• Title/Summary/Keyword: Experience Based Method

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Development of Cultural Contents using Auger Reality Based Markerless Tracking

  • Kang, Hanbyeol;Park, DaeWon;Lee, SangHyun
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.57-65
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    • 2016
  • This paper aims to improve the quality of cultural experience by providing a three - dimensional guide service that enables users to experience themselves without additional guides and cultural commentators using the latest mobile IT technology to enhance understanding of cultural heritage. In this paper, we propose a method of constructing cultural contents based on location information such as user / cultural heritage using markerless tracking based augmented reality and GPS. We use marker detection technology and markerless tracking technology to recognize smart augmented reality object accurately and accurate recognition according to the state of cultural heritage, and also use Android's Google map to locate the user. The purpose of this paper is to produce content for introducing cultural heritage using GPS and augmented reality based on Android. It can be used in combination with various objects beyond the limitation of existing augmented reality contents.

Research on the Application of Gamification in Fitness App Based on Kano Model

  • Jing Ren;Chang-wook Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.136-148
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    • 2024
  • In recent years, public attention to health and wellness issues has increased. The integration of smart fitness hardware and innovative technologies have made the development of smart fitness a trend. The number of fitness applications in the market has surged, and demand for an optimal experience is increasingly high. This study selects Sweatcoin, Home Workout, Six Pack in 30 Days, and Fitness Coach & Diet as research subjects from the top ten global mobile health and fitness apps in 2022 based on download rankings. The research is based on eight gamification elements: motivation, challenge, achievement, relationships, sharing, reward, level, and competition, identified through preliminary studies. We distributed a total of 166 questionnaires to users and collected 163 valid responses for data analysis. The Kano Model was used to study the desires of fitness enthusiasts using fitness apps. To reduce the limitations of the research results, the Better-Worse Method was employed for satisfaction index analysis. Based on the final analysis, we propose suggestions for improvement for the four fitness apps to better meet user needs and create a more attractive and efficient application experience.

An Intrusion Detection Method Based on Changes of Antibody Concentration in Immune Response

  • Zhang, Ruirui;Xiao, Xin
    • Journal of Information Processing Systems
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    • v.15 no.1
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    • pp.137-150
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    • 2019
  • Although the research of immune-based anomaly detection technology has made some progress, there are still some defects which have not been solved, such as the loophole problem which leads to low detection rate and high false alarm rate, the exponential relationship between training cost of mature detectors and size of self-antigens. This paper proposed an intrusion detection method based on changes of antibody concentration in immune response to improve and solve existing problems of immune based anomaly detection technology. The method introduces blood relative and blood family to classify antibodies and antigens and simulate correlations between antibodies and antigens. Then, the method establishes dynamic evolution models of antigens and antibodies in intrusion detection. In addition, the method determines concentration changes of antibodies in the immune system drawing the experience of cloud model, and divides the risk levels to guide immune responses. Experimental results show that the method has better detection performance and adaptability than traditional methods.

A Study of the Educational Effects of Aesthetic Experience through Culture and Arts Based Learning Development Case (문화예술활동 기반 교육 개발사례에서 미적경험이 주는 교육적 효과 분석)

  • Seol, Yeon-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.517-526
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    • 2014
  • This study tried to analyze the effects of culture and arts activities as educational method in the classroom. Compared with other activities, the culture and arts activity enables learners to have unique aesthetic experience differentiated from scientific and logical experience. This study analyzed the effects largely into three aspects (intellectual, emotional, and practical aspects) in case learners have such aesthetic experience in the field of education. Through this, the study will become an opportunity to propose practical data concerning the educational effects of the culture and arts activity, and further to confirm the possibility and necessity of utilizing such activity as an education method.

Construction of VR Experience Pavilion Using Multi-display and ZA Sensor (멀티디스플레이와 ZA센서를 이용한 가상현실 체험관 구축 방법)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.28-32
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    • 2008
  • The displays and the interactive interfaces are important factors to enhance immersion in the VR experience pavilion. In the VR experience pavilion displaying 3D Virtual environment, it is difficult to have multi-display with single viewpoint because of the field of view. Also it costs a lot to construct a large size display. The interaction device between user and VR environment necessary to immersion has used mainly the touchscreens with the restricted display area or the button-based input devices so far. In this paper, we suggest a method for constructing extensible multi-display which are showing VR environment in realtime and a method for interaction using a ZA Sensor which is wireless and guarantees the user's unrestricted movement. The proposed method can make a VR experience pavilion more immersive at less cost.

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A comparative study between various LU update methods in the simplex method (단체법에서 여러가지 상하 분해요소 수정방법들의 비교)

  • 임성묵;김기태;박순달
    • Journal of the military operations research society of Korea
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    • v.29 no.1
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    • pp.28-42
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    • 2003
  • The simplex method requires basis update in each iteration, which is the most time consuming process. Several methods have been developed for the update of basis which is represented in LU factorized form, such as Bartels-Golub's method, Forrest-Tomlin's method, Reid's method, Saunders's method, etc. In this research, we compare between the updating methods in terms of sparsity, data structure and computing time issues. The analysis is mainly based on the computational experience.

Usability Evalulation of Button Selection Aids for PDAs (PDA 화면 내 버튼 선택을 위한 입력지원방식의 사용성 평가)

  • Park, Yong-S.;Han, Sung-H.;Moon, Jung-Tae;Jeon, Suk-Hee
    • Journal of the Ergonomics Society of Korea
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    • v.24 no.3
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    • pp.1-10
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    • 2005
  • The primary objective of this study is to design input methods for assisting button selection tasks on a PDA screen. Familiar methods in the existing computing environments were investigated to develop aiding methods. Factors manipulated in the experiment included aiding method, button size, and users' prior experience with PDAs. A total of sixteen participants examined the usability of button selection tasks. Two types of button selection tasks were used as experimental tasks; one was selecting a target button, and the other was selecting multiple target buttons consecutively. The results showed that the aiding method and the button size had significant effects on the subjective satisfaction as well as the performance. In addition, users' prior experience with PDAs affected the performance significantly. The interaction between the aiding method and the button size was found to have significant effects on the performance. However, the interaction effect between the button size and the PDA experience was significant on the task performance time only for the multiple button selection tasks. Design considerations were proposed based on the experimental results. These can be applied to the PDA interaction design to make the PDAs more usable.

Adaptive Standby Mode Scheduling Method Based on Analysis of Activation Pattern for Improving User Experience of Low-Power Set-Top Boxes

  • Park, Hyunho;Kim, Junghak;Jung, Eui-Suk;Lee, Hyunwoo;Lee, Yong-Tae
    • ETRI Journal
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    • v.38 no.5
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    • pp.885-895
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    • 2016
  • The lowest power mode (passive-standby mode) was proposed for reducing the power consumption of set-top boxes in a standby state when not receiving content. However, low-power set-top boxes equipped with the lowest power mode have been rarely commercialized because of their low-quality user experience. In the lowest power mode, they deactivates almost all of operational modules and processes, and thus require dozens of seconds for activation latency (that is, the latency for activating all modules of the set-top boxes in a standby state). They are not even updated in a standby state because they deactivate their network interfaces in a standby state. This paper proposes an adaptive standby mode scheduling method for improving the user experience of such boxes. Set-top boxes using the proposed method can analyze the activation pattern and find the frequently used time period (that is, when the set-top boxes are frequently activated). They prepare for their activation during this frequently used time period, thereby reducing the activation latency and enabling their update in a standby state.

Phenomenological Approach on Self-Esteem of Clinical Nurses (임상간호사의 자긍심에 관한 현상학적 연구)

  • Kim, Mi Jeong;Kim, Seungju;Kim, Kwuybun
    • Journal of East-West Nursing Research
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    • v.19 no.2
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    • pp.138-149
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    • 2013
  • Purpose: The purpose of this study is to understand experience of self-esteem by exploring and describing the clinical nurses' lived experiences. Methods: The qualitative research method of phenomenology was utilized in this study. In-depth personal interviews of 8 clinical nurses with more than three years of experience in the clinical setting were conducted using a records from October, 2012 to March, 2013. Results: Content analysis was done using the Colaizzi' phenomenological method. The results based on the data analysis, 19 descriptive statements and 7 themes were confirmed. The 7 themes were as followed; 'recognition of nurse's role', 'recognition of nursing as a profession', 'secure jobs', 'close relationship with the clients', 'sense of existence perceived by others', 'considerations between coworkers', and 'opportunity for self-improvement. Conclusion: This study may be helpful to understand the experience of self-esteem. The results can be used to develop the effective interventions for the improvement of nurse's self-esteem.

A Study on Scenario-based Web Application Security Education Method

  • Gilja So
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.149-159
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    • 2023
  • Web application security education that can provide practical experience is needed to reduce damage caused by the recent increase in web application vulnerabilities and to strengthen security. In this paper, we proposed a scenario-based web application education method, applied the proposed method to classes, and analyzed the results. In order to increase the effectiveness of scenario-based education, a real-life practice environment to perform scenarios and instructions to be performed by learners are needed. As an example of the proposed method, instructions to be performed by learners from the viewpoint of the attacker and the victim were shown in a practice environment to teach XSS and SQL injection vulnerabilities. After applying the proposed method to the class for students majoring in cyber security, when the lecture evaluation results were analyzed, it was shown that the learner's interest, understanding, and major ability all improved.