• Title/Summary/Keyword: 영향유저

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The Effect of Error-message Presentation methods on Usability : focused on the World Wide Web (오류메시지 노출 시점이 사용성에 미치는 영향 -웹사이트 이용 상황을 중심으로)

  • Kim, Soo-Hyun;Cho, Yu-Suk;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1109-1113
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    • 2009
  • Exchange of data between users and system is made by users' inputting their information into HTML input forms like when signing up in websites or buying in online shopping malls. If users make a mistake of inputting their information, the system gives an error message in order for users to correct their mistakes. Although ISO recommends immediate feedback, Bargas et al. gave a report that feedback in all after filling forms out is more usable than feedback one by one when inputting data online. We made a comparative experiment on usability under each case of feedback one by one and feedback in all. The result is immediate feedback is more usable and satisfactory. The analysis of data resulted that immediate feedback produced fewer error and gets higher subjective ratings.

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The Study of Usability Evaluation in the EPG design of Interactive TV Programs (쌍방향 TV프로그램의 EPG 디자인 사용성 평가 연구)

  • 김종덕
    • Archives of design research
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    • v.16 no.2
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    • pp.345-354
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    • 2003
  • Digital TV broadcasting technology is recognized as a very encouraging technological development by koreans because of high-definition, multi-channel and interactive services which would broaden the viewers choice and promote people's prosperity. The technological development of digital TV service is a drastic change for people's convenience and would be a major media of‘e-government’in Korea. Digital TV Program UI will affect to people's esthetic sense and information efficiency. The information search pattern in TV is different from it of computer which has lead interactive media so far This research verifies the reasonable information display method through the usability test based on former related researches. For the case study, Interactive EPG design of SkyLife is selected and reviewed. This research includes the design development of interactive EPG of DVB-MHP.

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An Efficient Spectrum Sensing Technique for Wireless Energy Harvesting Systems (무선에너지하비스팅 시스템을 위한 효율적인 스펙트럼 센싱 기법)

  • Hwang, Yu Min;Shin, Yoan;Kim, Dong In;Kim, Jin Young
    • Journal of Satellite, Information and Communications
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    • v.12 no.4
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    • pp.141-145
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    • 2017
  • Spectrum sensing is a critical functionality of Cognitive Radio(CR) systems and the CR systems can be applied to RF energy harvesting systems to improve an energy harvesting rate. There are number of spectrum sensing techniques. One of techniques is energy detection. Energy detection is the simplest detection method and is the most commonly used. But, energy detection has a hidden terminal problem in real wireless communication, because of secondary user (SU) can be affected by frequency fading and shadowing. Cooperative spectrum sensing can solve this problem using spatial diversity of SUs. But it has a problem of increasing data by processing multiple secondary. So, we propose the system model using adaptive spectrum sensing algorithm and system model is simulated. This algorithm chooses sensing method between single energy sensing and cooperative energy according to the received signal's Signal to Noise Ratio (SNR) from Primary User (PU). The simulation result shows that adaptive spectrum sensing has an efficiency and improvement in CR systems.

User Experience and Flow on Smart-Phone -Focused on Galaxy S8 (스마트 폰의 사용자 경험과 플로우 -갤럭시 S8을 중심으로)

  • Lee, Young-Ju;Kang, Jae-Shin
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.199-204
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    • 2018
  • Smart phones that have lost their existing physical home buttons are being released at the same time, and the flow of users is also changing. The flow is highly subjective and can vary depending on the individual's tendencies. Therefore, this study investigated the change of the flow of smart phone users by Q methodology which is a method of subjectivity research. As a result, the proficiency level of how to turn on the power to start the screen showed a tendency to decrease the flow, and the playability, which is a result of curiosity about the new thing, The results were very positive in the continuity of navigation due to the use of software buttons instead of buttons. Therefore, it can be seen that the change in the hardware smartphone has a positive effect on the flow.

Effectiveness of G-learning Contents as an Educational Tool : The Analysis of G-learning Math in Elementary School (학습 도구로서 G러닝 콘텐츠의 활용과 학습 효과 분석 -초등학교 수학 교과 적용을 중심으로-)

  • Wi, Jong-Hyun;Song, In-Su
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.55-62
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    • 2011
  • G-learning, based on online game, virtual reality activities and communities, is considered as a fresh, differentiated idea at learning which drives learners' interest and attention. The paper is to analyzed effectiveness of G-learning at the mathematics classes in elementary school. Fourth, fifth and sixth grade students in Seoul are selected as an experimental groups and their achievement scores are measured. The difference between G learning group and textbook group was significant. This result shows that G-learning has a positive effect on learning.

Study on the Spectrum Sharing based on Analysis of Channel Interference between LTE/LTE-Advanced Systems (LTE/LTE-Advanced 시스템간 채널 간섭분석을 통한 주파수 공유 연구)

  • Kang, Young-Heung
    • Journal of Advanced Navigation Technology
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    • v.16 no.2
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    • pp.219-226
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    • 2012
  • Since OFDM(Orthogonal Frequency Division Multiplexing) technology is applied into LTE(Long Term Evolution)/LTE-Advanced system, it is important to estimate the spectrum sharing and to analyze interference in LTE system based on the characteristics of frequency assignment. Therefore, in this paper, a study on the adjacent channel interference between two operators/systems to provide LTE services. For co-existence of LTE systems, the relative capacity loss and the relative throughput loss in uplink and downlink have been simulated to evaluated ACIR(Adjacent Channel Interference Ratio) values with 5% loss rate. Some parameters such as the location of user, aggressor bandwidth, and the separation offset affect the required ACIR value for spectrum sharing, and these results and interference analysis schemes in this article can provide reliable reference for LTE RF standardization and efficient frequency utilization in future.

A Study on the Collaboration of User Interface Design for Software Developments (소프트웨어개발을 위한 사용자 인터페이스 디자인 협동작업에 관한 연구)

  • 김소영
    • Archives of design research
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    • v.12 no.1
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    • pp.15-24
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    • 1999
  • The deVelopment of technologies changes the thinking of people and the ways of IMngs. The software developers as well as users are now aware of the importance of graphic user interface design, and the usage of graphic elements is getting rrore and more easier due to the technological improvements based on the windows system(Microsoft). For these reasons, people who engaged in software developments do much more efforts to get user-oentered design solutions, in other words, the usability improvements. And the interdisciplinary projects teams which consist of experts of various fields are increasing in number. But, the lack of understanding on software developments and the proceeding of design work without the consideration of entire process of a project make interface design work difficult. For exampIe, some engineers often think designers as persons who decorate their products in the final stage. In this thesis, through the investigation of user interface design and software development process, the frarnework of effective team projects is proposed. The main purposes of this thesis are to define the work area and position of designers and to propose the interface design process for the cooperative software development projects within the interdiociplinary teams.

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Research of Convergence Character Customizing Process in Game (게임에서 캐릭터의 융복합 커스터마이징 사례 분석)

  • Ha, Ye-Jin;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.423-431
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    • 2016
  • Customizing system is known as an important factor which affects not only purchase, loyalty and immersion of the user. In this study, we explore the concept of character-customizing system in the early stage of a game; on the basis of it, we compare cases by analyzing and schematizing certain types of systems which many games stick to. Customizing system types are divided into a basic case and a differentiated convergence case; based on it, they are classified into four types: Realistic, Creation, Individual, Additional; plus, another customizing system case out of games is also analyzed. To improve customer loyalty, a system like a differentiated case that attracts user participation is essential. Through a variety of character customization convergence cases shown in this study, we expect them to be used as game production guides. By enlarging the range of the study, we expect further studies to cover more cases.

The effect of 'Optimal Solution' factor in utility of online sandbox game (옵티멀솔루션 요소가 온라인 샌드박스 게임효용성에 미치는 영향)

  • Tak, Yeon-Suk
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.107-116
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    • 2017
  • Sandbox game users can double their satisfaction by re-creating a variety of play patterns. This creative process is due to the expansion of play through 'customizing' and 'action autonomy'. The purpose of this study is to investigate the structural limitations of freedom of online game. In a standalone game, the scalability due to the degree of freedom gives the user a strong motivation for world persistence. On the other hand, in online sandbox games such as MMORPG, it is confirmed that the goal-oriented tendency to gain advantage is the inherent limit of the freedom and expandability of the sandbox game. In this study, it is suggested that the cause and limit of growth of online-based sandbox game can be offset by the optimal solution factor.

Designing a Mobile Application for Prevention of Sex Crimes for Single Women's Households (여성 1인 가구를 위한 성범죄 예방 모바일 어플리케이션 제안)

  • Koo, Do-Hee;Chon, Woo Jeong
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.489-501
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    • 2019
  • This study proposes a sex crime prevention application for single female households. After analyzing the current status of single-person households, crime status in Gimhae, and existing sex crime applications, 15 women in their 20s and 30s living alone were surveyed by users, including cultural probes and contextual inquiry. Insight obtained through user research using the service design tool confirmed that it has a positive effect on user satisfaction in the production of the application. Based on the results of usability assessment, it is a follow-up research task to propose and commercialize actual production outputs for the prevention of sex crimes against single-person household women by further developing the sex crime prevention mobile applications that are the output of this study.