• Title/Summary/Keyword: 사용자컴퓨터경험

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An Improvement of User Interface for Design Idea Generation System based on WEB2.0 (WEB2.0 기반 디자인 아이디어 발상 시스템의 사용자 인터페이스 개선)

  • Choi, Eun-Suk;Chung, Seung-Ho;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.37-45
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    • 2010
  • WEB or Internet has given mankind an unprecedented experience in indefinite sharing of online content by original means of digitalized information, but it comes to face an empirical issue of unreasonable informational superfluity as well as a practical issue of collapsed dot.com bubble economy in 2001. Instead, a latest networking concept called 'WEB 2.0' or 'Semantic WEB' becomes embodied as a new approach to entities such as end users and content. The concept of WEB 2.0 for creating a platform on the basis of openness and collaboration has made such a technological setting that we can effectively resolve and manage unreasonable data maintenance and interface inherent in Creative Group Thinking System (CGTS), a WEB-based computer-aided idea generation system developed in 2003. Concerning decreased usability and difficulties with data maintenance due to certain issues of CGTS as a part of WEB R&D platform, such as complex display composition and inefficient data processing system, this study seeks to simplify and streamline data structure by means of AJAX and DOM as WEB2.0-based technologies, and integrate interface structure of WEB platform to focus on end users, so that it can improve interface of conventional CGTS for the purpose of realizing end user's participation through improving usability.

Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body Tracking (강체 추적 기반의 가상 아바타를 통한 몰입형 가상환경 응용)

  • MyeongSeok Park;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.69-77
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    • 2023
  • This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.

A Study on the User Acceptance Model of Artificial Intelligence Music Based on UTAUT

  • Zhang, Weiwei
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.25-33
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    • 2020
  • In this paper, the purpose is to verify the impact of performance expectations, effort expectations, social impact, individual innovation and perceived value on the intent of use and the behavior of use. Used Unified Theory of Acceptance and Use of Technology (UTAUT) to verify the applicability of this model in China, and established the research model by adding two new variables to UTAUT according to the situation of the Chinese market. To achieve this goal, 345 questionnaires were collected for experienced music creators using artificial intelligence nuggets in China by means of Internet research. The collected data were analyzed through frequency analysis, factor analysis, reliability analysis, and structural equation analysis through SPSS V. 22.0 and AMOS V 22.0. The verification of the hypotheses presented in the research model identified the decisive influence factors on the use of artificial intelligence music acceptance by Chinese users. The study is innovative in that it attempts to verify the applicability of UTAUT in the Chinese context. In the construction of the user acceptance model of AI music, three influencing factors will have an effect on users' intentions, and according to the degree of effect, from largest to smallest, they are respectively Perceived Innovativeness, Performance Expectancy and Effort Expectancy. This paper will also provide some management advices, i.e. improving the utility and usability of AI music, encouraging users with individual innovativeness, developing competitive and attractive pricing policies, increasing publicity, and prioritizing word-of-mouth advertising.

An Empirical Study on the Determinants of Internet Banking Adoption (인터넷뱅킹 채택 결정요인에 관한 실증연구)

  • Ryu, Il;Kim, Jae-Jon;Kim, Kyoung-Ae
    • Information Systems Review
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    • v.6 no.1
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    • pp.19-36
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    • 2004
  • The importance of Internet banking has been emphasized due to the spread of Internet and the potential advantages of Internet banking. In case of Korea, Internet banking users have been risen dramatically since 1999 after its introduction. The purpose of this study is to draw the antecedent variables that affect the adoption of Internet banking and show their effects empirically. In this paper, influencing factors are proposed to distinguishing Internet banking users from non-users. And nine hypotheses are empirically tested using logistic regression. The results show that most of hypotheses are supported except for complexity and IT innovativeness. And compatibility was found to have a strong positive effect on the adoption of Internet banking. Implications of these findings are discussed for researchers and practitioners.

A Consideration of Social Presence and Augmented Reality in Locative Media (로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰)

  • Choi, Seung-Young;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.88-101
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    • 2011
  • Locative media is fundamentally different from traditional media in terms of being packed with user's space, place, and position nearby, which does not simply mean user's physical coordinates. This study has been started that I was drawn by the tendency of which current locative media contents are based on 'location-based information,' and closely related with 'Augmented Reality.' I wonder how media user's psychological experience/involvement are revealed when the media environment changes by the progress of technology. I wonder how media users perceive 'social presence' formed by locative media in current locative media environment. Particularly, the fact that user's perception of social presence formed in locative media conflicts with the previous computer-mediated communication(CMC)'s attributes deepened my curiosity. In this study, the idea of 'more-proper-construct' is suggested, the characteristics of social presence in current locative media is considered, and is investigated by qualitative methodology how the 'location-based' attributes and 'AR' contribute to forming the social presence.

CosmoScriBe 2.0 : The development of Korean transcription tools (CosmoScriBe 2.0: 한국어 전사 도구의 개발)

  • Kwak, Sun-Dong;Chang, Moon-Soo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.323-329
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    • 2014
  • In spoken language research, transcription process needs to be carried out to translate voice data into text. Transcription tool, support program of transcription, offers various information such as content and time of utterance and speaker information. For this reason, inexperienced computer users are having trouble familiarizing with the program. Moreover, since there are little transcription tools developed domestically in Korea, they are usually not suitable for Korean environment. In this paper, we propose a transcription tool which supports not only Korean transcription but easy-to-use interface environment for novice. The transcription supporting function is also provided to minimize mistake that might happen in the process of transcription. And a system structure will be provided for data reliability. Usability of the proposed tool is evaluated in accordance with transcription experience. The evaluation result shows that transcription process and transcription support function have become faster and more convenient respectively.

Modelling Perceptual Attention for Augmented Reality Agents (증강 현실 에이전트를 위한 지각 주의 모델링)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.3
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    • pp.51-58
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    • 2010
  • Since Augmented Reality (AR) enables users to experience computer-generated content embedded in real environments, AR agents can be visualized among physical objects in the environments where the users exist, and directly interact with them in real-time. We model perceptual attention for autonomous agents in AR environments where virtual and physical objects coexist. Since such AR agents must adaptively perceive and attend to surrounded objects relevant to their goals, our model allows the agents to determine currently visible objects from the description of what virtual and physical objects are configured in the camera's viewing area. A degree of attention is assigned to each perceived object based on its relevance to achieve agents' goals. The agents can focus on a reduced set of perceived objects with respect to the estimated degree of attention. To demonstrate the effectiveness of our approach, we implemented an animated character that was overlaid over a miniature version of campus and that attended to buildings relevant to their goals. Experiments showed that our model could reduce the character's perceptual loads even when surroundings change.

Exploring the Effects of Passive Haptic Factors When Interacting with a Virtual Pet in Immersive VR Environment (몰입형 VR 환경에서 가상 반려동물과 상호작용에 관한 패시브 햅틱 요소의 영향 분석)

  • Donggeun KIM;Dongsik Jo
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.125-132
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    • 2024
  • Recently, with immersive virtual reality(IVR) technologies, various services such as education, training, entertainment, industry, healthcare and remote collaboration have been applied. In particular, researches are actively being studied to visualize and interact with virtual humans, research on virtual pets in IVR is also emerging. For interaction with the virtual pet, similar to real-world interaction scenarios, the most important thing is to provide physical contact such as haptic and non-verbal interaction(e.g., gesture). This paper investigates the effects on factors (e.g., shape and texture) of passive haptic feedbacks using mapping physical props corresponding to the virtual pet. Experimental results show significant differences in terms of immersion, co-presence, realism, and friendliness depending on the levels of texture elements when interacting with virtual pets by passive haptic feedback. Additionally, as the main findings of this study by statistical interaction between two variables, we found that there was Uncanny valley effect in terms of friendliness. With our results, we will expect to be able to provide guidelines for creating interactive contents with the virtual pet in immersive VR environments.

Database Security System supporting Access Control for Various Sizes of Data Groups (다양한 크기의 데이터 그룹에 대한 접근 제어를 지원하는 데이터베이스 보안 시스템)

  • Jeong, Min-A;Kim, Jung-Ja;Won, Yong-Gwan;Bae, Suk-Chan
    • The KIPS Transactions:PartD
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    • v.10D no.7
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    • pp.1149-1154
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    • 2003
  • Due to various requirements for the user access control to large databases in the hospitals and the banks, database security has been emphasized. There are many security models for database systems using wide variety of policy-based access control methods. However, they are not functionally enough to meet the requirements for the complicated and various types of access control. In this paper, we propose a database security system that can individually control user access to data groups of various sites and is suitable for the situation where the user's access privilege to arbitrary data is changed frequently. Data group(s) in different sixes d is defined by the table name(s), attribute(s) and/or record key(s), and the access privilege is defined by security levels, roles and polices. The proposed system operates in two phases. The first phase is composed of a modified MAC (Mandatory Access Control) model and RBAC (Role-Based Access Control) model. A user can access any data that has lower or equal security levels, and that is accessible by the roles to which the user is assigned. All types of access mode are controlled in this phase. In the second phase, a modified DAC(Discretionary Access Control) model is applied to re-control the 'read' mode by filtering out the non-accessible data from the result obtained at the first phase. For this purpose, we also defined the user group s that can be characterized by security levels, roles or any partition of users. The policies represented in the form of Block(s, d, r) were also defined and used to control access to any data or data group(s) that is not permitted in 'read ' mode. With this proposed security system, more complicated 'read' access to various data sizes for individual users can be flexibly controlled, while other access mode can be controlled as usual. An implementation example for a database system that manages specimen and clinical information is presented.

Performance Comparison of Machine Learning Models to Detect Screen Use and Devices (스크린 사용 여부 및 사용 디바이스 감지를 위한 머신러닝 모델 성능 비교)

  • Hwang, Sangwon;Kim, Dongwoo;Lee, Juhwan;Kang, Seungwoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.5
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    • pp.584-590
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    • 2020
  • Long-term use of digital screens in daily life can lead to computer vision syndrome including symptoms such as eye strain, dry eyes, and headaches. To prevent computer vision syndrome, it is important to limit screen usage time and take frequent breaks. There are a variety of applications that can help users know the screen usage time. However, these apps are limited because users see various screens such as desktops, laptops, and tablets as well as smartphone screens. In this paper, we propose and evaluate machine learning-based models that detect the screen device in use using color, IMU and lidar sensor data. Our evaluation shows that neural network-based models show relatively high F1 scores compared to traditional machine learning models. Among neural network-based models, the MLP and CNN-based models have higher scores than the LSTM-based model. The RF model shows the best result among the traditional machine learning models, followed by the SVM model.