• 제목/요약/키워드: Usage experience

검색결과 632건 처리시간 0.027초

빌라 사보아의 재료 패턴 및 색채 사용 연구 (A Study on the Usage of the Color and the Pattern of Materials in Villa Savoye)

  • 김소희
    • 한국실내디자인학회논문집
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    • 제17권5호
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    • pp.133-140
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    • 2008
  • This study is purposed to understand the usage of the color and the material pattern in detail and to apply for interior architecture. Many documents have prescribed the color and the pattern at random. While the usage of the color and the materials was ignored rather than architectural form, the importance of the color and the materials stands out in modern interior space. The villa, the weekend home of the Savoye family, was built between 1928 and 1931. Particularly, the villa Savoye was focused for this study. Le Corbusier viewed case pieces for storage and wall partition for division as architecture, and he units furniture and architecture by developing partition that could be painted either the wall color to become part of the wall or in contrasting colors to stand out as wall partition. He loved white and lie believed in using it for interiors, but noted that it should also be balanced with a wall related polychromy. Color became an integral part of white structure of the villa savoye that was raised on stilt with an exterior wall at the base painted green as a visual connection with the lawn. Color was used architecturally in the interior as well, with white walls interrupted by planes of pink, blue and red ocher and it gives the space an unexpected playfulness with tile color of the finishing materials. the various usage of the color and material patterns constitute an element of great architectural richness. They have a unique principle based on emotional order and make the man move to another space and experience the spacial connection.

Effects of Sensoriomotor Functions on the Ipsilateral Upper Limb According to Cane Usage in Stroke Patients: A Preliminary Study

  • Son, Sung-Min;Kwon, Jung-Won;Kim, Chung-Sun
    • The Journal of Korean Physical Therapy
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    • 제23권3호
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    • pp.7-12
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    • 2011
  • Purpose: The cane is one of the most popular assistive devices for stroke patients. Clinical complaints of sensorimotor functions on the ipsilateral upper limb were appealed in stroke patients who had used a cane for a long period. Therefore, we investigated whether cane usage for a long-term period affected sensoriomotor dysfunctions on the non-affected upper limb, in terms of pain presence, shoulder joint sense, a nine-hole pegboard test, and a tracking task. Methods: We recruited 12 stroke patients, who were divided into the cane-using (CU) group or the non-cane using (NCU) group, according to cane usage experience. We evaluated joint position sense for the integrity of proprioceptive reposition sense in the shoulder joint, used a nine-hole pegboard test for upper limb dexterity evaluation, and a tracking task for visuomotor coordination. Results: Four patients in the CU group had complained of shoulder pain none did in the NCU group. In addition, the CU group showed more reposition errors on the shoulder joint than the NCU group did. In addition, the CU group had more difficulty in proprioceptive sense perception and in performance of the nine-hole pegboard teat and tracking task, compared with the NCU group. Conclusion: Our findings suggest that cane usage for a long period in stroke patients could give rise to trigger joint pain and decrease proprioceptive sense. In addition, complex motor performance in the ipsilateral upper limb could deteriorate. In stroke patients who had used acane for long period, careful observation and proper intervention will be necessary.

PLM 시스템 활용도 향상 방안의 중요도에 관한 연구 (A Study on the Importance of Measures for Improving PLM System Usage)

  • 유종광;임성택;민대환
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권1호
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    • pp.239-269
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    • 2022
  • Purpose This paper attempts to identify items for improving the usage of PLM(Product Lifecycle Management) systems and suggests ways to prioritize improvement items on the basis of importance. It also tries to find out differences in the importance of improvement items due to the company size, the industry, the job, or the PLM solution. Design/methodology/approach Through a survey from participants to a PLM System Conference, data were collected from a sample of 181 users who had the previous experience in using a PLM system. In order to figure out the differences in the importance among user groups, the F-test with the Scheffe test as a post-hoc analysis was used in case of equal variances and the Welch test with the Dunnett T3 test was used in case of unequal variances. Findings This study sorted out 25 improvement ideas according to their importance assessed by the PLM system users. The top five ideas are improving data consistency, error minimization, fast system response time, enhancing user recognition, and business process improvement. The support group puts higher importance than the general user group in data consistency, fast system response time, enhancing user recognition, business process improvement, dedicated team for data consistency, continuous support from management, hardware performance upgrade, output linkage to other systems, and shortening problem solving duration. The largest company group attaches significantly higher weights than the smallest company group to data consistency, error minimization, fast system response time, business process improvement, dedicated team for data consistency, security with proper access management, output linkage to other systems, and better user interface.

1인 미디어의 특성이 사용의도에 미치는 영향: 지각된 가치의 매개효과를 중심으로 (The Effect of The Characteristics of One-Person Media on Intention of Usage: Focusing on The Mediating Effect of Perceived Value)

  • 쳔위페이;진성
    • 디지털융복합연구
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    • 제20권5호
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    • pp.357-362
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    • 2022
  • 본 연구는 1인 미디어의 특성을 상호작용성, 오락성 등 2가지 요인으로 구분하여 사용의도에 미치는 영향과 지각된 가치의 매개효과에 대한 규명하였다. 본 연구는 이를 확인하기 위해 1인 미디어 실시간 방송을 시청 경험이 있는 중국인과 한국에 있는 중국 유학생을 대상으로 실증분석을 진행하였다. 분석결과, 1인 미디어의 상호작용성과 오락성은 사용의도에 긍정적인(+) 영향을 미치는 것으로 나타났고, 1인 미디어의 특성과 사용의도 간의 관계에 있어서 지각된 가치의 부분매개 효과도 확인되었다. 이상의 결과를 토대로 1인 미디어의 상호작용성 및 오락성과 같은 특성이 사용자들의 사용의도를 높일 수 있는 중요한 요인으로 확인하였다. 또한 본 연구를 통해 시사점을 제시하고 연구의 한계점 및 후속연구 방향에 대한 검토하였다.

Investigating Continuous Usage Intention of Xiaohongshu Live Commerce for Health Functional Products: An Integration of ECM and TTF Theories

  • Geng Yingjie;He Yang;Ding Hongyi;Chen, Mingyuan;Yoo, Seungchul
    • International journal of advanced smart convergence
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    • 제13권3호
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    • pp.287-299
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    • 2024
  • Xiaohongshu, a community-centric social media platform, has pioneered a unique e-commerce model known as 'buyer commerce,' leveraging user-generated content (UGC). Distinctively, Xiaohongshu Live Commerce focuses on fostering deep user relationships and providing superior product and information services, crucial for sustained consumer engagement. This study investigates consumer behavior in purchasing health functional foods via Xiaohongshu Live Commerce, aiming to understand the determinants of continuous usage intention. A novel theoretical framework was devised by integrating the Expectation Confirmation Model (ECM) and the Task-Technology Fit (TTF) model. The research model scrutinizes the impact of Xiaohongshu Live Commerce characteristics, such as perceived usefulness and perceived online intimacy, on task-technology fit. Additionally, it examines the moderating role of perceived risk specific to health functional foods and the influence of expectation confirmation on perceived usefulness, online intimacy, and task-technology fit, alongside their effects on satisfaction and continuous usage intention. The findings reveal that expectation confirmation positively influences perceived usefulness, online intimacy, and task-technology fit. Perceived usefulness significantly enhances task-technology fit, while perceived online intimacy and risk do not significantly affect task-technology fit. Moreover, perceived usefulness and intimacy positively impact consumer satisfaction and continuous usage intention, with task-technology fit playing a pivotal role. Perceived risk moderates the relationship between perceived usefulness and task-technology fit. These insights suggest that companies can augment consumer satisfaction and continuous usage intentions by enhancing the perceived usefulness of technology, effectively managing perceived risks, and continually improving user experience

FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로 (Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews)

  • 최영우;유승호
    • 한국게임학회 논문지
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    • 제21권6호
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    • pp.13-30
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    • 2021
  • 본 논문은 스팀(Steam)의 리뷰 데이터를 활용하여 게임이용시간에 따른 FPS에서의 사용자 현존감 경험과 플레이어 경험을 분석했다. Python을 활용하여 크롤링을 통해 데이터를 얻었다. 분석 결과 게임 이용 시간이 적은 집단에서는 통제 가능한 물리적 현존감과 통제 불가능한 사회적 현존감에 관한 이슈가 나왔고 게임이용시간이 많은 집단에서는 이전 집단에 있던 물리적 현존감 요인이 통제 가능한 사회적 현존감으로 변화한 것을 알 수 있었다. 더 나아가 플레이어 경험 분석을 통해 게임 플레이 요인인 "반동(recoil)"이란 키워드가 중요하다는 것을 알 수 있었다.

Research and Design of Functional Requirements of Shared Electric Bicycle App Based on User Experience

  • Xiangqin Zhao;Bin Wang
    • Journal of Information Processing Systems
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    • 제19권2호
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    • pp.219-231
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    • 2023
  • Intelligent applications are crucial for increasing the popularity of shared urban electric bicycles (EBs). Building an application platform architectural system that can satisfy independent user operations is critical for increasing the intelligent usage of shared EBs. Consequently, we collected online reviews of shared EB applications, conducted semantic processing and sentiment analysis, and refined the positive and negative review data for each function. The positive and negative review indices of each function were calculated using the formulae for positive and negative review indices of product functions, thereby determining the functions that need to be improved. Each function of the Shared EB application was improved according to its business process. The main contributions of this study are to build a user requirement architecture system for the Shared EB application with five dimensions and 22 functions using the Delphi method to design the user interface (UI) of this application based on user satisfaction evaluation results; to create a high-fidelity dynamic interaction prototype and compare user satisfaction before and after improving the Shared EB application functions. The testing results indicate that the changes in the UI significantly improve the user experience satisfaction of the urban Shared EB application, with the positive experience index increasing by 69.21% and the negative experience index decreasing by 75.85% overall. This information can be directly used by relevant companies to improve the functions of the Shared EB application.

Usage of Library Collection, Services & Assistance Among Ophthalmologists - An Opinion Survey

  • Govindarajan, R.;Dhanavandan, S.
    • International Journal of Knowledge Content Development & Technology
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    • 제10권2호
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    • pp.39-49
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    • 2020
  • Accurate and reliable Information improves decision making, reduces costs, and saves time. The ophthalmic Libraries supply quality ophthalmic information to the ophthalmologists to serve the patients in a better way and stimulate the growth of ophthalmic field. This paper aims to study the usage of library collection, services and assistance among the Ophthalmologists - Eye Doctors in India. A survey method is used to obtain the ophthalmologists' usage of library collection, services and assistance. Through convenient sampling method, a structured questionnaire is circulated to the ophthalmologists in India and 633 ophthalmologists are responded. Among the 633 ophthalmologist, 82.15% of the ophthalmologists use the library collection - book. 73.46% of the ophthalmologists use the online data / journals. 89.73% of the ophthalmologists seek assistance to locate books/articles/documents. There exists a significant difference between the ophthalmologists use of Library Service and gender (p value 0.001**). There exists a significant difference between the ophthalmologists use of Library Assistance / help and designation category (p value 0.000**). There exists a significant difference between the ophthalmologists use of Library Assistance / help and working experience (p value 0.017**). There exists a significant difference between Library Services (p value 0.009**), Library Assistance / help (p value 0.000**) and institution type. The study results will help the ophthalmic libraries to serve the user better.

Influencing Factors on the Adoption of Object-Oriected Computing

  • Kim, lnjai
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 1998년도 공동추계학술대회 경제위기 극복을 위한 정보기술의 효율적 활용
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    • pp.613-622
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    • 1998
  • This study investigates the factors that affect the adoption of object orientation . One major research question is addressed : What are the factors that significantly influeence the adoption of object orientation ? This study especially explores the impact of independent variables on the level of actual usage of object orientation. The independent variables are classified into four categories as follow ; (1) Individual factors : amount of experience in using the structures methods and level of openness toward new technologies ; (2) Managerical factors : perceived management support and training : (3) Organizatinal factors : number of IS professionals in the working group and that in organization ; and (4) Environmental factors ; accessibility to technology champions and software hardware environment supporting object orientation. A Questionnaire measuring the above variables was utilized to investigate the effect of these variables on the dependent variable, the actual usage of object orientation. The structured questionnaire was administered to Data Processing Management Association (DPMA) professionals in U. S. The results of this study revealed several important findings with most results being consistent with expectations based on related theory. The personal openness toward new technologies, perceived management support, training, and hardware/software environment were highly related to the usage of object orientation. This study suggested an empiriclal basis for understanding the early adoption of object orientation in organization.

내재적 동기와 성차가 비디오 게임 장르 이용에 미치는 영향: 다중 그룹비교 접근법을 이용한 이론적 모델 검증 (Impacts of Intrinsic Motivation and Gender Difference on Video Game Genre Usage: A Multiple Group Comparison Approach)

  • 김정규;안정선
    • 한국콘텐츠학회논문지
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    • 제13권6호
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    • pp.67-76
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    • 2013
  • 본 연구의 목적은 내재적 동기 이론과 플로우 이론의 통합을 통해 비디오 게임 이용자들이 가진 동기와 행위 간의 관계를 설명하는 이론적 모델을 제시함에 있다. 이를 위해 본 연구는 기술과 도전의 최적균형, 플로우를 통한 즐거움, 내재적 동기, 그리고 비디오 게임 장르 이용행위라는 변수들을 제시하고 이들 간의 인과적 관계성들을 조사하였다. 경로분석을 통해 변수들 간의 관계성을 검증한 결과, 내재적 동기는 최적균형과 즐거움의 경험에 의해 직접적, 간접적 영향을 받는 것으로 나타났으며, 이 내재적 동기는 신체게임과 공상게임 장르의 이용행위를 유의미하게 예측하는 것으로 나타났다. 하지만 전통게임 장르의 경우 내재적 동기와 유의미한 관계성을 나타내지 못했다. 또한 본 연구는 남성과 여성 비디오 게임 이용자들 간에 내재적 동기의 강도는 다르나, 내재적 동기가 게임 장르 이용행위를 유도하는 근본적인 관계들은 남녀 간에 상이하지 않음을 발견하였다.