms of structure, function, use, and modular characteristics, and translates user needs into design principles. It then proposes a multifunctional storage furniture design centered on modular units, a unified connection logic, functional module replacement, and phased combinations. The results show that modular structures can improve the adaptability of children’s storage furniture to children’s developmental changes and spatial conditions in home environments. This study provides a design reference for developing growth-adaptive children’s storage furniture in home environments.
Keyword : Children’s Storage, Modular Structure, User Participation, Growth Adaptability
http://dx.doi.org/10.29056/jncist.2026.10.06
Abstract : Product design considers not only users’ needs and behaviors but also the environments in which products are applied and their contexts of use. To examine thesea relational perspective, this study adopts Actor-Network Theory (ANT) and identifies humans, products, and environments as key relational elements, with the aim of examining the characteristics of relationships formed in the process of applying products to their environments. As a research method, the concepts of ANT and the relationships between human and non-human actors were reviewed through relevant literature and previous studies. Based on this theoretical review, three product casesdifferent application environments were selected to analyze human–product–environment relationships. The results showed that environmental conditions were involved in the functions and operation of products, while the intervention of products brought changes to human actions and experiences. In addition, as products were applied, the existing roles of the environment changednew roles emerged. These changes were not confined to any single element but, in turn, influenced the actions and roles of other elements. The findings indicate that humans, products, and environments form relationships in which they mutually influence one another throughout the process of product application. This suggests the need to examine the relationships and processes of connection among these elements rather than treating humans, products, and environments as separate entities. This study is significant in that it analyzes the relationships among humans, products, and environments formed after product applicationthe perspective of ANT and provides a theoretical foundation for extending this relational perspective to the design process in future research.
Keyword : Human-Product-Environment Relationships, Actor-Network Theory, Agency, Mutually Influential Relationships
http://dx.doi.org/10.29056/jncist.2026.10.07
Abstract : Traditional culture is now used across many products and forms of content. Food and beverage packaging that applies its visual elements has drawn attention as a medium for a new kind of cultural consumption experience. This study compares the perceptions of Korean and Chinese consumers to examine how the design characteristics of such packaging affect consumer satisfaction and repurchase intention. Packaging design characteristics were derivedprior studies, and a survey was conducted with Korean and Chinese consumers who had purchased traditional-culture food and beverage products sold in Korea. Consumers in both groups preferred the image-type design, but Chinese consumers rated the characteristics of the character-type design higher than those of the image-type design. Evaluations of packaging design characteristics did not differ significantly by consumer type, although mean satisfaction and repurchase intention scores were somewhat higher among Chinese consumers. Of the three characteristics, originality and cultural identity were more closely associated with satisfaction and repurchase intention than aesthetic appeal. These results suggest that packaging design should take into account each country's consumer preferences and evaluations, and should treat cultural identity and originality, not aesthetic appeal alone, as the main features of traditional culture. By comparing consumer types across countries, this study identifies empirical differences between them and is expected to serve as a theoretical foundation for future packaging design that applies traditional culture.
Keyword : Traditional Culture, Packaging Design, Illustration, Consumer Satisfaction, Repurchase Intention
http://dx.doi.org/10.29056/jncist.2026.10.08
Abstract : This study aims to propose a multi-level governance framework to revitalize and secure the long-term sustainability of the Work-Based Learning (WBL) ecosystem in South Korea, moving beyond the limitations of static, short-term performance indicators and micro-level human resource development (HRD) approaches. To address persistent information asymmetry and substantial transaction costs—such as talent search, initial retraining, and early turnover sunk costs—between industry demand and talent supply, this study develops the Demand-driven Open Knowledge Absorption and Circulation (D-OKAC) model by organically integrating Quintuple Helix governance, open innovation, absorptive capacity, collaboration, active job crafting, and transaction cost theory. At the macro level, the Quintuple Helix framework, which encompasses physical and institutional locational environments, establishes open networks to mitigate information asymmetry across key innovation actors. At the meso level, the combination of inbound and outbound open innovation mediated by Joint Training Centers (universities) and firms' absorptive capacity facilitates the rapid embodiment of external knowledge into customized field training. At the micro level, the interaction between apprentices' active job crafting (across task, cognitive, and relational dimensions) and high-quality Leader-Member Exchange (LMX) with in-company trainers enhances job engagement and organizational adaptability. The findings reveal that these multi-level structural dynamics collectively reduce socio-economic transaction costs, ultimately enhancing apprentices' long-term employment retention rates and fostering a self-sustaining regional WBL ecosystem. This study provides a solid theoretical foundation and practical policy implications to drive a paradigm shifta conventional supplier-driven training framework toward a resilient, demand-oriented knowledge circulation ecosystem.
Keyword : Work-Based Learning, Quintuple Helix, Open Innovation, Absorptive Capacity, Job Crafting, Collaboration, Transaction Cost Theory, D-OKAC Model
http://dx.doi.org/10.29056/jncist.2026.10.09
Abstract : This study examines the long-term relationship between adolescent Korean language proficiency and subsequent college life satisfaction among college students with multicultural backgrounds. Datathe fifth wave (2015) and the fourteenth wave (2024) of the Multicultural Adolescents Panel Study (MAPS), established and publicly released by the National Youth Policy Institute for academic and research use, were linked and analyzed. The final sample consisted of 359 college students with valid responses to the major variables at both time points. Descriptive statistics, Pearson correlation analysis, and simple regression analysis showed that adolescent Korean language proficiency was positively correlated with overall college life satisfaction (r=.217, p<.001) as well as college satisfaction, academic adjustment, and social adjustment. Simple regression analysis also showed a significant positive relationship between adolescent Korean language proficiency and subsequent college life satisfaction (β=.217, p<.001), although the explanatory power was relatively low at 4.7%. These findings indicate a long-term relationship between Korean language proficiency in adolescence and college experiences measured approximately nine years later, suggesting that Korean language proficiency should be considered as one of multiple related factors when linking Korean language education with academic and social adjustment in higher education for students with multicultural backgrounds.
Keyword : college students with multicultural backgrounds, adolescent Korean language proficiency, college life satisfaction, Multicultural Adolescents Panel Study (MAPS), longitudinal data
http://dx.doi.org/10.29056/jncist.2026.10.10
Abstract : This study aims to explore the structural relationships among elderly people's leisure experience, sociality, and psychological happiness. In addition, it seeks to identify the mechanism through which the elderly enhance sociality through leisure experience and how this sociality leads to an increase in psychological happiness. To achieve the purpose of this study, 279 elderly people who had traveled within the past year in Daegu and Gyeongbuk, and Busan and Gyeongnam, were included in the analysis. The survey was conductedMarch to June 2025. First, it was confirmed that leisure experience among elderly people has a significant positive effect on sociality, indicating that higher levels of leisure experience are associated with higher levels of sociality. Second, it was found that the sociality of elderly people has a significant positive effect on psychological happiness. Third, leisure experience among elderly people was found to have a significant positive effect on psychological happiness. Finally, a partial mediating effect of sociality was confirmed in the relationship between elderly people's leisure experience and psychological happiness. The results of this study are theoretically valuable as they represent the first attempt to verify the mediating effect of sociality in the relationship between leisure experience and psychological happiness among elderly people. In practice, the findings suggest that leisure experience among elderly people should not be limited merely to the use of personal time, but rather be understood as an important social resource that promotes social relationships and psychological happiness.
Keyword : Elderly People, Leisure Experience, Sociality, Psychological Happiness
http://dx.doi.org/10.29056/jncist.2026.10.11
Abstract : This study examined whether smartphone dependence in the final year of high school affects career adaptability in early emerging adulthood through two facets of grit, consistency of interest and perseverance of effort. Using the 6th (2023) and 7th (2024) waves of the Korean Children and Youth Panel Survey 2018 (KCYPS 2018) middle school cohort (N = 2,009), we tested a parallel mediation model with PROCESS macro Model 4 (5,000 bootstrap samples), controlling for gender and Wave 6 career adaptability. Smartphone dependence negatively predicted both facets, which in turn positively predicted career adaptability. The total effect was significant, whereas the direct effect was not; both indirect effects were significant. The path through consistency of interest was significantly larger than that through perseverance of effort, accounting for about 81% of the total indirect effect. After additionally controlling for Wave 6 grit, both indirect effects remained significant, but their difference was not. These findings suggest that late-adolescent smartphone dependence is associated with lower career adaptability mainly through a weakened ability to sustain long-term interests. Career counseling and education for young adults should combine smartphone use management with support for sustaining long-term interests.
Keyword : Smartphone Dependence, Grit, Career Adaptability, Emerging Adulthood, KCYPS 2018
http://dx.doi.org/10.29056/jncist.2026.10.12
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