• Title/Summary/Keyword: 사용자 평가 연구

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A Study on the Evaluating Model to Analyze the Type of Digital Storytelling in Web Museums (웹 뮤지엄에서 디지털 스토리텔링 유형분석을 위한 평가모형 개발 및 적용 연구)

  • Kim, Mi-Re;Park, Soo-Jin
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.301-312
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    • 2006
  • The advancement of IT technology and the distribution of PC makes a change on the web contents expressions and user's experiments. The advanced web environment makes virtual web museum. We anticipate that demand of virtual web museum is likely to increase. However, most of studies on web museum are case studies about visual expression or graphic interface of virtual space. This paper will be considered about the functions of digital storytelling on web museum and try to develop an self-evaluation model which can evaluate the value of digital storytelling on web museum. The ultimate goal of this study is to verify the validity of the model to evaluate new storytelling of web museum and to classify the digital storytelling based on the evaluated results, with a view to presenting the direction of development by type. The results of this study may provide a reference of applying digital storytelling into web museum and also it can be a checklist for developing the user experience for navigating a web museum.

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A Study on SI-Drum's Accessibility Evaluation for Screen Reader User (스크린리더 사용자를 위한 플러그인 가상악기 SI-Drum의 접근성 평가 연구)

  • Yong-Hwan Seok
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.571-580
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    • 2023
  • The purpose of this study is to evaluate the accessibility of the Cakewalk SI-Drum for the screen reader users. An evaluation was performed by testing the accessibility of the [Virtual Instrument Editing] that is a part of MIDI Production of the NCS(National Competency Standards) by using the SI-Drum and the Sense Reader. The results of this study are as follows. The SI-Drum has almost no basic accessibility for the screen users to do an above task. But the screen reader users can perform the tasks by using Sense Reader's Mouse Pointer function and Position Memory function. To use SI-Drum more efficiently, SI-Drum's basic accessibility have to be provided fully. Several suggestions are proposed to develop a fully accessible SI-Drum for the screen users.

Evaluating the User Experience between Generations of Easy Payment Service -Focusing on KakaoPay and PAYCO- (간편 결제 서비스의 세대 간 사용자 경험 평가 - 카카오페이와 페이코 중심으로 -)

  • Kim, So-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.453-459
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    • 2020
  • This research aims to evaluate how each generation experiences easy payment services. Recently, the easy payment service business has been on an upward trajectory and pin-tech companies have introduced various types of products. In this regard, it becomes crucial to understand differences among generations in terms of using those services due to their accessibility and serviceability. Based on the statistical analysis of surveys and in-depth interviews based on Peter Morville's Honeycomb model, this study suggests four ways to improve this payment service. The analysis indicates that those who are older tend to use easy payment services provided by their credit card companies or services which they frequently have already used. Findings of this analysis are expected to find the relationship between ages and payment applications.

Exploring the Applicability of Voice-based Psychological Counseling Agent (음성 기반 심리상담 에이전트의 활용 가능성 탐색 연구)

  • Kim, Ji Geun;Yang, Hyunjung;Lee, Ji-Won
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.144-156
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    • 2021
  • This study was conducted to explore important factors to consider when designing voice-based psychological counseling agents amid the increasing use of conversational agents in counseling and psychotherapy. 48 participants selected their preferred agent's voice among four types (young women and men, middle-aged women and men) and had a conversation with a psychological counseling agent. They also evaluated the reasons for voice selection, mood changes, perception of the agent's characteristics, and counseling outcomes. As a results, the agent's voice type selected according to the user's gender was not statistically significant. However, the qualitative analysis showed 'comfort' of the voice was an important factor. Next, the user's mood improved significantly after the conversation with the agent, which confirmed the intervention effect. Finally, it was found that expertness and attractiveness perceptions toward the agent contributed to the counseling outcomes. The implications of the study and suggestions for future research were discussed.

Evaluating Impressions of Robots According to the Robot's Embodiment Level and Response Speed (로봇의 외형 구체화 정도 및 반응속도에 따른 로봇 인상 평가)

  • Kang, Dahyun;Kwak, Sonya S.
    • Design Convergence Study
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    • v.16 no.6
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    • pp.153-167
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    • 2017
  • Nowadays, as many robots are developed for desktop, users interact with the robots based on speech. However, due to technical limitations related to speech-based interaction, an alternative is needed. We designed this research to design a robot that interacts with the user by using unconditional reflection of biological signals. In order to apply bio-signals to robots more effectively, we evaluated the robots' overall service evaluation, perceived intelligence, appropriateness, trustworthy, and sociability according to the degree of the robot's embodiment level and the response speed of the robot. The result showed that in terms of intelligence and appropriateness, 3D robot with higher embodiment level was more positively evaluated than 2D robot with lower embodiment level. Also, the robot with faster response rate was evaluated more favorably in overall service evaluation, intelligence, appropriateness, trustworthy, and sociability than the robot with slower response rate. In addition, in service evaluation, trustworthy, and sociability, there were interaction effects according to the robot's embodiment level and the response speed.

ListenPhoto: Automatic Music Annotated Photo Browsing System (ListenPhoto: 자동 슬라이드 쇼 배경음악 추천 시스템)

  • Seo, Jong-Hoon;Kim, Dong-Chul;Han, Tack-Don
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10c
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    • pp.267-271
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    • 2007
  • 디지털 카메라의 보급과 U.C.C. 개념의 등장으로 인하여 개인이 생산하는 사진의 양도 많아지고, 이를 감상하는 시간도 많아졌다. 사진이란 추억을 회상하는데 하나의 포인트 역할을 하는 매체이다. 따라서 인간의 감성적인 부분을 많이 자극되는데, 이 과정에서 추가적인 자극을 줌으로써 사용자의 감성을 더욱 자극할 수 있다. 하지만, 기존의 연구들은 디지털 사진을 검색하고 관리하는데 초점이 맞추어져 있었다. 본 논문에서는 사용자가 사진 앨범을 감상할 때에 개별 사진을 분석하여 전체 사진과 가장 잘 어울리는 배경음악을 추천/재생하는 ListenPhoto 시스템을 제안한다. 그리고, 시스템의 필요성에 대한 평가와 시스템 성능에 대한 평가 두 부분으로 나누어 평가를 진행하였다. 사용자들은 이 시스템을 통하여 풍부하게 디지털 사진 생활을 즐길 수 있게 될 것이다.

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Speech Recognition Website for Korean Pronunciation Training - Baleum (한국어 발음 훈련을 위한 음성 인식 웹 사이트 - 바름)

  • Junghye Min;Gyo Jin Kang;In Gi Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.29-32
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    • 2023
  • 본 논문에서는 외국인과 발음에 어려움을 겪고 있는 한국인들을 대상으로 음성 녹음을 진행하여 점수를 반환받는 웹 사이트를 소개한다. 이 웹 사이트의 목적은 사용자들의 발음 향상을 돕는 것이다. 음성 인식 API와 발음 평가 API를 사용하여 사용자의 발음을 정확하게 평가하고 피드백을 제공함으로써, 외국어 학습자와 발음에 어려움을 겪는 한국인들이 보다 원활하게 의사소통할 수 있도록 돕는다. 향후 연구로는 이 시스템의 사용자들에게 학습 성취에 대한 동기 부여를 하는 기능을 추가해 학습 효과를 높이도록 개선할 것이다.

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User's Emotional Preference on PC OS GUI - Though Semantic Differential Method (PC OS GUI 의 사용자 감성에 관한 연구 - 의미분별 척도법을 활용한 사용자 감성 선호도 분석)

  • Moon, Hyun-Jung;Lee, Jung-Yeun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.30-35
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    • 2008
  • The purpose of this study is to analyze and define user's emotional satisfaction factors to the PC OS GUI image. The study is to investigate the relationship between PC OS GUI Image and Sensitive Vocabula교 based on user's emotional preference. 47 user preferred sensitive words are collected by the initial survey. Through the similarity test, 47 words are narrowed down to 20 comprehend words. The semantic differential methods is used in the final survey with 5 step questionnaire. From this process, user preferred the GUI design that is vocabularized as Clear, Easy, Safety, Stability. Additionally, the result shows that the image of Clear is related to Safety and the image of Easy is related to Stability. The result of the study could be used in design PC OS GUI as base data.

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A Study on UX Design for Mobile Application of Combined Services - Focused on TVing (모바일 애플리케이션 내 복합 서비스의 사용자 경험 디자인에 관한 연구 - 티빙 사례를 중심으로)

  • An, Da-Eun;Jung, Soo-Ah;Youn, Mi-Ryoung;Ku, Yeon-Kyung;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.497-508
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    • 2021
  • After the spread of COVID-19, the OTT market has grown rapidly. Accordingly, competition of OTT platforms has intensified. Among them, TVing provides users distinct characteristics of service, such as media and commerce, to differentiate it from other platforms. It is important to offer appropriate usability when proving combined service in one mobile application. Otherwise, it can adversely affect the user experience. In this regard, this research conducted usability testing of TVing and found out what user experience should be considered when integrating different characteristics of service in one mobile application. Through the usability testing, we measured and analyzed effectiveness, efficiency, and satisfaction based on the ISO usability testing guidelines. As a result, three important considerations of UX design for mobile application of combined services were found; 1) connectivity between services, 2) easy navigation, 3) consistent UI design, and 4) relations between subjects and provided information. This design consideration is expected to be applicable not only to TVing mobile application, but also to the situation where composed services are provided in one application.

A Comparative Evaluation of User Experience Design on Virtual Reality Indoor Bikes (가상현실 실내자전거에 관한 사용자경험설계의 비교 평가)

  • Kim, Sun-Uk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.48-55
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    • 2018
  • A framework has recently been developed to evaluate the user experience (UX) design for a virtual reality (VR) indoor bike. However, no comparative evaluation has been performed for an actual product using this framework. This paper investigates the effectiveness of the framework and identifies some problems when applying it. To validate the framework, we applied the proposed framework to a Korean VR indoor bike (KoVIB) prototype and VirZOOM, a commercial VR bike. The evaluation criteria consist of usability, emotional aspects, user values, and sense of reality. These four criteria were interpreted to evaluate prototypes and include 13, 6, 8, and 16 sub-elements, respectively. The results revealed the strengths and weakness between the Korean prototype and the commercial product, which are valuable for promotion and improvement. The framework helps to identify some problems when applied to real domains. As a result, we recommend a revised framework to compare prototypes with existing VR bikes.