• Title/Summary/Keyword: Mobile Usability

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A Study on Satisfaction with Distance Learning After COVID-19 : Focusing on the case of K University (COVID-19 이후 원격수업에 대한 만족도 관련 연구: K 대학 사례)

  • Kwon Youngae;Park Hyejin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.13-25
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    • 2023
  • This study analyzed the impact of expectations congruence, usefulness, ease of use, and interaction on the satisfaction of learners who participated in distance learning. For this purpose, a survey was conducted targeting students taking remote classes operated by universities after COVID-19. The survey was conducted online using learning management system notices and mobile notifications at the end of remote classes. The research results are as follows. First, expectation confirmation was found to have a significant effect on satisfaction. Second, usability was found to have no significant effect on satisfaction. Third, ease of use was found to have a significant effect on satisfaction. Fourth, interaction was found to have the greatest impact on satisfaction. This study analyzed the impact on satisfaction with university distance learning after COVID-19. Based on the research results, it is necessary to specify teaching strategies such as supporting a distance learning environment optimized for learners and strengthening interaction.

The Development of a Haptic Interface for Interacting with BIM Elements in Mixed Reality

  • Cho, Jaehong;Kim, Sehun;Kim, Namyoung;Kim, Sungpyo;Park, Chaehyeon;Lim, Jiseon;Kang, Sanghyeok
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1179-1186
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    • 2022
  • Building Information Modeling (BIM) is widely used to efficiently share, utilize and manage information generated in every phase of a construction project. Recently, mixed reality (MR) technologies have been introduced to more effectively utilize BIM elements. This study deals with the haptic interactions between humans and BIM elements in MR to improve BIM usability. As the first step in interacting with virtual objects in mixed reality, we challenged moving a virtual object to the desired location using finger-pointing. This paper presents the procedure of developing a haptic interface system where users can interact with a BIM object to move it to the desired location in MR. The interface system consists of an MR-based head-mounted display (HMD) and a mobile application developed using Unity 3D. This study defined two segments to compute the scale factor and rotation angle of the virtual object to be moved. As a result of testing a cuboid, the user can successfully move it to the desired location. The developed MR-based haptic interface can be used for aligning BIM elements overlaid in the real world at the construction site.

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Generation YZ's E-Healthcare Use Factors Distribution in COVID-19's Third Year: A UTAUT Modeling

  • Michael CHRISTIAN;Kurnadi GULARSO;Prio UTOMO;Henilia YULITA;Suryo WIBOWO;Sunarno SUNARNO;Rima MELATI
    • Journal of Distribution Science
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    • v.21 no.7
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    • pp.117-129
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    • 2023
  • Purpose: With the number of COVID-19 cases declining and generational differences among how people use mobile apps, including health service apps, the goal of this research is to identify and analyze the factors that affect people's attitudes when using the Halodoc health service app during the third year of the pandemic. Research design, data, and methodology: This study proposes a quantitative analysis method based on PLS-SEM modeling. This study has used a questionnaire survey to collect randomized data from 268 Halodoc users from generations Y and Z in Jakarta. Results: Both the Y and Z generations believe there is a significant usefulness factor in the attitude toward using the application. The start of the pandemic period demonstrates that the urgency of using health service applications is no longer determined by performance expectations, effort, or social panic, but rather by these applications' usability. Conclusions: Even though a health service application is no longer considered an urgent service or a priority need, attitudes, and behaviors in using it emphasize the aspect of long-term benefits. These findings supplement other considerations and understandings in application of the Unified Theory of Acceptance and Use of Technology (UTAUT) model in explaining attitudes and intention behaviors.

An IoT-Aware System for Managing Patients' Waiting Time Using Bluetooth Low-Energy Technology

  • Reham Alabduljabbar
    • International Journal of Computer Science & Network Security
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    • v.24 no.3
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    • pp.83-92
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    • 2024
  • It is a common observation that whenever any patient arrives at the front desk of a hospital, outpatient clinic, or other health-associated centers, they have to first queue up in a line and wait to fill in their registration form to get admitted. The long waiting time without any status updates is the most common complaint, worrying health officials. In this paper, UrNext, a location-aware mobile-based solution using Bluetooth low-energy (BLE) technology, is presented to solve the problem. Recently, a technology-oriented method has been gaining popularity in solving the healthcare sector's problems, namely the Internet of Things (IoT). The implementation of this solution could be explained through a simple example that when a patient arrives at a clinic for her consultation. There, instead of having to wait in long lines, she will be greeted automatically, receive a push notification telling her that she has been admitted along with an estimated waiting time for her consultation session. This will not only provide the patients with a sense of freedom but would also reduce uncertainty levels that are generally observed, thus saving both time and money. This work aimed to improve clinics' quality of services and organize queues and minimize waiting times in clinics, leading to patient comfortability and reducing the burden on nurses and receptionists. The results demonstrated that the presented system was successful in its performance and helped achieve high usability.

User Centered Design and Development Strategies for Participatory Learning Media (사용자중심의 참여 미디어 교육시스템 프로토타입 개발 전략)

  • Ahn, Mi-Lee;Cho, Y.C.;Hwang, Y.J.;Cha, H.J.;Kim, H.J.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.926-932
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    • 2009
  • Recently many research reports on effective use of mobile devices for museums to provide information on displayed artifacts providing individualized learning space, collaborative learning, and discovery learning, Such devices have many possibilities to support learning as a participatory media and social network. Mobile devices are used, however, limited for its usability and lack in providing expected learning experiences. It offers one-way interaction and they are often limited in providing customized services for different patrons to experience learning and entertainment. In this research, we have adopted user centered design approach to identify the needs and possible usage of PDA system in the museum. Research methods include contextual observation and inquiry with symbolic interactionism for qualitative research and its epistemology. We have developed conceptual model with scenario and storyboard method, and developed vertical prototype with Flash.

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Wireless u-PC: Personal workspace on an Wireless Network Storage (Wireless u-PC : 무선 네트워크 스토리지를 이용한 개인 컴퓨팅 환경의 이동성을 지원하는 서비스)

  • Sung, Baek-Jae;Hwang, Min-Kyung;Kim, In-Jung;Lee, Woo-Joong;Park, Chan-Ik
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.9
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    • pp.916-920
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    • 2008
  • The personal workspace consists of user- specified computing environment such as user profile, applications and their configurations, and user data. Mobile computing devices (i.e., cellular phones, PDAs, laptop computers, and Ultra Mobile PC) are getting smaller and lighter to provide personal work-space ubiquitously. However, various personal work-space mobility solutions (c.f. VMWare Pocket ACE[1], Mojopac[2], u-PC[3], etc.) are appeared with the advance of virtualization technology and portable storage technology. The personal workspace can be loaded at public PC using above solutions. Especially, we proposed a framework called ubiquitous personal computing environment (u-PC) that supports mobility of personal workspace based on wireless iSCSI network storage in our previous work. However, previous u-PC could support limited applications, because it uses IRP (I/O Request Packet) forwarding technique at filter driver level on Windows operating system. In this paper, we implement OS-level virtualization technology using system call hooking on Windows operating system. It supports personal workspace mobility and covers previous u-PC limitation. Also, it overcomes personal workspace loading overhead that is limitation of other solutions (i.e., VMWare Pocket ACE, Mojopac, etc). We implement a prototype consisting of Windows XP-based host PC and Linux-based mobile device connected via WiNET protocol of UWB. We leverage several use~case models of our framework for proving its usability.

Prioritization Analysis for Contents Sensibility Evaluation of the Future Mobility (차세대 이동공간 대상의 콘텐츠 감성 평가를 위한 우선순위 도출)

  • Lee, Jung Min;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.3-16
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    • 2018
  • The emergence of the fourth industrial revolution is rapidly changing the conventional society and the industry, eroding the boundaries among the technology, culture, and finance. In the mobility industry, as the engineering-based industry converges with the information technology, the mobile space is changing from mobility or safety-centric space into space where the passengers can consume infotainment or contents services. The contents evaluation of the future mobility is conducted in terms of usability or technology acceptance aspect, but according to the trend analysis, the mobility industries, such as vehicle OEMs, it is necessary to evaluate the emotional or sensibility factors for the development of their future mobile space design. Herein, this research study evaluates which sensibility factor should be evaluated in priority to develop the contents interaction in the future mobile space. Thus, using Patrick Jordan's Four Pleasure Model, the priority evaluation has been conducted among 116 Korean drivers. As a result of the statistical analysis and AHP (Analytic Hierarchy Process), it has been found that first, it is necessary to evaluate psychological, ideological, social and physical sensibility in the respective order, and second, it is necessary to evaluate based on the contents user type.

User authentication using touch positions in a touch-screen interface (터치스크린을 이용한 터치 위치기반 사용자 인증)

  • Kim, Jin-Bok;Lee, Mun-Kyu
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.1
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    • pp.135-141
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    • 2011
  • Recent advances in mobile devices and development of various mobile applications dealing with private information of users made user authentication in mobile devices a very important issue. This paper presents a new user authentication method based on touch screen interfaces. This method uses for authentication the PIN digits as well as the exact locations the user touches to input these digits. Our method is fully compatible with the regular PIN entry method which uses numeric keypads, and it provides better usability than the behavioral biometric schemes because its PIN registration process is much simpler. According to our experiments, our method guarantees EERs of 12.8%, 8.3%, and 9.3% for 4-digit PINs, 6-digit PINs, and 11-digit cell phone numbers, respectively, under the extremely conservative assumption that all users have the same PIN digits and cell phone numbers. Thus we can guarantee much higher performance in identification functionality by applying this result to a more practical situation where every user uses distinct PIN and sell phone number. Finally, our method is far more secure than the regular PIN entry method, which is verified by our experiments where attackers are required to recover a PIN after observing the PIN entry processes of the regular PIN and our method under the same level of security parameters.

ANOVA of Satisfaction based on Navigation Location and Number of Items in Mobile Applications (모바일 어플리케이션의 네비게이션 위치와 항목 수에 따른 만족도에 대한 분산 분석)

  • Park Sung-Hum;Kim Tae-Wan
    • Journal of Service Research and Studies
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    • v.12 no.2
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    • pp.38-47
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    • 2022
  • The user interface is a very important factor in application usability. The user interface of a typical application has a navigation system and the selection of the item takes place to move the movement. In this study, we would like to see if there are differences in user satisfaction depending on the location of the navigation and the number of items. The methods of in this study, a random group of 135 adult men and women who randomly selected four to six items as independent variables was conducted on the top, bottom, side, and three locations of navigation in a typical application. As a result, the navigation system rejected the null hypothesis of 0.000 and 0.008 respectively, with a significant probability of 0.05 or less than 0.000 and 0.008, respectively. It was also confirmed that the study theory of whether the interaction of navigation location and number of items creates a difference in satisfaction was significant with a significant probability of 0.016. In the post-analysis (Schefe), there were significant differences in the position of navigation, as each group was classified as a new group at the top <bottom <, and in the number of items, there were significant differences between the two groups of six <4 . Conclusion of this research, depending on the results of some significant differences in satisfaction with the location of the navigation and the number of items, it can be seen that the satisfaction of the interface increases when the navigation position is located at the bottom. However, follow-up research is needed on whether side-type navigation is suitable for different mobile sizes.

A Study on the user attributes for acquisition of information by analyzing the durability of real-time issues (실시간 이슈의 지속성 분석을 통한 사용자 정보 습득에 대한 특성과 패턴에 대한 연구)

  • Oh, Junyep;Lee, Seungkyu;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.299-314
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    • 2017
  • Technological advances in media have expanded users' consciousness. At the same time, users have changed from passive into active voice by interacting media. The emergence of mobile made different structures and contents compared to the past. Especially, Korean culture of mobile converted original media channels to contents in a category. Plus, the usage structure of internet of this time converges in massive portal sites. It is because that the structure has aspect of emitting through remediation in the sites. Also, Korean massive portal sites have provided specific service named 'real-time issues'. This is not only the unique way of offering information that exists in Korea but also high usability of getting issues. We therefore considered the meaning of durability of real-time issues in the view of journalism, compared original media channels. Then, this paper identified the user attributes for acquisition of information following ways using informal and formal data from Korean massive portal sites named 'Daum' and 'Naver'.