• Title/Summary/Keyword: User Action

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A study on action cam user experience design for leisure activities (레저활동을 위한 액션캠 사용자 경험 디자인 연구)

  • Lee, Yong-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.373-378
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    • 2021
  • The study is a user experience design study on the function of action cams used for leisure activities that have been on the rise recently. Along with the video platforms that are developing in a user-friendly way, the size of the action cam market is also growing. However, there is a lack of research on the quality of a function that enhances the user experience. Thus, this study classified action cam functions according to user experience elements by using Kano Model's analysis method and in-depth interview, and analyzed how the quality of action cam functions affects the user experience by conducting a satisfaction survey by function. The results of the study have shown which functions should be improved first and which functions should be continuously researched and invested. I hope this study will contribute useful information to developing user-centered action cams.

Analysis User Action in Web Pages using Ajax technique (Ajax 를 이용한 사용자의 웹 페이지 이용 행태 분석)

  • Lee, Dong-Hoon;Yoon, Tae-Bok;Kim, Kun-Su;Lee, Jee-Hyong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.528-533
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    • 2008
  • Web page evaluation is important issue in the Internet. Web pages are increasing extremely fast. The web page evaluation based on frequency, like the count of the page view (PV), is not sufficient way even it is used variously. Because users never use the unnecessary or irrelevant web pages for a long time. We concentrated on user's visiting duration time for the evaluation web pages. And we can collect user actions. Users do some action when users using the web page in the web browser. The movements of mouse pointer, mouse button click, page scrolling and so on are produced in the web browser. JavaScript can collect user action and Ajax can send collected data to server when user using the web browser without no user notification.

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Brain Mechanisms about cognition a virtual avatar when we shake hands with the virtual avatar ; a preliminary study (가상의 아바타와 악수 시 아바타의 인지와 관련된 뇌 메커니즘 - 선행연구)

  • Lee, Hyeong-Rae;Ku, Jeong-Hun;Lee, Won-Ho;Han, Ki-Wan;Park, Jin-Sick;Kim, Jae-Jin;Kim, In-Young;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.651-655
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    • 2008
  • It provides a three-dimensional virtual experience consisting of information presented to and perceived by the senses of the user. Recently, the advent of a virtual avatar, which mimics the appearance and behavior of humans, enable that the virtual reality (VR) can provide not only a virtual space but also a virtual society to be interact with a virtual avatar which represents humans. But, it is impossible that the user directly interacts with the VE in previous studies, though direct interactions occur in real social relationship. Therefore, In this study, we know that the cognition about a avatar when the user directly interacts with the virtual avatar in the VE. In order to investigate this purpose, we performed a fMRI study using VE that a avatar accept or reject the user's offer when the user offer his (or her) hand to a avatar. In result of questionnaire about the user's feeling by avatar's action, the user feels about avatar's acceptance action that the avatar acts positively and suitably. In contrast the user feels about avatar's rejective action that the avatar acts negatively and disapprovingly. In result of fMRI analysis, the primary visual area, the visual association area, the SMA, the premotor area, the cerebellum and etc, activate in common with the other avatar's acceptance action and rejective action. The results show that the subject recognizes not only avatars as social objects but also avatar's action as socially meaningful action. In other words, it is possible to transfer social context and emotion through avatar's action.

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Analysis and Prediction Algorithms on the State of User's Action Using the Hidden Markov Model in a Ubiquitous Home Network System (유비쿼터스 홈 네트워크 시스템에서 은닉 마르코프 모델을 이용한 사용자 행동 상태 분석 및 예측 알고리즘)

  • Shin, Dong-Kyoo;Shin, Dong-Il;Hwang, Gu-Youn;Choi, Jin-Wook
    • Journal of Internet Computing and Services
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    • v.12 no.2
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    • pp.9-17
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    • 2011
  • This paper proposes an algorithm that predicts the state of user's next actions, exploiting the HMM (Hidden Markov Model) on user profile data stored in the ubiquitous home network. The HMM, recognizes patterns of sequential data, adequately represents the temporal property implicated in the data, and is a typical model that can infer information from the sequential data. The proposed algorithm uses the number of the user's action performed, the location and duration of the actions saved by "Activity Recognition System" as training data. An objective formulation for the user's interest in his action is proposed by giving weight on his action, and change on the state of his next action is predicted by obtaining the change on the weight according to the flow of time using the HMM. The proposed algorithm, helps constructing realistic ubiquitous home networks.

The Proposal of the Conceptual Model for Cognitive Action of Smart Device (스마트 디바이스의 인지적 행동에 대한 개념모델 제안)

  • Song, Seung-Keun;Kim, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.529-536
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    • 2010
  • Currently many people are awfully concerned about smart device in domestic and foreign mobile market. The need of smart device has been rapidly increased. Unlike a feature phone smart devices provide us with an intuitive interface which is easy to control. They are enable to smoothly interact between user and device. Though higher market outlook, there is a lack of empirical research on user interface in touch screen based on smart device. In this paper, we propose the touch interface conceptual model concentrating on user based on the result of previous research. Materials of this research are three kinds of smart devices which are currently released. Through expert's depth interview and observation of user, user's cognitive actions in smart device are defined. Since the method of the touch interface which is suitable for the action has been derived, we have proposed the conceptual model of user's cognitive action. This research imply to offer the excellent design guideline in order to implement touch interface to optimize user experience in touch screen based on smart device to release in the future.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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Cognitive Analysis and Evaluation of Product using Task Action Grammar (TAG를 이용한 제품의 인지적 분석 및 평가)

  • 임치환;이민구
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.17 no.30
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    • pp.185-192
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    • 1994
  • The complexity and consistency are important factors that affect human information processing in use of product. In this study, complexity and consistency of product(remote controller) are measured by Task Action Grammar(TAG) model. Also, new design alternative of the user interface is presented and evaluated. The results show that the consistent system and the good correspondence between hierarchical structure of system and user's mental model lead to the reduction of errors and enhanced user's performance.

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A Case Study on The User Oriented Management System for Enterprise Information Systems Operational Performance (사용자 중심의 기업정보시스템 운영성과 관리체계에 관한 사례연구)

  • Lee, Yong Geun;Hwang, K.T.
    • Journal of Information Technology Applications and Management
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    • v.22 no.1
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    • pp.109-130
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    • 2015
  • This study aims to provide the results of a case study, based on the action research approach, in which an user-oriented management system for enterprise information systems operational performance is successful developed and applied. This study performs the research and summarizes the results by adopting 5-step approach of action research, i.e., diagnosing, action planning, action taking, evaluating and specifying learning. The most important lessons learned from the study include (1) operation performance measures should be established to be shared by the management and users; (2) evaluation and improvement activities should be performed continually; and (3) formula to calculate the measure should be evolved so that improvement initiatives can be identified. The results of the study are expected to provide the companies intending to develop a management system for enterprise information systems operational performance with the practical and useful information. In addition, it is expected to suggest the research results that can be utilized as a basis for future research in this area.

User Customizable Hit Action Recognition Method using Kinect (키넥트를 이용한 사용자 맞춤형 손동작 히트 인식 방법)

  • Choi, Yunyeon;Tang, Jiamei;Jang, Seungeun;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.18 no.4
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    • pp.557-564
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    • 2015
  • There are many prior studies for more natural Human-Computer Interaction. Until now, the efforts is continued in order to recognize motions in various directions. In this paper, we suggest a user-specific recognition by hit detection method using Kinect camera and human proportion. This algorithm extracts the user-specific valid recognition rage after recognizing the user's body initially. And it corrects the difference in horizontal position between the user and Kinect, so that we can estimate a action of user by matching cursor to target using only one frame. Ensure that efficient hand recognition in the game to take advantage of this method of suggestion.

A study on the User Experience and Aggressive Action in Violent Video Game (폭력적 비디오게임의 사용자 경험과 공격행동성에 대한 연구)

  • Yun, Ju-Sung;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.215-226
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    • 2015
  • As violent video game is used based on active interaction and involvement of users, it is widely thought that it may have more effect on individual violence and aggressive action than existing violent videos. This study aimed to examine the effect of user experiences in the violent video game such as hostility, anger, arousal, enjoyment and identification on users' aggressive action. For this purpose, the first person FPS shooting game that consists of violent contents was employed to carry out playtest for 80 subjects with 40 male and 40 female university students. As a result, it was found that the user's arousal level, state anger, enjoyment and identification experience by the use of violent video game had an effect on aggressive action. Among factors that have aggressive action in the used of violent video game, besides emotion and arousal, the level of identification with a game character was found to be important effect factor. Hostility factor that was assumed to have effect on aggressive action was not significant, but enjoyment of game was proved to have effect on aggressive action of users.