• Title/Summary/Keyword: IT affordance

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Affordance Planning Strategy for Mathematics App development for Senior citizen using Smart-devices (스마트 기기 활용 시니어 수학 앱 개발을 위한 어포던스 설계 전략)

  • Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.30 no.1
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    • pp.85-99
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    • 2016
  • The research was carried out to be part of a mathematics app stimulation that enables the elderly to learn mathematics by using Smart devices. Particularly appropriate method / function that leads to learning is very important for people who are not accustomed to Smart devices like the elderly. The research was conducted to build affordance strategy based on the consideration of characteristics of senior learners. It aims to achieve both the goals of education through mathematics learning materials provided by smart devices and also to improve user convenience. It suggests cognitive, physical and sensory features and factors to improve affordance of Smart learning system.

The Effect of Affordance of Metaverse Environment on Consumer Participation and Intention to stay (메타버스 환경의 어포던스가 소비자 참여와 체류의도에 미치는 영향)

  • Sang-Lee Cho
    • Journal of Industrial Convergence
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    • v.21 no.10
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    • pp.13-19
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    • 2023
  • This study classified sensory affordances, functional affordances, and perceptual affordances, and verified their effects on consumers' participation and intention to stay in the metaverse. As a result of the study, sensory affordance, functional affordance, and perceptual affordance all had a positive effect on consumer participation, and sensory affordance had the greatest effect. In addition, consumer participation was found to increase the intention to stay. Service companies that provide metaverse platforms will have to pay more attention to realizing virtual space through various senses and physical elements when building a metaverse in order to encourage customers to actively participate in the service process. Since services based on the 4th industry, the participation of consumers needs to be more actively reviewed. From the perspective of affordance, it is expected that the realistic implementation of the metaverse environment and the interaction with various contents or avatars in the space will increase consumer participation.

The Pattern Analysis for Gameplay of RPG(Role-Play Game) Genre base on Smart-phone : Toward 'Blade for Kakao' (스마트폰 기반 RPG 장르의 게임플레이 패턴 분석 : '블레이드 for Kakao'를 중심으로)

  • Han, Sang-Geun;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.38
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    • pp.237-258
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    • 2015
  • This research aims to analyze gamer's behavior pattern on 'Blade for Kakao' RPG genre based on smart-phone. Three subjects were recruited using the concurrent protocol method to conduct ten episodes in region 1. As a result, it derived four behavior patterns according to the combination of space type affordance and the arrangement affordance of obstacle(monster). The result of this research revealed the forward attack arranged for the fixed obstacles in the wide space, the indirect attack as avoid-type arranged for scattered obstacles in the same space, the hunting up attack once arranged for the crowded obstacles in the same space, and the pulling attack arranged for obstacles in the narrow space. Moreover, it revealed the character growth and the optimization of attack method according to the attribute affordance of the obstacle(monster). This research expect to offer the design guideline for game level design to investigate the relationship between the game play and affordance in RPG genre based on smart-phone.

A Case Study on Relationship between Environmental Affordance and Holistic Health of the Active Elderly (환경적 지원성과 활동적 노인의 총체적 건강 간의 관계에 대한 질적사례 연구)

  • Lee, Hee-Jin;Lee, Yeun-Sook;Lee, Soo-Jin
    • Journal of the Korean housing association
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    • v.21 no.2
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    • pp.77-86
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    • 2010
  • Korean population is now aging at an unprecedented rate. Fertility decline together with rapid improvements in life expectancy is the dominant demographic trend. As human life and housing environment are inseparably related to each other, the importance of conditions of housing environment for active aging among seniors has been received considerable attention as vital ones to expand the independency period of seniors. The purpose of this case study is to identify relationships between environmental affordance and perceived holistic health of the active elderly living in a retirement community located in Seoul. With spending time personally in the community to observe their lives, the researcher could be in close rapport with the residents. After the period of getting familiar with each other, in-depth individual interview and focus group interview were conducted and then, qualitative analysis was completed. As a result, general evidences showed that perceived seniors' health on the whole was improved physically, socially, and mentally by moving into the community providing appropriate environment affordance with the older adults. The study presents that retirement relocation into an improper environment may be a negative challenge, however, it may positively influence on the health and well-being of those who live there if the environment properly supports seniors‘ needs physically and socially

A Study on Affordance Dimensions of Digital Services for the Elderly through the Analysis of Senior Adults' Daily Activities

  • Park, Soobeen
    • Architectural research
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    • v.10 no.2
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    • pp.11-20
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    • 2008
  • Designing environments for the elderly includes studying changes in the elderly themselves, changes in their environment, and changes in the intercommunication between the elderly and their environment. The purpose of this study is to provide guidelines for a ubiquitous environment in which seniors can "age in place," using an environment-behavioral approach. 305 subjects aged 45 to 78 take part in the survey research. Temporal sequence (age groups) and behavior (daily activities) are considered as the significant variables to design digital services for the elderly in the perspective of an environment-behavioral approach. Several conclusions can be made. (1) The characteristics of subjects in the over-65 age group shows that they manage an independent lifestyle even if they realize some body functions deteriorate as they age. (2) Over-65 age group is more engaged in healthcare and pastime activities. The male subjects of it are most inactive. (3) The IDA (importance of daily activities) and FDA (frequency of daily activities) are classified by five to six factors in each group. The IDA and FDA of the group aged over 65 differ from other age groups. (4) Five affordance dimensions of digital services for the elderly are proposed: Healthcare, Domesticity, Mobility & Security, Network, and Recreation & Pastime. These affordance dimensions will help research groups or companies design ubiquitous environments to enhance the quality of life of seniors.

3D Affordance Field based Crowd Agent Behavior Simulation (3D 행동 유도장 기반 대규모 에이전트 행동 시뮬레이션)

  • Ok, Sooyol;Han, MyungWoo;Lee, Suk-Hwan
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.629-641
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    • 2021
  • Crowd behavior simulations have been studied to further accelerated and refined by parallelism by inducing agent-interacting forces into the image field representing the forces of attraction and repulsion. However, it was difficult to consider rapidly changing environments such as fire situations in buildings because texture images must be generated in advance simulation starts and simulations can only be performed in 2D spaces. In this paper, we propose a crowd agent behavior simulation method based on agent's 3D affordance field for flexible agent behavior in variable geomorphological environments in 3D space. The proposed method generates 3D affordance field related to agents and sensors in 3D space and defines the agent behavior in 3D space for the crowd behavior simulation based on an image-inducing field to a 3D space. Experimental results verified that our method enables the development of large-scale crowd behavior simulations that are flexible to various fire evacuation situations in 3D virtual spaces.

A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.47-53
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    • 2024
  • In this paper, we propose applying interactive technology in virtual environments to enhance interaction and immersion by inducing more natural movements in the gesture recognition process through the concept of affordance. A technique is proposed to recognize gestures most similar to actual hand movements by applying a line segment recognition algorithm, incorporating sampling and normalization processes in the gesture recognition process. This line segment recognition was applied to the drawing of magic circles in the <VR Spell> game implemented in this paper. The experimental method verified the recognition rates for four line segment recognition actions. This paper aims to propose a VR game that pursues greater immersion and fun for the user through real-time hand tracking technology using affordance Elements, applied to immersive content in virtual environments such as VR games.

Large-Scale Realtime Crowd Simulation Using Image-Based Affordance and Navigation Potential Fields (이미지 기반의 유도장과 항해장을 활용한 실시간 대규모 군중 시뮬레이션)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1104-1114
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    • 2014
  • In large-scale crowd simulations, it is very important for the decision-making system of manipulating interactive behaviors to minimize the computational cost for controlling realistic behaviors such as collision avoidance. In this paper, we propose a large-scale realtime crowd simulation method using the affordance and navigation potential fields such as attractive and repulsive forces of electromagnetic fields. In particular, the model that we propose locally handles the realistic interactions between agents, and thus radically reduces the cost of expensive computation on interactions which has been the most problematic in crowd simulation. Our method is widely applicable to the expression and analysis of various crowd behaviors that are needed in behavior control in computer games, crowd scenes in movies, emergent behaviors of evacuation, etc.

The WeChat Mini Program for Smart Tourism

  • Ao Cheng;Gang Ren;Taeho Hong;Chulmo Koo
    • Asia pacific journal of information systems
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    • v.29 no.3
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    • pp.489-502
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    • 2019
  • The WeChat mini program is an application embedded in WeChat that users can use without downloading and installing. After it was officially released in 2017, many travel enterprises have launched their own mini programs on the WeChat platform. This study applies affordance theory to investigate the WeChat mini program's role in tourism activities through social network analysis using the R programming language. The authors searched the topic of "how do you perceive the travel-related WeChat mini program" and then crawled the 200 comments found; 180 comments were analyzed after data cleansing. The results show that travel-related WeChat mini programs play a very important role in Chinese social network tourism activities. This paper found that WeChat played a more active role in various tourism-related interactions with Chinese social networks. Moreover, the results show how affordance theory is applied to the use of WeChat mini programs.

A Study about Improvement of Web-based Diagnosis-Supplement System Interface for basic academic competencies based on Affordance Theory (어포던스 이론에 근거한 기초학력 진단-보정 시스템의 사용자 인터페이스 개선 연구)

  • Hwang, YunJa;Cha, Hyun-jin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.6
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    • pp.71-81
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    • 2017
  • The purpose of this study was to identify affordance usability problems and to improve an interface on the Web-based Diagnosis-Supplement system from learner's perspective in order to promote to be utilized as an user-friendly system. To address those goals, user testings with 6 students from 4th grade of the primary school and 3rd grade of the middle school were conducted and the firstly improved prototypes were suggested. Then, the suggested prototypes were reviewed by experts and finalized. This study has an implication on the methodology of the usability study by evaluating the system through the Hartson's 3 affordance theory. In addition, it contributes to improving pedagogical effects by the fixing serious affordance usability problems related to main tasks of the system such as the test questions and score visualization and matching between system and real world.