• Title/Summary/Keyword: Attributes Evaluation

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Usability Evaluation of OSD(On Screen Display) User Interface Based on Subjective Preference (주관적 선호도에 의한 제품 OSD(On Screen Display)의 사용성 평가)

  • 박정순;이건표
    • Archives of design research
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    • v.12 no.3
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    • pp.105-114
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    • 1999
  • As the microelectronics technology is developed, new types of smart intelligent products are being emerged. OSD user interface is one of the critical factor in this kind of product, especially brown goods and information devices, as it is responsible for imput and output function. OSD is being treated as accompaniment to hardware in spite of its importance, and therefore is developed from only simple and separate usability testing based on performance measurement. This study propose a usability evaluation method of OSD based on subjective preference to support existing usability testing. The purpose of this analysis is to make clear what is important factor and how its preference level is from the user's viewpoint. The various attributes of OSD are clarified from user's questionaire and interview, and orthogonal array is generated with specified factor levels. The prototypes are generated from rapid prototyping tool and tested in natural simulation environment. The preference data which collected in this usability testing is analyzed with conjoint analysis module. This usability evaluation is not the final stage in user interface design process but the early planned and circulated stage.

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Alcohol Dehydrogenase Activity and Sensory Evaluation of Hutgae (Hovenia dulcis Thunb) Fruit Soy Sauce (헛개열매 간장의 알코올 분해 활성 및 관능적 품질 특성)

  • Jung, Su-Young;Lim, Jung-Sup;Song, Hee-Sun
    • The Korean Journal of Food And Nutrition
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    • v.25 no.4
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    • pp.747-754
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    • 2012
  • The objective of this study was to investigate free amino acid composition, antioxidant activity, alcohol dehydrogenase activity and the sensory quality attributes for the development of functional soy sauce using Hutgae (Hovenia dulcis Thunb) fruit, which is well-known for improving liver function and alleviating various negative physiological effects following heavy consumption of alcoholic beverages. Soy sauces adding six types of extract from Hutgae fruit (HF) were prepared (SSH1: HF 20%, SSH2: HF 10%, SSH3: HF 20%/40 days NaCl extract, SSH4: HF 20%/20 days NaCl extract, SSH5: HF 20% water bath extract, SSH6: freeze-drying powder from HF 20% aqueous extract), compared with soy sauce using the conventional method. These soy sauces were used for determining alcohol dehydrogenase activity by NADH absorbance, the antioxidant effect by 2,2-diphenyl-1-picrylhydrazyl (DPPH) radical scavenging activity and sensory evaluation by sensory scaling. Total free amino acid contents for most samples were in the range of 327.3 to 375.5 mg%, and then, aspartic acid and glutamic acid content of SSH1 and SSH5 were higher than that of others. DPPH radical scavenging activity was shown to be the highest in SSH4, also SSH1, SSH5 and SSF6 were shown to be higher than the control group. Alcohol dehydrogenase activity was shown to be the highest in SSH5. In sensory evaluation, the highest intensity of roast smell was observed in SSH4 while sweet taste was shown to be the highest in SSH5, and SSH3 and SSH5 revealed higher overall acceptability. From these results, Hutgae fruit soy sauces demonstrated antioxidant activity and alcohol dehydrogenase activity. In conclusion, soy sauces containing the water bath extract of Hutgae fruit may be used as a functional seasoning.

A Study on Attribute Index for Evaluation of Data Governance (Data Governance 평가를 위한 속성지표 연구)

  • Jang, Kyoung-Ae;Kim, Woo-Je
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.2
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    • pp.57-66
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    • 2017
  • The academic research on data governance is still in its infancy and focused on the definition of concept and components. However, we need to study of evaluation on data governance to help make decision of establishment. The purpose of this paper is to develop of attribute index in data governance framework. Therefore, in this paper, we used RGT (repertory grid technique) and Laddering techniques for experts interview and survey for validation of disinterested third party experts and analysis statistically. We completed data governance attribute index which is composed of data compliance area including 8 components, data quality area including 16 components and data organization area including 7 components. Moreover, the evaluation attributes is prioritized and ranked using the AHP. As a result of the study, this paper can be used for the base line data in introducing and operating data governance in an IT company.

Fuzzy M/M/l/K Queueing Network Model for Performance Evaluation of Network System (네트워크 시스템의 성능평가를 위한 퍼지 M/M/l/K 큐잉네트워크모델)

  • Choo, Bong-Jo;Jo, Jung-Bok;Woo, Chong-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.4
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    • pp.1-9
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    • 2001
  • In this paper, we propose Fuzzy M/M/1/K queueing network model which has derived by appling the fuzzy set theory to M/M/l/K queueing network model in which has single server and system capacity K. When the arriving rate of input job and the servicing rate of a server arc represented as the linguistic attributes, the system analysis can be performed by using this model. The major evaluation measures of system such as the average number of jobs existing in the system, the average number of jobs into system, and the average spending time of job in system etc. are derived for the evaluation of system. Computer simulation was performed for verifying the effectiveness of these result equations. In which the various fuzzy arriving rates and fuzzy servicing rates according to varying the system capacity K were given for the system evaluation. We verified that the results of simulation are in accord with the expected evaluations in the proposed fuzzy model.

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On the Adjustment of Weight of Multiple Decision Making Group Problems (다수 의사결정 그룹 문제의 가중치 조정에 관한 연구)

  • Yeo Ki-Tae;Ryu Hyung-Geun;Lee Hong-Girl
    • Journal of Navigation and Port Research
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    • v.29 no.1 s.97
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    • pp.59-64
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    • 2005
  • MDMG(Multiple Decision-Making Group) problems comprise those of UDMG(Unit Decision-Making Group) which contradict each other. For the evaluation problem of port competitiveness, it has the complicated evaluation characteristics of multi-strata-complex and multi-attributes. Especially, it becomes typical MDMG problems in the evaluation which a great number of decision makers such as shipping companies, freight forwarders, logistics companies and researchers participate in This evaluation of complex problems needs the compensated process of weight which rationally unites heterogeneous preferences of each of groups. In this respect, the purpose of this study is to remove the uncertainty of the UDMG using the theory of DS (Dempster-Shafer) and present the integrated weight through the level process.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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The Estimation of Subjective Evaluations for Impact Sound and Analysis of the Effects for Parts of a Car (자동차 임팩트 사운드에 대한 주관적 평가 및 차량 개발에 응용)

  • Na, Eun-Woo;Park, Sang-Won;Kim, Ho-Wok;Lee, Sang-Kwon;Lee, Kyung-Hoi;Shin, Young-Gon;Bae, Byung-Kook
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2009.10a
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    • pp.137-142
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    • 2009
  • Impact noise is induced in a car when it is driven on a harsh road or over some bumps. This noise occurs with the very high level of sound, which affects passengers in some way or other. Although it is impossible to clearly remove such noise. It is necessary to research an improvement in sound quality for impact noise. A new sound metric for impact sound is presented in the previous work. This metric is verified by comparison between mean subjective ratings and several sound metrics. In this paper, more objective attributes are considered, which are the attributes expressing the level and modulation of sound. Three sound metrics are employed to get impact sound indexes for each course by the method of multiple linear regressions. The indexes are verified by considering the correlation between the estimated values from the multiple linear regressions and the mean subjective ratings by evaluators. Also, the subjective ratings on the indexes are estimated for the case in which some parts of suspension system are changed. The estimated ratings represent more reasonable or acceptable ratings. Thus, such indexes can be used for modification of the parts of suspension system under considering a good sound quality.

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Generation and Selection of Nominal Virtual Examples for Improving the Classifier Performance (분류기 성능 향상을 위한 범주 속성 가상예제의 생성과 선별)

  • Lee, Yu-Jung;Kang, Byoung-Ho;Kang, Jae-Ho;Ryu, Kwang-Ryel
    • Journal of KIISE:Software and Applications
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    • v.33 no.12
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    • pp.1052-1061
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    • 2006
  • This paper presents a method of using virtual examples to improve the classification accuracy for data with nominal attributes. Most of the previous researches on virtual examples focused on data with numeric attributes, and they used domain-specific knowledge to generate useful virtual examples for a particularly targeted learning algorithm. Instead of using domain-specific knowledge, our method samples virtual examples from a naive Bayesian network constructed from the given training set. A sampled example is considered useful if it contributes to the increment of the network's conditional likelihood when added to the training set. A set of useful virtual examples can be collected by repeating this process of sampling followed by evaluation. Experiments have shown that the virtual examples collected this way.can help various learning algorithms to derive classifiers of improved accuracy.

Physico-chemical attributes, sensory evaluation and oxidative stability of leg meat from broilers supplemented with plant extracts

  • Yang, Eun Ju;Seo, Ye Seul;Dilawar, Muhammad Ammar;Mun, Hong Seok;Park, Hyeoung Seog;Yang, Chul Ju
    • Journal of Animal Science and Technology
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    • v.62 no.5
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    • pp.730-740
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    • 2020
  • This feeding trial was conducted to investigate the effects of Mentha arvensis (MA) and Geranium thunbergii (GT) in drinking water on physicochemical attributes, sensory qualities, proximate analysis and oxidative stability of broiler leg meat. One hundred and twenty broiler chicks were assigned to 1 of 4 dietary treatments for 5 weeks. The dietary treatments were 1) control, 2) T1 (0.1% 1 MA:1 GT), 3) T2 (0.1% 1 MA:4 GT), 4) T3 (0.1% 4 MA: 1 GT). The water holding capacity and cooking loss were improved (p < 0.05) in T2 and T3. The flavor, texture and acceptability of leg meat by consumers were significantly increased in T2 relative to the control (p < 0.05). The crude protein content was increased in T3 while the crude fat decreased in T2 (p < 0.05). Moreover, broilers supplemented with plant extracts had the lowest leg meat TBARS (thiobarbituric acid reactive substances) values after 2 weeks of storage as compared with the control. Total phenolic contents and 1-1-diphenyl 2 picrylhydrazyl (DPPH) activity were also better in the T2 group (p < 0.05) compared with the control, whereas 2,2-Azinobis-3 ethytlbenzothiazoline-6-sulfonic acid (ABTS+) remained unaffected. Overall, these results demonstrate that broiler drinking water with the inclusion of plant extract combination can be used to enhance the oxidative stability, shelf life and quality characteristics of broiler leg meat without compromising the growth performance.

Nurse호s Adoption on a Planned Organizational Change (간호업무개선에 대한 간호사의 변화수용도)

  • 이태화;김조자;박정숙;김소선
    • Journal of Korean Academy of Nursing
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    • v.32 no.2
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    • pp.155-164
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    • 2002
  • With the dynamically changing environment of society, managing change is the vital element of organizations's survival and growth. Health care organizations have expended enormous resources to restructure patient care delivery. Despite the growing literature describing these organizational innovations, there is a paucity of credible data that reflects systematic measurement and evaluation of such changes. This study examined the nurses' psychological response toward the work process redesign, newly introduced by the nursing department in a acute care hospital. The aim of the study was to figure out how nurses's general perception of change and perceived attributes of change affected their acceptance of change during the organizational transition. This was descriptive- correlational. The sample for the study included 50 head nurses and 135 staff nurses. Data was analyzed using SPSS PC+, version 10.0. The major findings of the study were as follows: First, the mean score of the perception of change was 71.2(SD=13.8) with the range of 0-100, which means nurses generally perceived change positively. There were significant differences in perception of change by gender and education level. Head nurses perceived change more positively than staff nurses. The higher education level showed the more positive view of change. Second, among the perceived attributes of change, trialability had the highest mean score, which means nurses perceived the change more positively if it is testable on a limited basis. Relative advantage was perceived the most negatively. Finally, factors influencing the acceptability of the work-process redesign were perceived comparability, complexity, relative advantage, and observability, which accounted for 43.7% of the variance in the acceptability of change. This study evaluated the preliminary effects of the nursing process for reengineering, focusing on nurses' acceptability towards change. The usefulness of this research study was to determine the factors influencing acceptance of organizational members during transitional periods of change and to suggest effective strategies for increasing adoption as well as for decreasing resistance to change.