• Title/Summary/Keyword: 사이트 분석

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User Experience Analysis on 3D Printing Services and Service Direction Suggestions (3D프린팅 서비스에 대한 사용자 경험 분석과 서비스 방향제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.11 no.1
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    • pp.47-55
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    • 2016
  • Three Dimensional Printing (herein, 3D printing) not only gives novelty and interests to modern people but is also a spotlighted technology that could herald a new industrial revolution. The introduction of various 3D printing service platforms has enabled individuals to easily possess products designed through 3D printing. However, there are still many issues to consider until the era of new manufacturing, when 3D printing becomes available to the general public so that anyone can make and design products with 3D printing. For instance, there needs to be sufficient consideration and research on whether the current 3D printing services can prove their higher capability to produce products conventionally done by machines and hands through 3D printing, and on the meaning of selling a wide range of product families like those of most 3D printing service platforms to the consumers. This study, which was initiated in this context, aimed to gain insight on the directions that 3D printing services need to advance going forward by letting consumers have first-hand experience on 3D printing online service platforms with a wide range of product families and those with relatively limited services, and then asking them to answer multiple-choice and short-answer survey questions on the websites they wish to purchase from, diversity of designs, design satisfaction, perceived technical skills, perceived purchase satisfaction, perceived after-sales service(A/S). As a result, we were able to witness that consumers generally had a strong preference for services with a wide range of product families (e.g. Shapeways) compared to services with a narrow range (e.g. Digital Forming). We also verified that design diversity and the possibility of realizing the designs were the crucial aspects that need to be considered with 3D printing services. Moreover, we also carried out discussions on carrying out design consulting by securing a pool of designers from diverse fields, on providing web-based designing software that can be utilized even by beginners, and on operating shops both online and offline in order to provide more competitive 3D printing services.

User Centered Interface Design of Web-based Attention Testing Tools: Inhibition of Return(IOR) and Graphic UI (웹 기반 주의력 검사의 사용자 인터페이스 설계: 회귀억제 과제와 그래픽 UI를 중심으로)

  • Kwahk, Ji-Eun;Kwak, Ho-Wan
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.331-367
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    • 2008
  • This study aims to validate a web-based neuropsychological testing tool developed by Kwak(2007) and to suggest solutions to potential problems that can deteriorate its validity. When it targets a wider range of subjects, a web-based neuropsychological testing tool is challenged by high drop-out rates, lack of motivation, lack of interactivity with the experimenter, fear of computer, etc. As a possible solution to these threats, this study aims to redesign the user interface of a web-based attention testing tool through three phases of study. In Study 1, an extensive analysis of Kwak's(2007) attention testing tool was conducted to identify potential usability problems. The Heuristic Walkthrough(HW) method was used by three usability experts to review various design features. As a result, many problems were found throughout the tool. The findings concluded that the design of instructions, user information survey forms, task screen, results screen, etc. did not conform to the needs of users and their tasks. In Study 2, 11 guidelines for the design of web-based attention testing tools were established based on the findings from Study 1. The guidelines were used to optimize the design and organization of the tool so that it fits to the user and task needs. The resulting new design alternative was then implemented as a working prototype using the JAVA programming language. In Study 3, a comparative study was conducted to demonstrate the excellence of the new design of attention testing tool(named graphic style tool) over the existing design(named text style tool). A total of 60 subjects participated in user testing sessions where their error frequency, error patterns, and subjective satisfaction were measured through performance observation and questionnaires. Through the task performance measurement, a number of user errors in various types were observed in the existing text style tool. The questionnaire results were also in support of the new graphic style tool, users rated the new graphic style tool higher than the existing text style tool in terms of overall satisfaction, screen design, terms and system information, ease of learning, and system performance.

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Internal Structure of the Sense of Place for Parks that were aimed at Reenacting the Place Memory - Focusing on Seoul Park and Seonyudo Park - (장소기억의 재현을 주제로 조성된 서울숲, 선유도공원의 장소성 형성 구조 연구)

  • Im, Seungbin;Kwon, Yoonku;Jeong, Younhee;Hue, Younsun;Byeon, Jaesang;Choi, Hyungsuk
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.5
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    • pp.1-12
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    • 2014
  • Recently, the reenaction of place's memories that were considered sense of place based on its historical and structural characteristic were assumed important topics for recovering and making the park from industrial sites, such as factory, industrial complex, industrial city, labor residential development, landfill, etc., to the public all over the world. This research aimed to conduct some preliminary data for making the park's sense of place highly. So, after conducting the structural forms of sense of place for Seoul Forest and Seonyudo Park that were designed and built by considering its place memories actively, park planning and design implications that were considered its sense of place were suggested. The research results those were derived from the structural forms of sense of place for Seoul Forest and Seonyudo Park's are the following. First, the Structural Equation Modeling(SEM) on Seoul Forest and Seonyudo Park were determined that the natural-physical, artificial-physical, and experiential environmental factors' satisfaction of Seoul Forest and Seonyudo Park have an effect on forming the Sense of Place. In addition, the sense of place was affected by the willingness to visit. Second, according to its physical environment, the experiential factors, such as plays, exercises and etc., were more important relatively. Therefore, experiential factors should be considered significantly with physical factors to make the sense of place highly. Third, even the places were under similar category, the factors' and valuables' relative importance were changed. As the results of structural equation modeling said, specific valuables' related with each factors would be differentiated due to the places' characteristics. For example, the results were showed that natural-physical factor was more important than artificial-physical factor in Seoul Forest. On the other hand, artificial-physical factor was more important than the natural- physical factor. This research carries some significance for applying a quantitative research method(structural equation modeling) to various place to conduct the sense of place's structural model, for suggesting relative specific methods to make the sense of place, and for being a step forward to substance of sense of place. If further studies conduct focusing on various places to draw the forming models of sense of place that were based this research's analysis methods and results, those researches would contribute to make the urban place meaningful, characteristically and affectionately. Furthermore, those researches would contribute in making a humane and competitiveness city.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

Mineralogy and Chemical Compositions of Dangdu Pb-Zn Deposit (당두 연-아연 광상의 산출광물과 화학조성)

  • Lim, Onnuri;Yu, Jaehyung;Koh, Sang Mo;Heo, Chul Ho
    • Economic and Environmental Geology
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    • v.46 no.2
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    • pp.123-140
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    • 2013
  • The Dangdu Pb-Zn deposit is located at approximately 10 km south of Jecheon, Korea. Geology of Dangdu deposit area consists of Pre-cambrian metamorphic rocks, Ordovician sedimentary rocks, Jurassic and Cretaceous igneous rocks. The ore deposit is developed along the fracture trending $N20{\sim}40^{\circ}W$ in Ordovician limestone and is considered to be a skarn type ore deposit. The shape of ore bodies developed in the Dangdu ore deposit can be divided into lens-form(two ore bodies of -30 m level adit and one ore body of -63 m level adit) and pocket-form developed in -30 m level adit. Ore minerals observed in the ore deposits are magnetite, pyrrhotite, pyrite, chalcopyrite, sphalerite, galena, cosalite, marcasite, hessite, native Bi and bismuthinite. Chemical composition of sphalerite ranges FeS 14.14~18.08 mole%, CdS 0.44~0.70 mole%, MnS 0.52~1.13, 1.53~2.09 mole%. Galena contains a small amount of silver with an average of 0.54 wt.%. An average composition of cosalite is Ag 2.43 wt.%, Bi 44.36 wt.%, Pb 35.05 wt.% which results the chemical formula of cosalite as $Pb_{1.7}Bi_{2.1}Ag_{0.2}S_5$. Skarn minerals consist of epidote, garnet, pyroxene, tremolite, quartz and calcite. The zoning pattern of the ore deposit can be subdivided into epidote-clinopyroxene zone, epidote-clinopyroxene-chlorite zone and epidote-garnet-clinopyroxene zone from the central part of the ore body towards the wall rocks. The chemical composition of garnet shows an increasing trend of grossular from epidote-clinopyroxene zone to epidote-garnet-clinopyroxene zone. Clinopyroxene occurs as a solid solution of diopside and hedenbergite, and the ratio of johannsenite increases from epidote-clinopyroxene zone to epidote-clinopyroxene-chlorite and epidote-garnet-clinopyroxene zones. The mineralization of the ore deposit is considered to be one stage event which can be separated into early skarn mineralization stage, middle ore mineralization stage and late low temperature mineralization stage. The temperature estimation from the low temperature mineralization range from $125{\sim}300^{\circ}C$ which is considered to be representing the temperature of late mineralization.

Comparison of the Working Conditions of Dental Hygienists Using Data from Online Job Sites (구인 사이트에 나타난 치과규모별 치과위생사 근무조건의 비교)

  • Oh, Eun-Ju;Hwang, Soo-Jeong
    • Journal of dental hygiene science
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    • v.17 no.6
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    • pp.501-507
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    • 2017
  • The shortage of dental hygienists has been a long-standing problem in Korea. Small-scaled dental clinics suffer from a lack of dental hygienists, who seem to prefer working at large-scaled dental clinics. The purpose of this study was to confirm the differences in the working conditions according to the scales of dental clinics. We collected the working information registered via job advertisements through the web-sites of Korean Dental Hygienists Association, Dental Jobs, and Nurse Jobs from July to August 2016. The results were as follows: 96.7% of the advertisements wanted regular workers, while the proportion of part-time workers was the highest (34.8%) in the group with less than 3 employees. The average workdays per week was $5.32{\pm}0.55$ days, and the group with less than 3 employees had significantly longer workdays than the other groups. The daily working time was $8.99{\pm}0.44$ hours, and there was no difference among the groups. Night overtime hours were needed by 54.4%, 45.0%, and 31.3% of the groups with of the groups with 4~7 employees, more than 8 employees, and less than 3 employees, respectively. Information regarding annual leave (60.5%), monthly leave (63.9%), half a day off (32.4%) and vacations (43.1%) were presented in the job advertisements, and these proportions were significantly higher by the group with more than 8 employees. Information on overtime pay (14.4%), night-work pay (13.4%), incentives (34.1%), lunches (60.2%), vacation bonuses (33.8%), and self-development (20.4%) were presented in job advertisements. The group with 4~7 employees had significantly higher proportions in severance pay, vacation bonuses, self-development, and major national insurance. It is necessary to consider the improvement of working conditions, diversity of working styles, and welfare of dental hygienists, and it is suggested that small dental clinics provide more precise working conditions.

Correlation of Consumer Evaluation on Restaurants in Social Network System (SNS) with Food Hygiene (식품접객업소에 대한 사회관계망서비스(SNS) 상의 소비자 평가와 위생상태의 연관성 분석)

  • Kim, Kyungmi;Kim, Sejeong;Lee, Soomin;Lee, Jeeyeon;Lee, Heeyoung;Choi, Yukyung;Yoon, Yohan
    • Journal of the East Asian Society of Dietary Life
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    • v.27 no.4
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    • pp.473-476
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    • 2017
  • Social network service (SNS) plays an important role in food service industry consumers SNS restaurants, and other consumers review the reputations. It was assumed that bad reputation could have poor food hygiene. Therefore, this study evaluated the relation between reputations SNS and food hygiene. Restaurants were searched using web portals and 12 restaurants (six for good and six for bad reputation) were selected. Microbiological analysis (total aerobic bacteria, coliform, and Escherichia coli) for main and side dish was performed. Detection frequencies for total aerobic bacteria were not different between good and bad restaurants. However, bad restaurants had higher detection frequencies (70.8%) with mean of 3.2 log CFU/g for coliform than good restaurants (62.5%; mean of 2.3 log CFU/g). In addition, bad restaurants had higher detection frequencies (25%) of E. coli with mean of 0.8 log CFU/g than good restaurants (8.3%; mean of 0.5 log CFU/g). This result indicates that consumer reputations SNS are related to food hygiene, and the reputation data can be used for food hygiene inspection by food safety agencies.

Mapping Categories of Heterogeneous Sources Using Text Analytics (텍스트 분석을 통한 이종 매체 카테고리 다중 매핑 방법론)

  • Kim, Dasom;Kim, Namgyu
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.193-215
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    • 2016
  • In recent years, the proliferation of diverse social networking services has led users to use many mediums simultaneously depending on their individual purpose and taste. Besides, while collecting information about particular themes, they usually employ various mediums such as social networking services, Internet news, and blogs. However, in terms of management, each document circulated through diverse mediums is placed in different categories on the basis of each source's policy and standards, hindering any attempt to conduct research on a specific category across different kinds of sources. For example, documents containing content on "Application for a foreign travel" can be classified into "Information Technology," "Travel," or "Life and Culture" according to the peculiar standard of each source. Likewise, with different viewpoints of definition and levels of specification for each source, similar categories can be named and structured differently in accordance with each source. To overcome these limitations, this study proposes a plan for conducting category mapping between different sources with various mediums while maintaining the existing category system of the medium as it is. Specifically, by re-classifying individual documents from the viewpoint of diverse sources and storing the result of such a classification as extra attributes, this study proposes a logical layer by which users can search for a specific document from multiple heterogeneous sources with different category names as if they belong to the same source. Besides, by collecting 6,000 articles of news from two Internet news portals, experiments were conducted to compare accuracy among sources, supervised learning and semi-supervised learning, and homogeneous and heterogeneous learning data. It is particularly interesting that in some categories, classifying accuracy of semi-supervised learning using heterogeneous learning data proved to be higher than that of supervised learning and semi-supervised learning, which used homogeneous learning data. This study has the following significances. First, it proposes a logical plan for establishing a system to integrate and manage all the heterogeneous mediums in different classifying systems while maintaining the existing physical classifying system as it is. This study's results particularly exhibit very different classifying accuracies in accordance with the heterogeneity of learning data; this is expected to spur further studies for enhancing the performance of the proposed methodology through the analysis of characteristics by category. In addition, with an increasing demand for search, collection, and analysis of documents from diverse mediums, the scope of the Internet search is not restricted to one medium. However, since each medium has a different categorical structure and name, it is actually very difficult to search for a specific category insofar as encompassing heterogeneous mediums. The proposed methodology is also significant for presenting a plan that enquires into all the documents regarding the standards of the relevant sites' categorical classification when the users select the desired site, while maintaining the existing site's characteristics and structure as it is. This study's proposed methodology needs to be further complemented in the following aspects. First, though only an indirect comparison and evaluation was made on the performance of this proposed methodology, future studies would need to conduct more direct tests on its accuracy. That is, after re-classifying documents of the object source on the basis of the categorical system of the existing source, the extent to which the classification was accurate needs to be verified through evaluation by actual users. In addition, the accuracy in classification needs to be increased by making the methodology more sophisticated. Furthermore, an understanding is required that the characteristics of some categories that showed a rather higher classifying accuracy of heterogeneous semi-supervised learning than that of supervised learning might assist in obtaining heterogeneous documents from diverse mediums and seeking plans that enhance the accuracy of document classification through its usage.

A Study on the Optimal Operating Conditions for Removal of Nutrient Influential Substances Using Functional Media (기능성 여재를 활용한 부영양화 영양물질 제거의 최적 운전조건 연구)

  • Lee, Jong-Jun;Oh, Jong-Min;Choi, Seung-Jong;Kim, Ki-Jung
    • Journal of Environmental Impact Assessment
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    • v.28 no.6
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    • pp.549-555
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    • 2019
  • The purpose of this study is to ensure optimal operating conditions for improving the removal efficiency of phosphorus (P) and nitrogen (N) that are the causative agents of eutrophication by utilizing functional media. The main ingredients of the functional media used in this study are Si, Al, and Fe, SiO2, KAlSiO3O8, Al2O2·2SiO2O, H3Al2Si2O9, Fe3O4O), and berylite. To identify the maximum efficiency of the filtration process, the processing efficiency experiment was carried out according to flow method, velocity, and thickness of residual media. The flow method carried out two experiments, 50 m/day, 100 m/day, 150 m/day, 200 m/day, 250 m/day, and 20 cm, 40 cm, 50 cm, 60 cm, 80 cm of lead depth. Experiments have shown that SS, T-N, and T-P all showed higher elimination efficiency of the upflow current conditions than the downflow current conditions, and that the processing efficiency of the linearity is the highest at SS 50 m/day, T-N 150 m/day and T-P 100 m/day. In addition, the analysis of the removal efficiency according to the residual thickness showed that SS, T-N, and T-P all showed the highest efficiency at 60 cm. In addition, the analysis of the removal efficiency according to the residual thickness showed that SS, T-N, and T-P all showed the highest efficiency at 60 cm. It is considered desirable to set the top-down flow conditions and residual thickness of 60 cm and adjust the velocity of the line according to the target media for removal.

Annotation Method based on Face Area for Efficient Interactive Video Authoring (효과적인 인터랙티브 비디오 저작을 위한 얼굴영역 기반의 어노테이션 방법)

  • Yoon, Ui Nyoung;Ga, Myeong Hyeon;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.21 no.1
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    • pp.83-98
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    • 2015
  • Many TV viewers use mainly portal sites in order to retrieve information related to broadcast while watching TV. However retrieving information that people wanted needs a lot of time to retrieve the information because current internet presents too much information which is not required. Consequentially, this process can't satisfy users who want to consume information immediately. Interactive video is being actively investigated to solve this problem. An interactive video provides clickable objects, areas or hotspots to interact with users. When users click object on the interactive video, they can see additional information, related to video, instantly. The following shows the three basic procedures to make an interactive video using interactive video authoring tool: (1) Create an augmented object; (2) Set an object's area and time to be displayed on the video; (3) Set an interactive action which is related to pages or hyperlink; However users who use existing authoring tools such as Popcorn Maker and Zentrick spend a lot of time in step (2). If users use wireWAX then they can save sufficient time to set object's location and time to be displayed because wireWAX uses vision based annotation method. But they need to wait for time to detect and track object. Therefore, it is required to reduce the process time in step (2) using benefits of manual annotation method and vision-based annotation method effectively. This paper proposes a novel annotation method allows annotator to easily annotate based on face area. For proposing new annotation method, this paper presents two steps: pre-processing step and annotation step. The pre-processing is necessary because system detects shots for users who want to find contents of video easily. Pre-processing step is as follow: 1) Extract shots using color histogram based shot boundary detection method from frames of video; 2) Make shot clusters using similarities of shots and aligns as shot sequences; and 3) Detect and track faces from all shots of shot sequence metadata and save into the shot sequence metadata with each shot. After pre-processing, user can annotates object as follow: 1) Annotator selects a shot sequence, and then selects keyframe of shot in the shot sequence; 2) Annotator annotates objects on the relative position of the actor's face on the selected keyframe. Then same objects will be annotated automatically until the end of shot sequence which has detected face area; and 3) User assigns additional information to the annotated object. In addition, this paper designs the feedback model in order to compensate the defects which are wrong aligned shots, wrong detected faces problem and inaccurate location problem might occur after object annotation. Furthermore, users can use interpolation method to interpolate position of objects which is deleted by feedback. After feedback user can save annotated object data to the interactive object metadata. Finally, this paper shows interactive video authoring system implemented for verifying performance of proposed annotation method which uses presented models. In the experiment presents analysis of object annotation time, and user evaluation. First, result of object annotation average time shows our proposed tool is 2 times faster than existing authoring tools for object annotation. Sometimes, annotation time of proposed tool took longer than existing authoring tools, because wrong shots are detected in the pre-processing. The usefulness and convenience of the system were measured through the user evaluation which was aimed at users who have experienced in interactive video authoring system. Recruited 19 experts evaluates of 11 questions which is out of CSUQ(Computer System Usability Questionnaire). CSUQ is designed by IBM for evaluating system. Through the user evaluation, showed that proposed tool is useful for authoring interactive video than about 10% of the other interactive video authoring systems.