• Title/Summary/Keyword: 사용자컴퓨터경험

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Determining Optimal Dart Position for the Flattennig of 3D Garment Pattern (3차원 의복패턴의 플래트닝을 위한 최적 절개선의 결정)

  • 김주현;김성민;강태진
    • Proceedings of the Korean Fiber Society Conference
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    • 2003.10b
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    • pp.309-310
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    • 2003
  • 3차원 어패럴 캐드 시스템은 의류산업의 자동화를 위해 세계적으로 꾸준히 연구가 이루어지고 있는 분야로서, 의복의 디자인에서부터 의복 패턴의 결정까지 모든 의복 생산 공정을 컴퓨터를 사용하여 관리, 조절할 수 있는 유용한 시스템이다. 어패럴 캐드 시스템은 지금까지 많은 연구가 이루어졌고 또 만족 할만한 결과들을 얻고 있다. 하지만 3차원 형상으로부터 최종적인 2차원 패턴을 결정할 때 다트를 주어 절개를 하여야하는데, 이 절개선의 결정에 대한 연구가 아직 이루어지지 않았으며, 사용자가 경험상 임의로 다트를 지정 해야하거나 의복에 사용하기에는 부적합하여 아직 미흡한 부분이 남아있다. (중략)

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A Study on How the Functional Difference of User Interface Design Layout Affects User Experience. - Focusing on the F-layout and Z-layout - (웹사이트에서 유저인터페이스디자인 레이아웃의 기능적 차이가 사용자 경험에 미치는 영향 연구 - F레이아웃과 Z레이아웃을 중심으로 -)

  • Lee, Moon Hyung;Park, Il Kwun
    • Design Convergence Study
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    • v.14 no.4
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    • pp.181-192
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    • 2015
  • The layout includes various functions not only arrangement, connection, division of information but also affordance and information recognition as the important element that determine the whole structure of information. Recently, the layout of web interface design was gradually changing from the concept of the original Z-layout to F-layout, whereas, it is being changed again into the split layout as the transform of Z-layout. However, there can be lack of grounds as to the reason of the change of layout. Therefore, it needs to study on how the functional difference between the F-layout and Z-layout affects user experience. In this study, we conduct the study on the effect of each layout type on the user experience focusing on the product description of web-page by user test. The user test have shown that the user has better feeling on the split layout based on the Z-layout than F-layout. The Z-layout also has more advantages on the formation of the favorable attitude of user in efficiency, accessibility and concentration. This result is consistent with the trend of web-design to change into the split layout based on the Z-layout and we provided the objective reasons for the effective web-design layout by user test.

A Study on the UI Design Process of Informative Home Appliances (정보 가전 제품의 UI 설계 프로세스 고찰)

  • 박정순
    • The Journal of the Korea Contents Association
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    • v.1 no.1
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    • pp.59-67
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    • 2001
  • A new intelligent home appliance is being appeared with overlap of telecommunication and home appliance technology. In this kind of product the user interface especially on screen display(OSD) and remote controller, holds a key post and is critical factor of performance and usability. In spite of this importance, the user interface is designed by circurt engineer from a viewpoint of engineering on the basis of his experience and unsophisticated insight. Therefore this study clarifies a user- centered design process of OSD from the designer's viewpoint on the basis of development case and gives a guideline for each stage in consideration of characteristic features that the user interface design of OSD is highly enfluenced by hardware specification and restricted by remote controller as input device.

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A Development of Amusement park Game using Virtual Reality (가상현실을 이용한 놀이공원 게임 개발)

  • Lee, Jeong Min;Park, So Ri;Yoon, Dong Won;Lee, Jong Moo;Kim, Sung Soo;Suh, Dong hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.555-556
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    • 2014
  • ICT 기술이 발전하면서 놀이동산 같은 체험이 필요한 것들까지도 디지털화 하는 것이 가능하게 되었다. 최근에는 가상현실 기술을 이용하여 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간에서 사용자의 오감 경험을 확장하고 공유함으로서, 기존의 놀이동산 게임에서 느낄 수 없는 3차원 현실세계와 유사한 경험을 추구할 수 있게 되었다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 즐거움을 줄 수 있는 놀이동산 테마파크 게임을 개발하였다. 본 연구의 놀이동산 테마파크 게임은 Eon Studio 개발툴과 JavaScript를 이용하여 구현되었으며, Eon I-CUBE안에서 1인칭 주인공 시점으로 게임을 진행하도록 하였다. 또한 유저가 선택한 스토리 중심으로 놀이동산 테마파크를 구현하였다.

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Relation between jittering from compensation for latency and VR sickness (가상현실 렌더링 지연시간 보상에 따른 떨림 현상과 멀미 간 관련성 연구)

  • Yoon, Wonbae;Han, JungHyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.1-8
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    • 2017
  • For popularization of virtual reality hardwares, VR sickness come from latency is huge problem. To reduce latency, most of the HMDs use cable for video transmission. However, cable causes spatial limitation that disturb user experience. For maximize user's immersion, wireless video transmission system is necessary. Unfortunately, wireless video transmission's latency is much longer than cable's latency. Prediction algorithms may reduce latency but cause jittering effect as a side effect. This paper experiment how jittering effect affects VR sickness. The result of experiment shows jittering effect make vr sickness worse. Future research about prediction algorithm should consider both prediction error and jittering effect.

Methods Comparison: Enhancing Diversity for Personalized Recommendation with Practical E-Commerce Data

  • Paik, Juryon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.59-68
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    • 2022
  • A recommender system covers users, searches the items or services which users will like, and let users purchase them. Because recommendations from a recommender system are predictions of users' preferences for the items which they do not purchase yet, it is rarely possible to be drawn a perfect answer. An evaluation has been conducted to determine whether a prediction is right or not. However, it can be lower user's satisfaction if a recommender system focuses on only the preferences, that is caused by a 'filter bubble effect'. The filter bubble effect is an algorithmic bias that skews or limits the information an individual user sees on the recommended list. It is the reason why multiple metrics are required to evaluate recommender systems, and a diversity metrics is mainly used for it. In this paper, we compare three different methods for enhancing diversity for personalized recommendation - bin packing, weighted random choice, greedy re-ranking - with a practical e-commerce data acquired from a fashion shopping mall. Besides, we present the difference between experimental results and F1 scores.

A Study on the Relationships among User Characteristics, Perceived Value, and User Satisfaction of Mobile Payment System

  • Jong-soo Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.4
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    • pp.143-150
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    • 2023
  • As the use of mobile devices such as PDAs and smart-phones increases, the Mobile Payment System(MPS) is widely used as a new payment method. Accordingly, domestic and foreign MPS users can conveniently purchase or use the products and services they want, free from the constraints of time and space. In this situation, the study was to investigate how the perception of MPS value varies depending on the characteristics of MPS users(demographic characteristics, MPS usage characteristics), and to analyze whether the perception of MPS value ultimately has a significant effect on user satisfaction. To accomplish these research purposes, the study conducted a statistical analysis using a questionnaire for people with experience using MPS in Korea. The analysis results of the study could be useful in seeking ways to successfully spread of MPS at home and abroad and improve user satisfaction in the future.

EDF: An Interactive Tool for Event Log Generation for Enabling Process Mining in Small and Medium-sized Enterprises

  • Frans Prathama;Seokrae Won;Iq Reviessay Pulshashi;Riska Asriana Sutrisnowati
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.101-112
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    • 2024
  • In this paper, we present EDF (Event Data Factory), an interactive tool designed to assist event log generation for process mining. EDF integrates various data connectors to improve its capability to assist users in connecting to diverse data sources. Our tool employs low-code/no-code technology, along with graph-based visualization, to help non-expert users understand process flow and enhance the user experience. By utilizing metadata information, EDF allows users to efficiently generate an event log containing case, activity, and timestamp attributes. Through log quality metrics, our tool enables users to assess the generated event log quality. We implement EDF under a cloud-based architecture and run a performance evaluation. Our case study and results demonstrate the usability and applicability of EDF. Finally, an observational study confirms that EDF is easy to use and beneficial, expanding small and medium-sized enterprises' (SMEs) access to process mining applications.

Study on the User Experience Design for Emotional Marketing in an Transmedia Environment (트랜스미디어 환경에서의 감성마케팅을 위한 사용자 경험디자인에 대한 고찰)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.194-201
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    • 2012
  • The expansion of media is in close connection with the expansion of awareness. The invention of characters enabled mankind to cross over time and space. Machines led to the development of body functions and electricity led to the expansion of space and time. Computers are the extension of the human brain and the advent of the internet led to the expansion of relationships. Even at this moment, media is unremittingly progressing like a spread of a mutant virus, and has resulted in fusion and complex phenomena such as convergence and hybrid media. Transmedia is a compound word formed by the word "Trans" which means traverse, transcend, penetrate or change, and the word "Media" and has the meaning "media which transcends media" which embraces all of modern day media. However, unlike other fusion or complex media, it is different in that it is not a combination of technologies but a combination of technology and emotion. Thus, transmedia should be recognized as a form of media that carries a significant meaning from the user experience aspect as it must simultaneously satisfy both "emotional awareness", which appeals to the human emotion, and "conscious awareness" of mankind, which arises out of the digital technology considered to be important in the smart-era society. This study first examines the concept of transmedia, and then examines the role of user experience design which triggers conscious thinking and strategies for emotional marketing. This study aims to be recognized as a matter for consideration with respect to the development stage for the establishment of a steady communication relationship between developers and designers, as well as communication with users.

Development of Creative Convergence Program using Smart Fashion in the Fourth Industrial Revolution (4차 산업혁명시대에서의 스마트패션 주제를 활용한 창의융합 프로그램 개발)

  • Lee, Jun Pyo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.623-624
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    • 2020
  • 끊임없이 발전하는 기술은 4차 산업혁명시대를 열게하는 중심이 되었으며 세상의 모든 것을 변화시켜가고 있다. 최근에는 혁신적이고 고도화된 IT 기술이 완전히 다른 분야와 유기적으로 융합하여 새로운 가치를 만들어 가고 있다. 특히 패션 분야에서는 이와 같은 선도적인 기술을 바탕으로 패션, 그 이상의 기능을 담당하는 '스마트패션'의 시대를 맞이하고 있다. 패션에서의 새로운 산업 분야로 자리매김하고 있는 스마트패션에 대한 사용자의 요구가 증대하고 새로운 제품을 출시하고자 하는 기업의 시도가 계속되고 있으나 학교 현장에서는 이에 대한 적절한 교육과정이 부재한 상태이다. 특히 IT 엔지니어와 패션 디자이너와의 협업의 경험이 전무할뿐만 아니라 제품을 설계하고 제작해 나가는 과정에 대한 개념이 서로 완전히 상이하여 융합의 시도가 단지 시도로 그치고 있는 실정이다. 이에 본 연구에서는 IT와 패션 전공 학생들이 함께 참여할 수 있는 융합 교과 과정을 설계함으로써 미래의 산업사회 요구에 선제적으로 대응하고자 한다. 이를 통해 상이한 전공을 가지고 있는 두 전공 학생들에게 타 전공에 대한 지식을 이해할 수 있는 기회를 제공하는 동시에 융합에 대한 경험을 충분히 제공함으로써 미래 시장으로의 선도 진입과 역할 수행의 적합성을 이루어 낼 수 있도록 한다.

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