• Title/Summary/Keyword: User's Perception

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AR-based Message Annotation System for Personalized Assistance (개인화된 도움을 위한 증강현실기반 메시지 주석시스템)

  • Vinh, Nguyen Van;Jun, Hee-Sung
    • The KIPS Transactions:PartB
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    • v.16B no.6
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    • pp.435-442
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    • 2009
  • We propose an annotation system, which allows users moving on an environment to receive personalized messages that are generated by exploiting contextual information. In the system, the context is defined as an entity including user's identity, location and time. Identity of user is a key data to enable personal aspect of generated message. For sensing the context, the proposed system uses AR(augmented reality) technology. Markers are attached to real objects for tracking user's location. AR can provide an effective annotating method to enhance human's perception and interaction abilities. The received message can be a virtual post-it or three-dimensional virtual model of object overlaid onto the real-world view. Experimental results show that the proposed system works well in real-time with high performance and it can be used as a mobile service for personalized messaging.

A Study on the Effect of Public Library Service Quality on User Satisfaction and User Loyalty according to Brady & Cronin's Three-Dimensional Service Quality Model (3차원 서비스품질 모형을 적용한 공공도서관 서비스품질이 이용자 만족도와 이용자 충성도에 미치는 영향)

  • Mi Ok Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.2
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    • pp.289-316
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    • 2024
  • This study aimed to develop and validate a research model to investigate how the service quality of public libraries, where a 3-dimensional service quality model was applied, impacts user satisfaction and loyalty. We collected 353 valid responses through a survey targeting public library users across 21 locations, considering various regional and library-specific characteristics. Our analysis revealed that physical environment quality (PQ), interaction quality (IQ), and outcome quality (OQ) of service quality influence user satisfaction (US). Additionally, outcome quality (OQ) of service quality impacts user loyalty (UL), and user satisfaction (US) affects user loyalty (UL). We also found that quality improvement is a leading factor for user satisfaction, user satisfaction is the primary factor of user loyalty, and the perception of service quality directly and indirectly affects user satisfaction and loyalty. We concluded that continuous research should be actively conducted to respond to the evolving needs of public library users.

A Study on the Factors Influencing Cyberbullying Behaviors among SNS Users (SNS 사용자의 사이버불링 행위에 영향을 미치는 요인에 관한 연구)

  • Mun, Changbae;Sura, Suaini;Ah, Jongchang
    • Journal of Information Technology Services
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    • v.14 no.1
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    • pp.175-194
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    • 2015
  • As the explosive growth of SNS users, SNS affects every aspect of our lives. Beyond the individual's scope there is a powerful influence in society. Now cyber bullying is a big problem of this society. To analyze the relationship between the SNS user features and cyber bullying phenomenon, various SNS user's personal and social characteristics were set to variables affecting the cyber bullying phenomenon on the SNS. For the research, questionnaire survey was conducted for total 200 subjects among 10~60 age band in each region across the country. We set a research model including the items that are found to be affected in cyber bullying through the prior researches. To analyze interrelation of cyber bullying phenomenon and the general characteristics of SNS users, multiple regression analysis and other analyses were conducted. As a statistical result, we found the correlation among variables and the suggestion points for a SNS platform development direction.

A graphical user interface for stand-alone and mixed-type modelling of reinforced concrete structures

  • Sadeghian, Vahid;Vecchio, Frank
    • Computers and Concrete
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    • v.16 no.2
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    • pp.287-309
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    • 2015
  • FormWorks-Plus is a generalized public domain user-friendly preprocessor developed to facilitate the process of creating finite element models for structural analysis programs. The lack of a graphical user interface in most academic analysis programs forces users to input the structural model information into the standard text files, which is a time-consuming and error-prone process. FormWorks-Plus enables engineers to conveniently set up the finite element model in a graphical environment, eliminating the problems associated with conventional input text files and improving the user's perception of the application. In this paper, a brief overview of the FormWorks-Plus structure is presented, followed by a detailed explanation of the main features of the program. In addition, demonstration is made of the application of FormWorks-Plus in combination with VecTor programs, advanced nonlinear analysis tools for reinforced concrete structures. Finally, aspects relating to the modelling and analysis of three case studies are discussed: a reinforced concrete beam-column joint, a steel-concrete composite shear wall, and a SFRC shear panel. The unique mixed-type frame-membrane modelling procedure implemented in FormWorks-Plus can address the limitations associated with most frame type analyses.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

Elicitation of User-Centered Usability Attributes and Comparison of Attributes between User Group and Developer Group: Focus on Mobile Trading System (사용자 중심의 사용성 속성 도출과 사용자 그룹과 개발자 그룹 간의 속성 비교: 모바일 트레이딩 시스템 중심)

  • Lee, Woon-Kyo;Kim, Ja-Hee
    • The Journal of Society for e-Business Studies
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    • v.26 no.4
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    • pp.53-79
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    • 2021
  • With the revitalization of non-face-to-face transactions, the difference between the size of branches and transaction costs among securities firms has decreased, and the importance of the stock trading system has increased. In particular, the mobile trading system has become more important due to the increase in the proportion of transactions in the mobile trading system, which is widely used by individual investors, and the increase in the number of individual investors after COVID-19. However, user-centered usability studies are insufficient as usability studies on mobile trading systems are conducted through literature surveys or survey methods. Therefore, in this study, a repertory grid technique that finds user's empirical perception was used to find out user-centered usability attributes. The usability attributes of the mobile trading system from the user's point of view were elicited, and the difference in the usability attributes in terms of frequency and importance between the user group and the developer group was identified.

Study on Chinese User Resistance of SNS : Focus on Renren Wang (SNS사용에 대한 중국 사용자 저항에 관한 연구: 런런왕(人人网)을 중심으로)

  • Fan, Peng-Fei;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.183-191
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    • 2014
  • SNS uses the Internet as its base. It is created in order to achieve communication between the users. Up until now, most previous research were focused on the users of SNS. But, there are still a great deal of people who do not use or discontinuously use SNS. This is because users have natural resistance against SNS when using the service. In this study, time shortage perception, awareness of SNS, self-efficacy, suitability, information quality of SNS, subjective norm and privacy concern are considered as influence factors by previous research. An empirical study for Chinese students and internet users was conducted to identify how these factors influence perceived risk and perceived usefulness, and how this influence to user's resistance. This study can explain the reason why users don't use SNS and resist SNS use.

Shading Algorithm Evaluation based on User Perception (사용자 인지 실험 기반 쉐이딩 알고리즘 평가)

  • Byun, Hae-Won;Park, Yun-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.106-115
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    • 2011
  • In this paper, we evaluate the effectiveness of previous shading algorithms in depicting shape of 3d objects. We perform a study in which people are shown an image of one of ten 3D objects shaded with one of eight styles and asked to orient a gauge to coincide with the surface normal at many positions on the object's surface. The normal estimates are compared with each other and with ground truth data provided by a registered 3D surface model to analyze accuracy and precision. Our experiments suggest that people interpret certain shape differently depending on shading of 3d object. This paper offers substantial evidence that current computer graphics shading algorithms can effectively depict shape of 3d objects where the algorithms have the properties of lots of tone steps and uniformly distributed tone steps. This type of analysis can guide the future development of new CG shading algorithms in computer graphics for the purpose of shape perception.

Visual Guider : Space Perception Aid Tool in Immersive Virtual World (비쥬얼 가이더 : 몰입형 가상세계에서의 공간지각 보조도구)

  • Cho Eun;Park Joo-Young;Kim Myoung-Hee
    • The KIPS Transactions:PartB
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    • v.12B no.1 s.97
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    • pp.39-46
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    • 2005
  • In immersive virtual reality system, since virtual worlds do not supply users with sufficient spatial information af real world does, the users frequently experience clumsiness and roughness while manipulating virtual objects. To overcome this problem, we propose Visual Guider in this paper as a tool for enhancing user's visual space perception in immersive virtual worlds. The Visual Guider aids users to recognize exocentric distances between different scene points and egocentric distances from the observation point to other points in the scene fast and precisely. Its concept is imported from the rectangular grids frequently used in two-dimensional windows applications. We applied the proposed technique to an experimental virtual space implemented in $CAVE^(TM)-like$ system and tested its effectiveness while users grasp and move virtual objects.

Perception of Virtual Assistant and Smart Speaker: Semantic Network Analysis and Sentiment Analysis (가상 비서와 스마트 스피커에 대한 인식과 기대: 의미 연결망 분석과 감성분석을 중심으로)

  • Park, Hohyun;Kim, Jang Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.213-216
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    • 2018
  • As the advantages of smart devices based on artificial intelligence and voice recognition become more prominent, Virtual Assistant is gaining popularity. Virtual Assistant provides a user experience through smart speakers and is valued as the most user friendly IoT device by consumers. The purpose of this study is to investigate whether there are differences in people's perception of the key virtual assistant brand voice recognition. We collected tweets that included six keyword form three companies that provide Virtual Assistant services. The authors conducted semantic network analysis for the collected datasets and analyzed the feelings of people through sentiment analysis. The result shows that many people have a different perception and mainly about the functions and services provided by the Virtual Assistant and the expectation and usability of the services. Also, people responded positively to most keywords.

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