• Title/Summary/Keyword: Ui

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The Educational Games' UI Study from the Point of View of UX by Eye-tracking (UX관점에서 Eye-tracking을 이용한 교육용 게임 UI연구)

  • Shin, Won-Sub;Shin, Donghoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.211-224
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    • 2013
  • The purpose of this study was to find the effective way of composition in terms of UX(user experience) when configuring UI(user interface) of educational game by utilizing ET(eye-tracking). Experimental material was a game related to the middle school 'force and motion'. SMI (SensoMotoric Instruments)' iView X TM RED was used in order to collect eye movement data. The results of this study was as follows. First, the lead element for fast visual attention should be placed in the center when the educational game UI is configured. Second, burton that changes character's features and the information about them should be placed close to each other. Third, learning quiz caught visual attention faster when it was placed on the left side of UI. Fourth, when one UI was overlapped by another, parts that were not overlapped was fixated, too.

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The effects of UI(user interface) experience on product attitude and purchase intention for smartphones (스마트폰의 UI(User Interface) 경험이 제품태도와 구매의도에 미치는 영향)

  • Youm, Dong-Sup;Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.129-137
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    • 2013
  • Increasingly important UI(user interface) on the digital media era, and increasing awareness about the user experience. In this study, by considering these realities, what impact smartphone UI experience, this product attitudes and purchase intentions you want to check. First, the findings of the smartphone UI experience influence on product attitudes of the smartphone was confirmed. Second, the smartphone's UI experience was confirmed also in the purchase of smartphones that partially affects. Finally, attitudes were identified as affecting the purchase of products for smartphones. The results of this study, the strategies suggest the need for consideration of future marketing strategy for smart phones smartphone's UI experience. Especially valuable experience for the smartphone-focused marketing strategy, such as the administration of post-A/S system, ie, around experience than are necessary. Finally, in order to improve the consumer's purchase decision more than anything that can enhance the positive attitude of consumers for its products marketing strategies are necessary.

A Study on the Wearing Occasion and Formula of Jeok-Ui in the Joseon Dynasty (조선시대 적의의 용례와 제작에 대한 고찰)

  • Kim, Soh-Hyeon;An, In-Sil;Jang, Jeong-Yun
    • Journal of the Korean Society of Costume
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    • v.57 no.6 s.115
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    • pp.87-100
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    • 2007
  • In the Joseon Dynasty, a Court Ladies' full dress was Slanted by the Ming Dynasty. Since the Ming Dynasty had declined, a Court Ladies' full dress, Jeok-ui began to be made by the Joseon Dynasty. It was based on the Chinese Court Ladies' full dress, Desam, but it became Joseon's own style, which was different from the Chinese one. The formula of Jeok-ui was completed in the time of King Yongjo. Since then, Jeok-ui for big ceremonies was called Bub-bok. It was recorded on the Regular rule of Sang-uiwon. The color of Jeok-ui was departmentalized for the wearer; red one for the Queen, bluish black one for the Crown Princess, and purple one for the Queen mother. There were some differences between Jeok-ui for feasts and for big ceremonies. In the case of Jeok-ui for big ceremonies, the pattern of Hyung-bae for the Queen was a dragon with five claws, and for the Crown Princess, a dragon with four claws. On the other hand, in the case of Jeok-ui for feasts, the pattern of Hyung-bae was phoenixes for the Queen, Crown Princess and the Queen mother. The number of embroidered round badges, which were attached to Jeok-ui, was 51 for big ceremonies, and 36 for feasts. The skirt for big ceremonies was a Jeonang-ut-chima with dragons pattern for the Queen, and phoenixes for the Crown Princess. The Queen's skirt for feasts was a Jeonang-ut-chima with phoenixes pattern, and the Queen mother's also. The Crown Princess' was a double skirt with phoenixes pattern. The pearls were not decorated on the shoes for big ceremonies, but shoes for feasts had six big pearls fer decoration. When the royal woman wore Jeok-ui for big ceremonies, it was prepared for Kyu, Pe-ok and belt with jade. But those were not necessary for Jeok-ui for feasts.

A Analysis on the Cases Applying UI/UX in the Mobile Web : Focusing on the University Homepage (모바일웹 구축 시 UI/UX 적용 사례 분석 : 대학 홈페이지를 중심으로)

  • Lee, Myung-Suk;Lee, Kyung-Mi
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.4
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    • pp.111-116
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    • 2015
  • This study aims to examine the field of UI/UX being actively adopted in this new media age, investigate and analyze homepages targeting national universities in Korea, and attempt diverse researches on UI/UX applied to mobile webs. First of all, the paper comparatively analyzed PC webs, mobile webs, and mobile apps, investigated the current status of Korean national university homepages, comparatively examined the expressions and use of PC webs and mobile webs in those universities, and analyzed to what extent a certain university's mobile web was applied to the principle of UI/UX. According to the result of this research, most of the mobile web pages considerably lack in user-oriented design applying UI/UX, and it will be needed to optimize a vast amount of data on PC webs for better expression. Moreover, this study intends to figure out ways to apply user experience to be applied to mobile web design by suggesting directions for UI/UX design.

Interaction-based mobile UI design utilizing Smart Media Augmented Reality (스마트 미디어 증강현실을 활용하는 인터랙션 기반의 모바일 UI 디자인)

  • Jung, Suk-Ho;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.311-316
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    • 2019
  • The mobile game environment is rapidly expanding with AR (augmented reality) technology along with artificial intelligence. In particular, AR (Augmented Reality) technology is a field of VR (Virtual Reality), which is a technology that shows a mixture of virtual information and images in a real environment. Recently, research on mobile UI design based on the interaction based on the augmented reality technology has become important at the point when various utilization methods are suggested based on understanding of contents. There are still some issues in terms of whether the consumer can utilize it in various ways, unlike the developed supply system. In this paper, we present an example of mobile UI design based on interaction based on smart media augmented reality through previous study and literature study of smart augmented reality to solve problem UI issues based on background theory.

Understanding the Construction of Chang-ui in the Middle Chosun Dynasty -Through the Process of Reconstructing Chang-ui Excavated from General Parks Tomb- (조선중기 창의구성의 이해 -전 박장군묘 청색무명겹창의의 재현을 통하여-)

  • 장인우
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.3
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    • pp.548-559
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    • 2001
  • This study is to understand Chang-ui construction of the middle Chosun Dynasty through the reconstruction of the blue Chang-ui which was excavated from General Parks tomb. The followings are the results of this study. There are 4 styles in excavated Chang-ui of middle Chosun Dynasty: Two styles seem to belong to the early 17th Century and the other, the late 17th century. The former is classified into 2 styles by the gender of the wearer, the latter is also classified into 2 styles by etiquette of clothing. We can assume that Chang-ui excavated from General Parks tomb was the womans clothing in early 17th century. This Chang-ui(II) differs from other Chang-ui(I) at two points. One is the construction of the trapezoid and triangle gussets on the side seam of clothing. The other is the construction of the narrow width of clothing(23cm). We have found that these two gussets could improve the active aspect of clothing and save materials. It is identified that the green tone was faded from the blue color of Chang-ui according to the calculation of the L*a*b.

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Implementation of the Step UI to Collect the Necessary Media Resource for Promotional Video (홍보 영상 제작에 필요한 미디어 리소스 수집을 위한 Step UI 구현)

  • Lee, Ji-Hyun;Jang, Jung-Eun;Han, Man-Jong;Lim, Tae-beom
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.137-138
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    • 2015
  • IT 기기와 서비스가 보편화되고 있는 시점에 사용자 인터페이스의 중요성은 날이 갈수록 중요해지고 있다. 사용자가 특정한 일을 하기 위해서는 반드시 인터페이스를 통해 시스템과 의사소통해야하며 인터페이스가 얼마나 편리하고 친근한가에 따라 작업의 효율성도 달라진다. 그러므로 인터페이스는 사용자와 시스템 간의 원활한 의사소통을 통해 정확한 업무 수행하기 위한 요소로 매우 중요하다. 이러한 분위기 속에서 다양한 IT 기기가 등장하면서 이에 따른 UI 트렌드도 변화하고 있다. 최근 UI 트렌드로는 대표적으로 Responsive UI(반응형 UI)를 비롯해 Metro UI, Tile Layout 등이 있다. 하지만 이러한 UI만으로는 소상공인들 위한 홍보 영상 제작 플랫폼(이하 Ad-it)에서 홍보 영상을 만들기 위한 미디어 리소스 수집하는 데에 어려움이 존재한다. 소상공인의 주요 연령대가 40~50대라는 점을 감안하여 사용자의 IT 기술 친숙도를 반영하지 않았기 때문이다. 이러한 문제점을 해결하고자 본 논문에서는 홍보 영상 리소스 수집을 위해 소상공인이 쉽게 따라올 수 있도록 단계별로 나누어진 Step UI 개념을 도입하여 홍보 영상 제작에 필요한 미디어 리소스를 수집을 위한 Step UI를 구현하였다.

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A Study of the Perception of SoGal in the early through mid Chosun Dynasty - centering on UiBangYuChi and DongUiBoGam - (조선(朝鮮) 전(前)·중기(中期)의 소갈(消渴) 인식에 관한 연구 - 「의방류취(醫方類聚)」 및 「동의보감(東醫寶鑑)」을 중심으로 -)

  • Cho, Sun Young;Cha, Wung Seok;Kim, Nam Il
    • The Journal of Korean Medical History
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    • v.18 no.2
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    • pp.229-244
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    • 2005
  • In order to find out how SoGal was perceived in the Korean medical history and under what logic it was treated, the SoGal section of UiBangYuChi and DongUiBoGam were compared and examined. Through this process, the following could concluded. First of all, in UiBangYuChi's SoGal Section, mainly the fire/heat theory was adopted. In DongUiBoGam's SoGal Section, the lack of Bodily Liquids and Blood theory was selected. Secondly, in DongUiBoGam's SoGal Section, it went beyond UiBangYuChi's perspective of viewing all thirst caused by fire/heat as SoGal, and perceived SoGal as a state of thirst reached for the lack of Bodily Liquids and Blood. Lastly, UiBangYuChi's SoGal Section accepts the fire/heat theory, and heavily restricts the use of BuJa in PalMi, while DongUiBoGam's SoGal Section elucidates the use of BuJa when needed.

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Fun Factors for User Experience Design (Fun Factors를 적용한 핸드폰 UI(Game적 요소를 적용한 핸드폰 UI))

  • Kim, Deok-Won;Jin, Young-Kyu;Woo, Joo-Kyung;Chung, Amy
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.27-32
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    • 2007
  • 핸드폰이 단순한 커뮤니케이션 도구에서 종합 엔터테인먼트 기기로 빠르게 진화되고 있으며 이를 뒷받침 하는 하드웨어와 네트워크 기술 역시 계속 발전해 나가고 있다. 또한 핸드폰이 다양한 기능을 제공하고 휴대폰에 내장된 어플리케이션의 종류가 많아 짐에 따라 UI에도 많은 변화가 일어나고 있지만 주로 사용성을 개선하는 기능적인 개선으로 치중되고 있는 상황이다. 본 연구의 목적은 핸드폰 UI를 새로운 관점으로 접근하여 '재미'라는 요소를 접목한 실험적인 UI를 기획하고 이를 적용하는 데 있다.

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The study of Taoist idea on the 「Shin Hyung Mun」 in 『Dong Ui Bo Gam』 (『동의보감(東醫寶鑑)』 신형문(身形門)의 도가사상에 대한 고찰)

  • Kim, dae hyung;Cha, Wung Seok;Kim, Nam il
    • The Journal of Korean Medical History
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    • v.15 no.2
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    • pp.21-44
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    • 2002
  • "Dong Ui Bo Gam" was written by Huh jun that was influenced by Cho Sun Sung Confucianism's environment had been receptive to rich idea. "Dong Ui Bo Gam" "Shin Hyung Mun" was composed of the base on a full understanding in taoist idea. It had a real systemical structure, was help to taoist training. The taoist idea of "Dong Ui Bo Gam" was made up of the extension of mature theory and training in Cho Sun Dan Hak. Specially, The taoist idea of "Dong Ui Bo Gam" was had an effect on "Euibangyoochui" better as compared with "Dong Ui Bo Gam" "Shin Hyung Mun" in contents "Shin Hyung Jang Bu DO" generalized the whole contents of "Dong Ui Bo Gam", was influenced by taoist idea, also peculiar method that was not searched in other medical books. 'Heart 心' was handled importantally in "Dong Ui Bo Gam" "Shin Hyung Mun" under the influence of taoist idea and Cho Sun Sung Confucianism.

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