• Title/Summary/Keyword: USER EVALUATION

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Studios on the Physical and Psychological Analysis in Street Spaces for Improving the Streetscape of Olympic Daero (올림픽대로의 경관향상을 위한 가로공간 구성요소의 물리량과 심리량 분석에 관한 연구)

  • 김광래;진희성
    • Journal of the Korean Institute of Landscape Architecture
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    • v.16 no.2
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    • pp.23-41
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    • 1988
  • Environmental design pattern of the nine Small Urban Spaces at C.B.D. in City of Seoul are surveyed and analyzed for user's satisfaction and behavior under the environmental design evaluation by using Chrisopher Alexander's Pattern Language. Small Urban Spaces as a part of streetscape are formed by physical factors as well as visual environment and interacting user's behavior. Therefore, user's satisfacuion and behavior at the nine Urban Small Spaces were investigated under the further search for some possibilities of a pplication of those Pattern Languages. A pattern language has a structure of a network. It is used in sequence, going through the patterns, moving always from large patterns to smaller, always from the ones which create comes simply from the obsernation that most of the wonderful places of the city were not made by architects but by the people. It defines the limited number of arrangements of spaces that make sense in any given culture. And it actually gives us the power to generate these coherent arrangement of space. As a results, 'Plazl', 'Seats' and 'Accessibility' related design patterns are highly evaluated by Pattern Frequency, Pattern Interaction and their Composition ranks, thus reconfirm Whyte's Praise of urban Small Spaces in our inner city design environments. According to the multiple regression analysis of user's evaluation, the environmental functins related to the satisfaction were 'Plaza', 'Accessibility' and 'Paving'. According to the free response, user's prefer such visually pleasing environmental design object as 'Waterscape' and 'Setting'. In addition to, the basic needs in Urban Small Spaces are amenity facilities as bench, drinking water and shade for rest.

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A Study on the Ease of Use of Open Source-based Knitting Machine User Interface Design (오픈소스기반 니팅기 사용자 인터페이스 디자인 사용편의성에 관한 연구)

  • Jo, Jae-Yoon;Nam, Won-Suk;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.187-194
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    • 2020
  • This paper is a study to improve the usability due to the commercialization of open source-based knitting machines. Based on the analysis, FGD was conducted to derive considerations and to evaluate the evaluation factors based on the derived contents. Based on the evaluation principles derived, tasks were created for each UI (user interface) situation to measure execution time and error frequency. The analysis results show that model C has the highest user-friendliness in terms of learning, conciseness, cognitive fitness, convenience, state maintainability, and intuition. Ease of use will be improved.

A Study on Parents' Perception about E-books in Libraries (전자책에 대한 도서관의 학부모 이용자 인식에 관한 연구)

  • Chung, Yeon-Kyoung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.3
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    • pp.109-127
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    • 2011
  • The purposes of this study are to investigate the perception and satisfaction of parents about e-books and to suggest ways to improve library e-book services. A user survey of one hundred twenty parents is carried for library use, computer use, and e-book user / non user behavior, library e-book service evaluation, selection of children's e-books and so on. Based upon the results, proactive library e-book service promotion such as public relations and e-book user education, easy access to e-book collections, recognition of e-book services at libraries, positions for e-book librarians and their professional continuing education, and self-evaluation of library e-book services.

UX evaluation of MyData-based financial asset management app - Focusing on Data Visualization (마이데이터 기반 금융 자산관리 앱 사용성 평가 - 데이터 시각화를 중심으로 -)

  • Kim, Eun Young;Han, Soo Jin
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.223-233
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    • 2021
  • MyData industry became possible with the revision of the three data-related bills on August 2020, and from February 2021, each individual can make MyData financial service through the app provided by MyData providers. In this study, in order to understand the user experience trend of MyData-based financial asset management apps in the user-centered financial service era, the usability evaluation of 11 apps from 8 MyData providers was conducted for 300 adults, then average value comparison, radial graph analysis, and heatmap analysis were conducted. In app design preference, asset list type was the most preferred type, followed by asset comparison·list type. As for the expected perception of the future benefits that can be enjoyed through My Data, 'diversification of convenient services' was the highest at 45.3%, and as a negative factor felt by users, personal information-related factors were the highest at 71.4%. The results of this study can be used as basic data for the development and improvement of user interfaces for MyData platforms.

A Study on User - centered Usability Elements of User Interface Designs in an Augmented Reality Environment (증강현실 사용자 인터페이스의 사용자중심 사용성 요소 연구)

  • Kim, Un;Lee, Cheol-Seung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.6
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    • pp.1317-1322
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    • 2018
  • In order to complete the AR UI design simply and quickly, the usable factors were studied in this thesis. The primary aim of interface design is to increase the usability. The various factors should be considered together when we evaluate the usability. The idealized usable working model is based on user-centered with the aim of perceiving the interests of users, operating easily and completing targets. In order to ensure the types of usable factors, literature survey method had been used and a total of 85 usable factors had been collected by this survey. To make the usable factors can adapt the augmented reality, the concept of factors should be redefined. We extract the items which is adaptable and user-centered, combine or delete the items that have the same meanings and finally select 25 usable evaluative factors. Then we take HCI professional as the object and collect the data by Heuristic Evaluation. We systematize the usable factors by Principal Component Analysis, and observe the correlation between the usable factors and classify those which have high correlation.

Content Recommendation System Using User Context-aware based Knowledge Filtering in Smart Environments (스마트 환경에서의 사용자 상황인지 기반 지식 필터링을 이용한 콘텐츠 추천 시스템)

  • Lee, Dongwoo;Kim, Ungsoo;Yeom, Keunhyuk
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.2
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    • pp.35-48
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    • 2017
  • There are many and various devices like sensors, displays, smart phone, etc. in smart environment. And contents can be provided by using these devices. Vast amounts of contents are provided to users, but in most environments, there are no regard for user or some simple elements like location and time are regarded. So there's a limit to provide meaningful contents to users. In this paper, I suggest the contents recommendation system that can recommend contents to users by reasoning context of users, devices and contents. The contents recommendation system suggested in this paper recommend the contents by calculating the user preferences using the situation reasoned with the contextual data acquired from various devices and the user profile received from the user directly. To organize this process, the method on how to model ontology with domain knowledge and how to design and develop the contents recommendation system are discussed in this paper. And an application of the contents recommendation system in Centum City, Busan is introduced. Then, the evaluation methods how the contents recommendation system is evaluated are explained. The evaluation result shows that the mean absolute error is 0.8730, which shows the excellent performance of the proposed contents recommendation system.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

Usability Evaluation of XR Content for Production Training Through Word Cloud Analysis (워드클라우드 분석을 통한 제작공정 교육용 확장 현실 콘텐츠 사용성 평가)

  • Eeksu Leem
    • Journal of Advanced Navigation Technology
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    • v.28 no.4
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    • pp.574-581
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    • 2024
  • This study explores the usability of extended reality (XR) content tailored for production process training, with a focus on user experience. Participants engaged with extended reality training modules, and qualitative data was subsequently collected through interviews. These interviews evaluated the hardware, user interface, and overall user satisfaction. The analysis utilized python packages for keyword extraction and word cloud visualization, offering insights into user perceptions. The findings revealed that although the hardware was deemed comfortable, concerns were raised regarding its weight and heat emission. The interactive interface, which relies on hand tracking, encountered issues with recognition rates, leading to suggestions for alternative input methods. Users acknowledged extended reality's potential impact on industries like healthcare and education, sharing both positive and negative views on the technology. This research enhances our understanding of user responses and guides the future enhancement of extended reality content for industrial applications, aiming to improve its quality and practical usability

A Secure Social Networking Site based on OAuth Implementation

  • Brian, Otieno Mark;Rhee, Kyung-Hyune
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.308-315
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    • 2016
  • With the advancement in the area of cloud storage services as well as a tremendous growth of social networking sites, permission for one web service to act on the behalf of another has become increasingly vital as social Internet services such as blogs, photo sharing, and social networks. With this increased cross-site media sharing, there is a upscale of security implications and hence the need to formulate security protocols and considerations. Recently, OAuth, a new protocol for establishing identity management standards across services, is provided as an alternative way to share the user names and passwords, and expose personal information to attacks against on-line data and identities. Moreover, OwnCloud provides an enterprise file synchronizing and sharing that is hosted on user's data center, on user's servers, using user's storage. We propose a secure Social Networking Site (SSN) access based on OAuth implementation by combining two novel concepts of OAuth and OwnCloud. Security analysis and performance evaluation are given to validate the proposed scheme.

A Study on the Design and Implementation of the Learned Life Sports Team Recommendation Service System based on User Feedback Information (사용자 피드백 정보 기반의 학습된 생활 스포츠 팀 추천 서비스 시스템 설계 및 구현)

  • Lee, Hyunho;Lee, Wonjin
    • Journal of Korea Multimedia Society
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    • v.21 no.2
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    • pp.242-249
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    • 2018
  • In this paper, the customized sports convergence contents curation system is proposed for activation of life sports. The proposed system collects and analyzes profile of social sports group (club, society, etc.) for recommending optimized sports convergence contents to user. In addition, the feedback based on the recommendation result from the user is continuously reflected and the optimal recommendation is made possible. For the system evaluation, the proposed system is tested to 300 users (about 20 sports team) for about 3 months and the system is verified by analyzing the initial recommendation results and recommendation results reflected by user feedback.