• Title/Summary/Keyword: 경험적 사용성

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A Korean Grammar Chacker Founded on Expanded Lexical Disambiguation Rule and Partial Parsing (확장한 어휘적 중의성 제거 규칙에 따른 부분 문장 분석에 기반한 한국어 문법 검사기)

  • Park, Su-Ho;Kwon, Hyuk-Chul
    • Annual Conference on Human and Language Technology
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    • 2001.10d
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    • pp.516-522
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    • 2001
  • 본 논문에서는 한국어 형태소 분석기가 처리할 수 없는 어휘적 중의성 해결을 위한 방법으로 부분 문장 분석 기법을 연구한다. 부분 문장 분석 기법의 신뢰도를 높이기 위해서 말뭉치를 이용한 데이터를 통해 학습한 경험적 규칙을 이용한다. 학습한 경험적 규칙을 오류 유형에 따라 확장하고 전문화하여 축적된 연구결과를 지식 베이스로 삼아 한국어 맞춤법 및 문법 검사기에서 사용하는 부분 문장 분석기의 성능을 향상시킨다. 본 논문에서 사용한 확장하고 전문화한 지식 베이스는 말뭉치에서 얻은 경험적 규칙을 기반으로 한다. 이 경험적 규칙은 언어적 지식을 기반으로 한다.

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A Simple Dynamic Model of Maintenance Expenditures : Theory and Empirical Evidence (내구재 관리비용의 동적인 행태 연구 - 이론 및 경험적 분석 -)

  • 현진권
    • Journal of Korean Society of Transportation
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    • v.8 no.1
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    • pp.119-128
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    • 1990
  • 교통자산과 같은 내구재는 일정 기간 동안의 수명을 가지게 된다. 이 기간 동안에 내구재는 어떠한 형태로 소비되어 지고 이에 따라 내구재는 효율성을 잃어 간다. 내구재를 효율적으로 사용하기 위해서는 적절한 관리를 필요로 한다. 본 연구는 내구재를 효율적으로 사용하기 위해 필요한 관리비용의 동적형태를 이론적으로 고찰한 다음, 미국에서의 업무용 비행기의 관리비용자료를 사용하여 경험적인 결과를 제시한다. 본 연구의 결과는 다음과 같다. (1) 관리비용은 시간이 감에 따라 줄어든다. 그러나 관리비용의 잠재가격(Shadow Price)에 대한 비율은 여러 가지 외적변수들에 결정된다. (2) 미국에서의 업무용 비행기의 시장가격에 대한 관리비용의 비율은 시간이 감에 따라 늘어난다.

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Developing and Applying a New Methodology for Value-Centered HCI: Focusing on User Experience Structure of Mobile Data Service (가치 중심적 HCI를 위한 새로운 방법론의 개발 및 적용: 모바일 데이터 서비스의 사용자 경험 구조를 중심으로)

  • Lee, In-Seong;Choi, Bo-Reum;Kim, Jin-Woo;Lee, Ki-Ho;Jung, Seung-Ki
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.13-24
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    • 2007
  • For many years, human-computer interaction (HCI) practitioners have focused on usability in order to enhance the user experience, and companies have seen it as an area where they can gain advantages over their competitors. However, a focus on usability limits the potential of HCI research because it restricts the concept of user experience to just an implemented functionality of the information technology (IT). Therefore, it is necessary to expand the boundary of user experience research into a holistic dimension. We suggest that one of the most powerful ways to broadly understand user experience with an IT is to investigate the attributes of an IT and users' perceived values and to construct a user experience structure, a hierarchical structure between the attributes of an IT and users' perceived values. This study thus undertakes two research tasks: to develop a specific methodology, which is the visual probing, for constructing a user experience structure with the attributes of an IT and users' perceived values, and then to build a user experience structure practically by conducting a case study to a specific IT: mobile data service.

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The Impact of Users' Satisfaction and Habits in Customer Loyalty to Continue the Mobile Social Network Service (모바일 SNS 이용만족과 습관이 충성도에 미치는 영향)

  • Yoon, Young-Sun;Lee, Kook-Yong
    • The Journal of Society for e-Business Studies
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    • v.15 no.4
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    • pp.123-142
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    • 2010
  • Generally speaking, user behavior in the post-adoption period is different from that in the pre-adoption period. Users come to make on their experiences of IT use whether they will continue to use it or not. Most theories about the user behaviors in the pre-adoption period are limited in describing them after adoption since they do not consider user's experiences of using the adopted IT and the beliefs formed by those experiences. Therefore, in this study, we explore user's experiences and beliefs such as familiarity, satisfaction and habits in the post-adoption period and examine how they affect user's intention to continue in using Mobile Social Network Service. Through literature reviews, we proposed the conceptual model to explain the role of users' habits in continuance of IT post-adoption stage. Then, we examine the impact of the constructs to affect the intention to continue using the Mobile SNS. The results show that the intention to continue to use Mobile SNS is strongly influenced by users' habits, satisfaction and familiarity; users' habits is strongly influenced by satisfaction and familiarity; satisfaction is strongly influenced by familiarity.

Effects of Interactivity and Usage Mode on User Experience in Chatbot Interface (챗봇 기반 인터페이스의 상호작용성과 사용 모드가 사용자 경험에 미치는 영향)

  • Baek, Hyunji;Kim, Sangyeon;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.1
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    • pp.35-43
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    • 2019
  • This study examines how interactivity and usage mode of a chatbot interface affects user experience. Chatbot has rapidly been commercialized in accordance with improvements in artificial intelligence and natural language processing. However, most of the researches have focused on the technical aspect to improve the performance of chatbots, and it is necessary to study user experience on a chatbot interface. In this article, we investigated how 'interactivity' of an interface and the 'usage mode' referring to situations of a user affect the satisfaction, flow, and perceived usefulness of a chatbot for exploring user experience. As the result, first, the higher level of interactivity, the higher user experience. Second, usage mode showed interaction effect with interactivity on flow, although it didn't show the main effect. In specific, when interactivity is high in usage mode, flow was the highest rather than other conditions. Thus, for designing better chatbot interfaces, it should be considered to increase the degree of interactivity, and for users to achieve a goal easily through various functions with high interactivity.

The Implementation and Evaluation of Learning Experience-Based Professionalism Program in Medical School (의과대학의 학습경험 중심 전문직업성 프로그램 운영 및 평가)

  • Yoo, Hyo Hyun;Kim, Young Jon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.164-172
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    • 2018
  • This study explores how to implement a learning experience-based professionalism program for a medical students and evaluates its program through effectiveness and usability test. This study aims to provide practical implications for experience-based learning in an undergraduate level. Seventy four first-year medical students enrolled in PDS1(Patient-Doctor-Society 1): professionalism, one-week block (30 hours), one-credit program based on a experience-based learning model. All of the students were given six learning themes and learning resources and supporting tools, and conducted stepwise learning activities; preparation, organization, sharing, reflection and evaluation of experiences. The effectiveness of learning was evaluated by comparing the pre and post results of student's self-assessment on 24 questionnaire items about professionalism. After the course, the students and instructors conducted a usability evaluation of the program through questionnaires or group interviews. Learners' self-assessment results of professionalism such as leadership, self-directed learning, professional attitude, and social accountability all showed significant differences between the pre- and post-test. Satisfaction of the program was distributed to 3.58~3.78 according to items. Instructors and learner interviews confirmed practical usability throughout the course design, implementation and students evaluation. The results of the study showed the feasibility of implementing learning experience-based professionalism program in medical school. This study provides practical implications to develope and evaluate the learning experience-based professionalism program in medical education.

A Korean Grammar Checker using Lexical Disambiguation Rule and Partial Parsing (어휘적 중의성 제거 규칙과 부분 문장 분석을 이용한 한국어 문법 검사기)

  • So, Gil-Ja;Gwon, Hyeok-Cheol
    • Journal of KIISE:Software and Applications
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    • v.28 no.3
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    • pp.305-315
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    • 2001
  • 본 논문에서는 우리말 문서에 있는 오류를 어절 단위로 검증하는 철자 오류와 여러 어절을 분석해야 처리할 수 있는 문법 오류로 분류하였다. 문법 오류를 처리할 때 전체 문장 분석은 시간이 많이 소요되고 구현하기 어려우므로 대부분 부분 문장 분석 방법을 이용한다. 기존 연구에서 사용한 부분 문장 분석은 분석 어절에 어휘 중의성이 있을 때 문장 분석 종결 또는 과분석 등의 오류가 발생한다. 본 논문에서는 문법 검사기에서 어휘 중의성 때문에 발생하는 문제점을 해결하는 방법으로 어휘 중의성 제거 규칙을 사용한다. 본 논문에서 구현한 어휘 중의성 제거 모듈은 코퍼스 데이타에서 얻은 경험적 규칙을 기반으로 한다. 이 경험적 규칙은 언어적 지식을 기반으로 한다.

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An Empirical Study on the User Experience Model of Music Streaming Service (음악 스트리밍 서비스 사용자 경험 모델에 관한 실증 연구)

  • Lee, Jeonga;Kim, Hyung Jin;Lee, Ho Geun
    • Informatization Policy
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    • v.30 no.3
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    • pp.92-121
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    • 2023
  • As music streaming services (MSS) involve various interactions with users during the music consumption process, it is important to understand the user experience and manage the service accordingly. This study developed a user experience model for MSS by theoretically linking the quality characteristics considered important by music service users with the structure of user experience. PLS analysis was then performed using survey data to test the model. As a result, functionality (search, browsing, and personalized recommendation), UI usability, content quality (currentness, sufficiency, relevance), and monetary cost were found to be key experience factors that determine the experience consequence, i.e., user satisfaction. In addition, in a supplementary analysis comparing domestic and global services, differences in user experience were found between the two groups in terms of functionality and content quality. The user experience model of MSS proposed in this study serves as a new foundation for theory-based research in this field and provides meaningful implications for the competitive landscape among music streaming service platforms and for their competitive strategies.

Learning Diagnosis & Prescription Service in Cyber Home Learning System : Improvements on User Experience by doing Usability Evaluation (사이버가정학습 진단처방학습관리시스템 사용성 평가 및 학습 경험 개선 방향 도출)

  • Cha, Hyun-Jin;Ahn, Mi-Lee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.876-883
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    • 2009
  • Learning Diagnosis & Prescription Service(LDPS) in Cyber Home Learning System is a educational service which provides customized learning contents based on student's academic level and individualized counseling and comments after diagnosing learner's study habits beyond the past e-Learning systems which offer the same contents to different students. For a national point of view, it is a crucial project in public education to achieve the goals of the next-generation e-Learning service by making a lot efforts both in time and money. However, those efforts has been made, not in terms of providing a better quality of service and a better user experience in a effective and enjoyable way, but in terms of developing the technology-driven system. Therefore, in this study, two types of usability evaluations has been conducted in order to enhance a user experience on the LDPS. One is the expert reviews by utilizing the usability evaluation tools (heuristics) which was focused on educational contexts developed by Suh Young-suhk(2007). The other is the user testing with students who have done think-aloud during the evaluation, remembering their retrospective experience with LDPS, and the interview with teachers & service operators were conducted. As the implications on the research, this is an effort to provide an user-friendly educational system for the students nationwide.

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Fun-centered HCI -Investigating the concept of Fun in Human-Computer Interaction- (재미를 위한 HCI -HCI 관점에서의 재미있는 경험에 대한 개념적 연구-)

  • Yoon, Ji-Eun;Kim, Jin-Woo;Lee, In-Seong;Choi, Dong-Seong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.63-71
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    • 2006
  • For many years, the approach taken towards HCI(Human Computer Interaction) has focused on the usability of system and technology. Advances in computing and information technology has shifted the way people use and experience technology from merely using it to enjoying using it. But, there is a lack of theories to conceptualize fun and user fun experience, in the HCI. This paper describes an conceptual approach to "fun" and user's 'fun experience' in the interaction of technology. This paper defines "fun" as positive psychological energy which is produced by playing computer. And this paper provides characteristics of 'Fun experience', which are action mode, random order, free, and activated pleasant. This study provides insights into factors contributing to and influencing fun experiences and the relationships between them; symbol, newness, and vividness.

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