• Title/Summary/Keyword: USER EVALUATION

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A Study on the Evaluation of Pro-environmental Potential of Streams in Sunchon City (중.소도시 하천의 친환경적 활용 잠재력 평가에 관한 연구 -전남 순천시 하천을 사례로-)

  • 정정채;이상석
    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.1
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    • pp.96-112
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    • 1998
  • This study aims to evaluate the potential of pro-environmental application(PEP) in streams conceptualized ecological conservation and recreational use to be in harmony with. The main content of research are to clarify the PEP, to establish the evaluation model, and to evaluate 3 streams(Dongchon, Seokhyunchon, Okchon) in Sunchon city. Researchers introduced 12 evaluation items(water quality, water quantity, vegetation-water area, vegetation conservation, streamscape, neighborhood landscape, stream width, optimum area, nearby landuse, facility in stream, distance from user, obstacle to acces) by 5 scales to evaluate the characteristics of natural and artificial factors in stream area and nearby area. Also to decide the weight of items, researchers surveyed the opinion of 22 landscape architects experienced stream-plan through delphi method. Lastly the pro-environmental potential on streams were calculated by the ecological potential and recreational potential indices to be standardized and indicidual sections in streams were divided 5 grades on the basis of PEP. The result of this study are as follows; 1) The evaluation model of PEP was constructed by 4 steps, such as the decision of weight, the measurement of scale, the calculation of potential indices, the gradation of individual sections in streams. 2) The ecological potential were highly influenced by natural factor such as water quality, vegetation conservation, vegetation-water area, but on the other hand the recreational potential were influenced by optimum area, distance from user, water quantity, obstacle to access. 3) The factors such as vegetation conservation, optimum area, nearby landuse, distance from user were function as discernment factors to evaluate relatively ecological and recreational potential. and water quality, water quantity, vegetation -water area, neighborhood landscape were acted as important items to decide PEP.

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User Evaluation of the Farmers' Market Design in the Rural Village Festival - The Perspective of the Universal Design - (농촌마을축제의 농산물 직거래 장터 디자인에 대한 사용자 평가 - 유니버설디자인 관점에서 -)

  • Chae, Hye-Sung;Seo, Ae-Eun
    • Journal of Korean Society of Rural Planning
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    • v.22 no.4
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    • pp.49-60
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    • 2016
  • This study is in order to promote agricultural products sold in the rural village festivals direct transaction marketplace and enabled by a comprehensive user evaluation of the rural village festivals direct transaction marketplaces in universal design perspective, provide a design plan for your care and comfort of a rural village festival Direct Deals Marketplace there is a purpose. Thus, redefining the principles of universal design suitable for direct transactions rural village festival marketplaces, and to do this by reclassifying the design elements of the farmstand-type in a framework was developed 30 questions to evaluate items for Universal Design Evaluation. And, the selection of three villages along the rural village festivals scale and conducted a survey of Universal Design Rating. As a result, the overall assessment was positive for B villages of rural village festival marketplaces direct transactions, there was a significant difference with the other village. In particular, there was a notable difference in the fairness, efficiency, promotional, safety and hygiene. And, there was a significant difference in design elements for directing atmosphere by selling space, product display, hygiene. This paper presents the design suggestions about a rural village festivals farmers' market aspects of universal design for improvement of the marketplace as following, 1) placement for differentiation the markerplace and around sites in the festival place, 2) to build the operating systems of sustainable management for arrangement and organization during the festival, 3) to install the device for maintaining agricultural products freshness 4) to separate the sale of local specialty products and general food products, and 5) to locate the suitable space considering the visitors tour route in the festival place for large-scale festival.

Usefulness Evaluation on Elements for Visualization of Technology Intelligence Service (테크놀로지 인텔리전스 서비스의 시각화 요소 평가 -사용자 평가를 통한 효용성 분석-)

  • Lee, Jin-Hee;Kim, Tae-Hong;Lee, Mi-Kyoung;Kim, Jin-Hyung;Jung, Han-Min;Sung, Won-Kyung;Kim, Do-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.533-542
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    • 2011
  • Visualization elements as the technology to offer information to users effectively have become more important. In this study, we evaluate the usefulness of visualization elements in InSciTe which is a technology intelligence service developed by using Semantic Web technologies and text mining technologies for establishing R&D strategy using papers and patents. We propose design which can be preferred by users and applying methods of visualization elements through the quantitative and qualitative evaluation about each types of service. As a result of evaluation, we conclude that the visualization elements in InSciTe are implemented user-friendly to improve user's cognitive intuition.

A Comparative Evaluation of User Experience Design on Virtual Reality Indoor Bikes (가상현실 실내자전거에 관한 사용자경험설계의 비교 평가)

  • Kim, Sun-Uk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.48-55
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    • 2018
  • A framework has recently been developed to evaluate the user experience (UX) design for a virtual reality (VR) indoor bike. However, no comparative evaluation has been performed for an actual product using this framework. This paper investigates the effectiveness of the framework and identifies some problems when applying it. To validate the framework, we applied the proposed framework to a Korean VR indoor bike (KoVIB) prototype and VirZOOM, a commercial VR bike. The evaluation criteria consist of usability, emotional aspects, user values, and sense of reality. These four criteria were interpreted to evaluate prototypes and include 13, 6, 8, and 16 sub-elements, respectively. The results revealed the strengths and weakness between the Korean prototype and the commercial product, which are valuable for promotion and improvement. The framework helps to identify some problems when applied to real domains. As a result, we recommend a revised framework to compare prototypes with existing VR bikes.

Usability Evaluation of Graphic User Interfaces for a Military Computer-Based Training System

  • Kim, Sungho;Lee, Soojung;Lee, Kiwon;Lee, Baekhee;Lee, Jihyung;Park, Seikwon;You, Heecheon
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.401-410
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    • 2015
  • Objective: The present study was to improve the graphic user interface (GUI) of a military computer-based training (CBT) system in terms of usability. Background: Existing studies have focused on usability evaluation of a particular GUI type such as sequence, hierarchy, or context type; however, few research has been conducted which identifies preferred GUI features based on a comparative analysis of different GUI types. Method: A comparative evaluation was conducted by 9 CBT design experts using a 7-point scale (1: very low, 4: neutral, and 7: very high) on hierarchy and context GUI types of a military CBT system in terms of 10 usability criteria. Then, preferred features of the hierarchy and context types being accommodated, a new GUI was developed and validated by 22 CBT users. Results: While the hierarchy type was found preferred by 1.6 times in terms of controllability to the context type, the opposite was found in terms of attractiveness, simplicity, and responsiveness by 0.6, 0.8, and 0.8 times, respectively. The proposed GUI was found superior to the hierarchy and context types in terms of accessibility and informativeness by more than 1.5 times, but inferior to the hierarchy and context type in terms of simplicity by 0.6 and 0.9 times, respectively. Conclusion: The new GUI developed by accommodating the preferred features of the hierarchy and context types improves usability in terms of accessibility and informativeness except simplicity. Application: The comparative analysis of various GUIs can be applied to develop an improved GUI in a systematic manner based on preferred features of the existing GUIs.

Ergonomic Evaluation of Indoor Bike Coordinated with Virtual Images (가상 영상과 조합된 실내 자전거의 인간공학적 평가)

  • Han, Seung Jo;Kim, Sun-Uk;Cho, Jae-Hyung;Koo, Kyo-Chan
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.443-451
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    • 2017
  • This paper's objectives are to investigate the criteria for ergonomic evaluation of indoor bike coordinated with virtual images, and to compare HMD-based VR bike with 2D-based one. 12 experts performed delphi method with an aim to determine ergonomic evaluation criteria that were classified into 4 categories(Usability, Emotion, User Values, Reality). 2D-based bike and HMD-based one were compared according to part of final criteria through fuzzy-logic question performed by 20 subjects. Though there were no confidential difference in usability, HMD-based VR bicycle resulted in greater scores than 2D-based one in elements related with emotion, user value and reality statistically. It is expected that this research results will be used as references to evaluate ergonomic design of other indoor exercise equipments combined with VR or AR.

Analyzing evaluation factors of multimedia interface design - A study on the evaluation of multimedia interface design (2) (멀티미디어 인터페이스 디자인의 평가 요소 분석 - 멀티미디어 인터페이스 디자인의 평가에 관한 연구 (2))

  • 이지수;임창영;권은숙
    • Archives of design research
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    • v.11 no.1
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    • pp.153-160
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    • 1998
  • User, contents exchanged between user and computer system, and media are axes among the vanous factors related to multimedia interface. The points of contact resulted by three mam factors bring many design problems. User factor is most important among and its cognitive constraints become mam design principle for multi-modality features of multimedia. Because media could be understood differently depending on the level of information delivery, it is necessary that various characteristics and representation mode of media are clarified. This thesis develops design evaluation process that tells multimedia interface as a entity integrated with contents, media, and representation elements and assesses its sub elements whether they are correspond with design principal.

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Study on Consistency of Novice User and Sensitivity of Industrial Types During MSDs Evaluation Using Major Checklists (근골격계질환관련 주요 평가 도구 사용에 있어서의 초보평가자의 일관성 및 업종별 특성에 대한 연구)

  • Im, Su-Jung;Choi, Soon-Young;Park, Dong-Hyun
    • Journal of the Korea Safety Management & Science
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    • v.14 no.2
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    • pp.123-136
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    • 2012
  • The validity of the results from observational methods such as RULA, REBA, OWAS has been one of major concerns due to their subjective characteristics in determining the posture of interests. There have been many studies regarding validity of the results from each checklist. However, most studies provided only fragmentary rather than comprehensive results in nature. This study specifically tried to analyze consistency of novice user based on intra-observer consistency and sensitivity of industrial types during MSDs(Musculoskekltal Disorders) evaluation with major checklists. In this study, twenty two novice subjects were participated to conduct MSDs evaluation for the forty five jobs from three types of industries(automobile, electronics, hospital). The main results for this study were summarized as follows; 1) The action level based on RULA was always higher than that from REBA and OWAS for all three types of industries., 2) The order of consistency from novice users was OWAS(72.7%(kappa=0.57)) RULA(54.3%(kappa=0.41)), REBA(41.0%(kappa=0.34))., 3) The percentage of agreement between 2nd and 3rd trials was higher than those between 1st and 2nd trials and between 1st and 3rd trials irrespective of industrial types during using RULA and REBA., 4) The average score of automobile industry was higher than those of hospital and electronics industries., 5) The types of jobs associated with five body parts(A1(Front), A2(Interior), A3(Rear), A4(Lower), A5(Door)) in automobile industry showed statistically significant differences in terms of MSDs scores for the body parts considered in each checklists.

Development of a haptic communication system for fashion image experience in a virtual environment

  • Kim, Jongsun;Choi, Dongsoo;Kim, Sangyoun;Ha, Jisoo
    • The Research Journal of the Costume Culture
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    • v.28 no.5
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    • pp.705-718
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    • 2020
  • The goal of this study was to develop a haptic communication system that can convey the tactile sensation of fashion materials in a virtual environment. In addition, the effectiveness and how realistically the virtual fabric image of this system delivers the tactile sensation of actual fabric was verified. First, a literature review was conducted through which the tactile attributes of fashion materials were defined that would be implemented in the haptic communication system. Then, a questionnaire for evaluating the tactile attributes of fashion materials was developed. Next, a haptic communication system was designed to convey fashion image experiences in a virtual environment, from which a haptic rendering model was suggested. The effectiveness of the haptic communication system was evaluated by verifying user experiences with questions developed through a user evaluation experiment. The validity of the evaluation questions pertaining to the tactile attributes and the effects of the haptic communication system were verified. Factor analysis was conducted to verify the evaluation of the tactile sense attributes of the fashion material, which identified density, thickness, and elasticity of the material as key factors. As a result of comparisons between the tactile sense through haptic characteristics and through touching, it was observed that regarding density and thickness, tactile sense experience led to greater perceived reality, while this was not the case for elasticity.

Opened Problem Bank System with Anonymous Review (익명평가 가능한 개방형 문제은행 시스템)

  • Jang, Hee-suk;Park, Yoo-hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.443-449
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    • 2017
  • Opened platform is called that anybody can be a producer and consumer in some platform. And many opened platforms are using in various area such as general goods, smart phone application and contents. In this paper, we will propose the opened platform system for the problems for evaluation the level of learners. Any user can register problems as public or private-type in this system and use them. So our proposed system has the advantage in selecting the high quality problems by continuous reviews about that even after they have been registered. Proposed system has three different modules such as submit, evaluate and produce problems modules. A user can submit various kind of problems in the submit module. The evaluation module is a module that allows the user who is not the problem registrant to evaluate the registered problem. The production module can use the registered problems for online and offline evaluation.