The Journal of the Convergence on Culture Technology
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v.7
no.1
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pp.300-308
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2021
The epidemic of COVID19 caused a big change in design collaboration, which has been conducting using face-to-face interaction. Designers actively used video conferencing and online document tools in situations where face-to-face meetings were difficult, and this gave them an opportunity to experience that non-face-to-face collaboration can be more effective in a specific design process. In this regard, this study attempted to find out which activities during the design process are more compelling in face-to-face collaboration or non-face-to-face collaboration. To do this, three user experience design projects conducted after the COVID19 epidemic were analyzed through a retrospective interview method. As a result, during four design stages, 'Discover, Define, Develop, Deliver', face-to-face collaboration is necessary for the areas that require creative problem solving through active interaction. In contrast, non-face-to-face collaboration is preferred and more effective when designers need their own space and proceed their design work. In addition, the aspects of design tools supporting non-face-to-face collaboration were also illustrated. Findings discovered through this study are expected to contribute to research on the design process later.
Purpose: The purpose of this study is to examine the factors affecting the intention to use online collaboration tools for non-face-to-face educational environment in the perspective of the learners. Methods: For empirical analysis, the survey of this study was administered with data that were limited to experienced learners using online collaboration tools such as Google Docs, Allo, Padlet, and Slido in online education environments such as Zoom, Webex, MS Teams, etc. and valid 400 data were analyzed by SPSS(ver 22.0) and R(ver 4.1.0) program package. Results: The results of empirical analysis showed that performance expectancy were found to have an effect on reliability of system quality, empathy of service quality, playfulness and informativity of content quality among the characteristics of online collaboration tools. On the other hand, it was found that the security of system quality, responsiveness of service quality, and extroversion of user personality characteristics did not affect. It was analyzed that playfulness had the greatest positive effect, followed by informativity, empathy, and reliability. Among the characteristics of online collaboration tools, it was found that the reliability and security of system quality and informativity of content quality had an effect on the effort expectancy. It was analyzed that informativity has the greatest influence, followed by security and reliability. Conclusion: This study is meaningful in that it examines the perspectives of users and learners, who can be said to be the end customers of online collaboration tools. Based on the results of this study, it is expected that not only platform operators that provide online collaborative tools, but also providers that use online collaboration tools will have a significant impact on the development of edutech and infrastructure in the educational environment.
International Journal of Advanced Culture Technology
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v.9
no.3
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pp.100-105
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2021
This study examines the effectiveness of the study through a case of PBL(problem-based-learning) class conducted in a balanced culture course called at 00- University in the second semester of 2020. The effects of learning are as follows: First, PBL(problem-based-learning) has sufficient active interaction between the teacher and the learner. In the face of prolonged non-face-to-face learning, the PBL teaching method has sufficient interaction between the professors-learner and the learner. Second, PBL learning can actively utilize various problems that fit the characteristics of the subject and actively utilize the process of role sharing and collaboration. By presenting various problem situations suitable for the subject, students will be able to share roles individually or as a team, and fully experience the process of collaboration and discussion in the process of investigating the data. Third, critical perceptions of problem situations can be extended. In modern times, a variety of problem situations arise and critical perceptions of them must be fully learned. In a mass production and mass consumption society, students should develop the ability to blindly recognize and distinguish between real and fake information in a flood of information. The limitations identified in this class case are, first, the nature of the subject, "Understanding Culture and Philosophy," which makes it possible to discuss the global cultural phenomenon, but it should be discussed in terms of philosophy. Second, it is not easy to work as a team on non-face-to-face online. Nevertheless, PBL is a very effective method of learning in which active interactions and learning activities take place between professors and students, whether face-to-face or face-to-face online learning.
As the spread of COVID19 has compelled activities in various fields to transform to adapt to the non-face-to-face environment, various activities have either already been transitioned into non-face-to-face methods or been searching for alternative methods to carry out activities in a non-face-to-face manner. However, there are apparent limits in handling this transition with the pre-existing digital technology. Ironically, said limitations are more apparent in the UX design field that has thus far emphasized resolutions based on digital technology. The reason for this stems from the nature of UX design which strongly emphasizes the importance of collaboration. Especially, in the field of UX design, problems are expected to surface under areas of communication and collaboration in workshops, which are productive means of collecting the ideas of interested parties and coming up with other new ideas. Based on the aforementioned rise of necessity, this study aims to assess the characteristics of workshops in the field of UX design and suggest an effective method of transitioning UX workshops into a non-face-to-face environment. Along the line of this process, this study has created a standard process in regards to design workshops with active creation, suggestion, and acceptance of ideas, among the various types of workshops defined by the Nielsen Norman Group. This study also developed a framework consisting of non-face-to-face workshops by combining with the standard process the methodologies of workshop activation and non-face-to-face services meant for communication and designing activities, and confirmed the adaptability and the effectiveness of said transition against various types of workshops. Application of the results of this study is expected to effectively lead the transition into the non-face-to-face environment and improve the collaborative efforts of the interested parties via workshops.
This study aims to provide an industry-university cooperation cap in a non-face-to-face environment so that sharing and cooperation between universities can be shared based on the advanced digital technology between various universities at a time when it is rapidly changing to an online mode. It is in developing the stone design course. To this end, we analyzed the literature and previous studies on non-face-to-face environments and capstone design, developed a model for industrial-educational collaboration-type capstone design subjects in non-face-to-face environments, and suggested an application plan. The wearable capstone design program was pilot-applied, and the effectiveness was confirmed and corrected through the students' interview and questionnaire. This can be used as an industrial-educational cooperation engineering class capstone design class plan, providing basic data for development and operation, and as a step-by-step operation guide in a non-face-to-face environment.
The Journal of the Convergence on Culture Technology
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v.10
no.4
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pp.645-661
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2024
Today, the development of new technologies due to the 4th industrial revolution requires work performance methods such as non-face-to-face collaboration. In response to this, various VR collaboration tools are emerging, but VR collaboration tools for brainstorming, which are used in collaboration or design development work, are not provided. Therefore, despite the advantages and possibilities of VR for non-face-to-face collaboration, there are limitations in practical use. Accordingly, the development of VR collaboration tools in a digitalized work environment is necessary, and research on UI design development for this is required. The purpose of this study is to propose a VR collaboration tool prototype by developing an interaction UI design that applies user hand behavior elements that appear during collaboration sessions through user research. This study was a qualitative study. The research method was to conduct user research through observation and in-depth interviews, and as a result of analyzing the data obtained from this, five types of user hand behavior elements were derived. In this study, an interaction UI design was developed that reflects hand gestures as behavioral elements. And using Unity and the Oculus Integration SDK Kit, we created a prototype VR collaboration tool that can be used without a controller. As a result of conducting a user evaluation of the prototype produced in this study, it was found that users had difficulty making hand gestures accurately, and it was possible to find areas for improvement in UI design. It is expected that this study will help develop interaction UI design for VR collaboration tools that can increase work efficiency.
Purpose As non-face-to-face work environments become common due to COVID-19, interest in online collaboration tools that can communicate smoothly without time and space limitations is continuously increasing. Most of the prior studies are about the introduction, use intention, and satisfaction of cloud computing-based collaboration tools, and studies on the effects of collaboration tools on work-life balance and quality of life are somewhat lacking. Therefore, in this study, the characteristics of cloud computing-based collaboration tools were derived, and the effect on job satisfaction during work and job stress outside of working hours was confirmed. Design/methodology/approach This study applied the S-O-R framework and conducted an online survey of office workers who used cloud computing-based collaboration tools for more than three months. Hypotheses were tested using structural equations. Findings As a result of the analysis, among the characteristics of collaboration tools, stability, usefulness, and interoperability had higher job satisfaction as more stimuli were applied. In addition, the higher the job satisfaction during work, the higher the job performance, work-life balance, and quality of life.
Cho, Sung Kyum;LoCascio, Sarah Prusoff;Kim, Sungjoong
Asian Journal for Public Opinion Research
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v.9
no.2
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pp.188-211
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2021
Decreasing response rates to traditional survey methods, like face-to-face and telephone interviews, have led survey practitioners around the world to seek new ways of conducting surveys in recent years." The COVID-19 pandemic exacerbated this problem because it made conducting face-to-face interviews even more difficult than before. For example, it made conducting face-to-face surveys infeasible in 2020 in South Korea, and so the Korean Academic Multimode Open Survey (KAMOS) was unable to conduct a planned face-to-face survey to recruit new panel members. The entire 8,514-member panel, established via two-stage probability-based sampling from 2016 to 2019, was invited to take three online/telephone surveys in 2020. Of these panel members, 1,352 responded to at least one survey in 2020. To test to what extent the panel remained representative of the adult South Korean population, we compared the two groups of panel members: those who responded to at least one survey in 2020 and those who did not. After weighting both groups on the basis of age, sex, and geographical area, we analyzed their responses to some of the questions that were asked during multiple rounds of the face-to-face panel-recruiting interviews. Using Cohen's d for survey items that could be analyzed numerically and Cramér's V for categorical items, we were able to conclude that the respondents to the 2020 surveys were equivalent to the non-respondents in terms of both demographics and in the answers they originally gave to substantive questions on a variety of topics related to social science or public opinion research, including questions about quality of life, societal issue, and politics (Cohen's d items <0.2, 95% CI; Cramér's V items <0.1, 95% CI). This analysis may provide a model for others who wish to test the continued representativeness of their panel or who would like to use a different survey mode or change some other aspect of their methodology and test whether it is equivalent to their former methodology. Our success in building a panel that retained its representativeness may be useful to those in other countries where face-to-face surveys had previously been the norm but are becoming increasingly difficult to conduct.
International Journal of Advanced Culture Technology
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v.9
no.3
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pp.277-282
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2021
The generalization of social distancing due to the COVID-19 pandemic has rapidly spread non-face-to-face services, accelerating the speed of non-face-to-face digital conversion technology. The importance of telemedicine, a remote service, has been rekindled in the wearable technology including the medical industry. In a situation where it is not easy for any company to overcome the COVID-19 pandemic, it is a time when collaboration within the industry or between competitors is necessary. In addition to the digital-based online exhibition hall using AR-VR-MR technology, which is a major core technology of the future industry, virtual stores that can receive services such as actual shopping should be actively used. Paradoxically COVID-19 will provide new opportunities to reshape and reconnect the future of the textile and fashion industry. Therefore, the purpose of this study is to investigate the current status of wearable technology products being developed as fashion items for the prevention of COVID-19 and analyze their characteristics. This study results can be used as basic data for future research on the fashion industry and education.
The Journal of the Convergence on Culture Technology
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v.7
no.4
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pp.435-440
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2021
This study examines the effectiveness of the study through a case of PBL (problem-based learning) class conducted in a balanced culture course called at 00 - University in the second semester of 2020. The effects we can achieve through learning are as follows: First, problem-based learning (PBL) has sufficient active interaction between the teacher and the learner. Second, PBL learning can actively utilize various problems that fit the characteristics of the subject and actively utilize the process of role sharing and collaboration. Third, critical perceptions of problem situations can be extended. The limitations identified in this class case are, first, the nature of the subject, "Understanding Culture and Philosophy," which makes it possible to discuss the global cultural phenomenon, but it should be discussed in terms of philosophy. Second, it is not easy to work as a team on non-face-to-face online.
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