• Title/Summary/Keyword: User's Perception

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A Study on User's Perception Survey for Activation of Ulsan Representative Library (울산대표도서관 활성화를 위한 인식조사 연구)

  • Kwak, Seung-Jin;Chang, Durk-Hyun;Noh, Younghee;Kang, Eun-Yeong;Kim, Jeong-Taek
    • Journal of the Korean Society for Library and Information Science
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    • v.51 no.3
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    • pp.133-161
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    • 2017
  • As a foundational research for formulating a comprehensive operation plan for Ulsan Library, this study has been undertaken to develop directions for the future library services by performing surveys on the users and library staffs. Consequently, first, the users have demonstrated such a high demand for collaborative services, such as make possible variable library services using a single membership ID across the nation. Second, there is a significant difference in the awareness among the two groups in regards to the awareness of promotional methods for the facilitation of the use of public library in Ulsan. That is, while the staffs highly preferred the use of media such as newspaper, magazines, and radios, users demonstrated the converse and, instead, preferred field trip programs. Third, there seemed to be a certain level of agreement by and among the users and staffs in respect of the library's roles such as that of providing diverse education and programs on reading activities, and that of enabling diverse cultural activities such as arts and culture.

The Relationship between the User's Perception of Socio-cultural Attributes and the Spatial Structures of Dwelling Spaces - a Comparative Study between Korean and German Housings - (거주자의 대 사회적 개념과 주거공간의 영역별 구성체계와의 관계 - 한국과 독일의 주거형태학적 비교관찰을 통하여 -)

  • 전남일
    • Journal of the Korean housing association
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    • v.13 no.5
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    • pp.31-42
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    • 2002
  • This comparative study between Korean and German housings aims at understanding different structural systems in the indoor and outdoor spaces, depending upon the user′s perception of the socio-cultural attributes. The analysis starts with four alternative contrary assumptions, that appear in morphological forms of dwelling; 1) linear distribution vs. areal distribution of residential districts, 2) mirror system vs. comb system in the layout of plot plans 3) organization of front vs. back outdoor spaces and 4) opening vs. closing in the indoor spaces. A clear difference is found between Korean and German samples in view of public and private relationships between indoor and outdoor spaces as well as the intermediate space. In the korean housing there always exists a symbolic and psychological territory of a certain sphere. On the other hand, outdoor space passes through various phases only to form a certain hierarchy even in a private space and, thereby, sets a boundary between private and public areas. In the case of Germany, the building itself draws a clear line between private and public outdoor spaces, and therefore the outdoor space has a "front" and "back". Thus, Germany′s private space may face a genuine public space and street, which is rare in the Korean housing. Although the layout of indoor space in the korean housing tends to be open, such an openness may be outstanding in living and dining spaces, kitchen and various accesses to rooms. In the case of Germany, such indoor spaces are usually closed to each other. Thus corridors act to separate these spaces. Such differences are analysed to be due to the different perceptions of interpersonal and socio-cultural attributes as intra-family and inter-neighbor relationships or communications.

Augmented Reality Based Information Systems: An Exploratory Study of Understanding Children's Perception (AR 기반 정보 시스템에 대한 아동 인식 연구)

  • Siyoung Choi;Kung Jin Lee
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.85-105
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    • 2024
  • Augmented Reality (AR) is a mix of the real world that is enhanced by virtual objects from computer-generated information. AR is currently used in a variety of information systems and library services. AR technologies are also being developed for today's children, who are digital natives and are exposed to various technologies even earlier. To assist librarians who need to accurately understand users' information needs and perceptions of the technology being used in their libraries, we conducted a study of AR perceptions among children. We conducted two online co-design sessions using "Would you rather?", a co-design technique that facilitates research into children's opinions. Through the co-design sessions, we found that children were psychologically wary about AR technology due to a lack of trust in the technology, and realism had a significant impact on these judgments. We also identified that children considered AR technology environments as an extension of the real world. Their real-world values directly influenced their perceptions of AR. This research provides insights into the wariness that libraries need to be aware of when developing AR content for children in the future, and how libraries can use AR as an educational tool.

Sketch-based 3D modeling by aligning outlines of an image

  • Li, Chunxiao;Lee, Hyowon;Zhang, Dongliang;Jiang, Hao
    • Journal of Computational Design and Engineering
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    • v.3 no.3
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    • pp.286-294
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    • 2016
  • In this paper we present an efficient technique for sketch-based 3D modeling using automatically extracted image features. Creating a 3D model often requires a drawing of irregular shapes composed of curved lines as a starting point but it is difficult to hand-draw such lines without introducing awkward bumps and edges along the lines. We propose an automatic alignment of a user's hand-drawn sketch lines to the contour lines of an image, facilitating a considerable level of ease with which the user can carelessly continue sketching while the system intelligently snaps the sketch lines to a background image contour, no longer requiring the strenuous effort and stress of trying to make a perfect line during the modeling task. This interactive technique seamlessly combines the efficiency and perception of the human user with the accuracy of computational power, applied to the domain of 3D modeling where the utmost precision of on-screen drawing has been one of the hurdles of the task hitherto considered a job requiring a highly skilled and careful manipulation by the user. We provide several examples to demonstrate the accuracy and efficiency of the method with which complex shapes were achieved easily and quickly in the interactive outline drawing task.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

Anthropomorphic Design Factors of Pedagogical Agent : Focusing on the Human Nature and Role (학습용 에이전트 의인화 설계 요인: 인간성과 역할을 중심으로)

  • Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.358-369
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    • 2022
  • The purpose of this study is to verify the anthropomorphic design factors of pedagogical agents that can enhance user experience in learning foreign languages (English) through smartphones. In this study, when designing a pedagogical agent that delivers content, the presence or absence of the agent's image, the degree of human nature (HN), and role setting (leader vs. companion) among the anthropomorphic factors that influence facilitating learning, credibility, and engagement perception. As a result of the experiment, HN alone did not show a facilitating learning effect, and images and roles improved not only the facilitating learning effect but also other user experience factors. When HN factors were designed in combination with image and role factors, they were effective in overall user experience effects such as facilitating learning, credibility, and engagement.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

An Exploratory Study on the Perceptions of Public Libraries through Library Cultural Program: Focused on Eco Generation (공공도서관 문화프로그램을 통한 공공도서관에 대한 인식 탐색 - 에코 세대를 중심으로 -)

  • Lee, KyungAh;Kim, Giyeong
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.3
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    • pp.335-361
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    • 2018
  • This study aims at exploring the Eco-generation's perception on public libraries depending on the use of cultural programs. For this purpose, a series of in-depth interviews was conducted with public library users in the Eco-generation in order to investigated the current status of the cultural programs in public libraries and their underlying identity. The results identifies that user experience of library cultural programs did not make a meaningful difference in users' perceptions on public libraries. Furthermore, there was no meaningful difference in the perceptions on cultural programs between public libraries and other cultural organizations. A possible explaining factor to the results based on the interviews and existing research reports was identified as the lack of identity in the library cultural programs. Consequently, further studies on public libraries' identity, cooperation between research and practice in public libraries, discussion with cultural organizations in the library district, and considerations in public policy are suggested in order to strengthen the identity in the library cultural programs.

Development, Implementation, and Analysis of a Maker Education Program in School Library: A Case Study of Daegu S High School (학교도서관 메이커 교육 프로그램 개발과 운영 사례 분석 - 대구 S 고등학교 사례를 중심으로 -)

  • Kang, Bong-Suk;Jung, Youngmi
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.2
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    • pp.117-137
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    • 2019
  • The purpose of this study is to guide the design and operation of maker education programs in school library and to spread them by sharing the maker education program case. For this purpose, we explained the case of maker education of Daegu S high school library and analyzed its significance in terms of users in quantitative and qualitative way. In order to analyze the user's perception of the image and self-efficacy of capacity building of school library maker education, we compared it with the perception of existing school library education programs. In addition, we analyzed whether there is a statistically significant difference in the perception of the maker education according to the grade of the student and the experience of the maker education. The perception of school library maker education was not more positive than the existing school library education program. However, it is noteworthy that students who experienced school library maker education showed a positive image and high level of perception of the self-efficacy of capacity building in both existing school library education and manufacturing education compared to those who did not. These results suggest that school library maker education can improve the overall image of school library education and raise perception of the self-efficacy of capacity building. We hope that this study will contribute to activate school library maker education.

Statistical Analysis of a Subjective QoE Assessment for VVoIP Applications

  • Cano, Maria-Dolores;Cerdan, Fernando;Almagro, Sergio
    • ETRI Journal
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    • v.32 no.6
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    • pp.843-853
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    • 2010
  • A successful deployment of multimedia applications over wireless environments entails improving the quality of service (QoS), not only from a technical point of view, but also considering the quality of experience (QoE) from the final user's perception. Although objective QoE measure models avoid the difficulties of subjective surveys, subjective QoE assessments are essential to understand the way users evaluate the QoS. In this work, we study the effect of a wide range of parameters on the QoE of VVoIP applications in a real wireless scenario. Through a complete statistical analysis of users' ratings, we identify the following facts. Although the use of VVoIP in wireless networks does not yet represent an advantage for users, there are great expectations for all applications under study, and with greater popularity comes higher expectations. It is easier for respondents to identify good behavior than poor behavior. Whereas the respondents' frequency of Internet use does not impact on the scores, respondents' gender does. Finally, the most determining parameters of quality from a user's perspective were instability, video quality, voice distortion, usefulness, and graphical interface.