• 제목/요약/키워드: User Experience and Analysis

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문화생태탐방로 조성에 대한 중요도 성취도 분석 - '구불길' 군산저수지 구간을 중심으로 - (User's evaluation on the ecological trail in Gunsan reservoir area through importance-performance analysis)

  • 김상욱
    • 농업과학연구
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    • 제39권3호
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    • pp.319-325
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    • 2012
  • This study investigated the user's attitude to the nature trail called Gubulgil in Gunsan reservoir area and evaluated the quality of user's satisfaction of the trails and their facilities by importance-performance analysis (IPA). User's evaluation was achieved through questionnaire survey and total 283 pieces of subjects were used for the analysis. The results are as follows. Firstly, importance value of circularity of trails was very high, and it has great implication to ordinary trails which connect ecological, historical and cultural spots routinely and linearly. Secondly, through the IPA, relatively dissatisfied attributes were parking lots, direction boards, storytelling, convenient facilities and encountering of wildlife. Expansion of parking lots can cause the environmental disruption, so running a shuttle service from Gunsan downtown to the reservoir at weekends can be more reasonable. In case of ecological and historical information delivery, softwares like storytelling contents with sense of realism as well as hardwares of informative signboards are very important in nature trails. Encountering wildlife in trails is fascinating experience but it means visitors may disturb wildlife habitats. So route design should be done very carefully not to intrude their territories.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • 제27권6호
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

CAE 상용프로그램을 이용한 어플리케이션 웹서비스 개발 (A Development on Web-Service Application Using ANSYS CAE Program)

  • 정일용;가충식;이규봉
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 춘계학술대회 논문집
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    • pp.173-176
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    • 2005
  • In this paper, a study on Web-based application using commercial CAE program, ANSYS is performed. Customized analysis, site or user oriented specific analysis, is suitable to user and user's demand who has little experience in structural analysis for specific CAE analysis. Customized analysis methodology using ANSYS Workbench SDK is presented through the web-based application. Case Studies of mobile phone about the implementation of web-based application are also presented as an example.

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개인정보 제공에 대한 인터넷 사용자의 경제적 행동에 관한 연구: Privacy Calculus, CPM 이론을 중심으로 (A Study on the Internet User's Economic Behavior of Provision of Personal Information: Focused on the Privacy Calculus, CPM Theory)

  • 김진성;김종기
    • 한국정보시스템학회지:정보시스템연구
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    • 제26권1호
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    • pp.93-123
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    • 2017
  • Purpose The purpose of this study is to deduct the factors for explaining the economic behavior of an Internet user who provides personal information notwithstanding the concern about an invasion of privacy based on the Information Privacy Calculus Theory and Communication Privacy Management Theory. Design/methodology/approach This study made a design of the research model by integrating the factors deducted from the computation theory of information privacy with the factors deducted from the management theory of communication privacy on the basis of the Dual-Process Theory. In addition, this study, did empirical analysis of the path difference between groups by dividing Internet users into a group having experience in personal information spill and another group having no experience. Findings According to the empirical analysis result, this study confirmed that the Privacy Concern about forms through the Perceived Privacy Risk derived from the Disposition to value Privacy. In addition, this study confirmed that the behavior of an Internet user involved in personal information offering occurs due to the Perceived Benefits contradicting the Privacy Concern.

메타버스와 미디어 풍요성: UI 디자인이 사용자 경험에 미치는 영향 (Metaverse and Media Richness: The Effect of UI Design on User Experience)

  • 송원철;황동욱;정동훈
    • 지식경영연구
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    • 제23권2호
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    • pp.83-98
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    • 2022
  • 본 연구는 메타버스에서의 사용자 인터페이스에 따른 미디어 풍요성, 그리고 이에 따른 사용자의 경험을 메타버스 내에서 사용자의 객관적인 퍼포먼스, 사용자의 주관적인 사용자 인터페이스 인식, 현존감, 그리고 사용자가 느낀 즐거움이라는 측면에서 다각적으로 분석한다. 2(UI 상호작용성: HUD vs. 고정 UI) × 2(시각적 단서: 유 vs. 무 )그룹내 반복측정 실험 결과, 사용자들은 시각적 단서가 존재할 때 객관적인 지표와 주관적인 지표 모두 보다 긍정적으로 나타났다. 또한, 메타버스 사용자가 경험한 즐거움에 있어서 인터페이스에 대한 유용성에 대한 인식의 유의미한 매개효과가 발견됐다.

메타버스 플랫폼을 활용한 전시 감상수업에서 초등 학습자의 상호작용성 향상을 위한 UX 분석: 제페토를 중심으로 (Analysis of User Experiences to Improve Elementary Learner's Interactivity in the Exhibition Appreciation Class through Metaverse platform : Focusing on Zepeto)

  • 김유빈;남양희
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.476-492
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    • 2022
  • This study explored at the potentials of exhibition appreciation classes using the metaverse platform, and identified what types of interactions could occur when elementary students participate in the exhibition appreciation education using metaverse platform. We had a user observation research and FGI through implementation of actual elementary class and we analyzed problematic experiences from the viewpoint of user to content and user to user interaction. As a result, fifteen UX improvements were derived by Delphi technique for solving the problematic experiences and improving learner's interactivity.

기업포탈사이트 업무화면 설계 프로세스 방법론 - 보험사의 프로젝트 진행 사례를 중심으로 (Process Methology of Designing User Interface in Enterprise Portal)

  • 권숙경
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.310-316
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    • 2008
  • 국내외 기업들이 기업포탈(Enterprise Portal)에 대한 관심이 높아지연서 사용자 인터페이스(User Interface)에 대한 중요성이 인식되고 있다. 본 논문에서는 기업포탈(Enterprise Portal)에 대하여 살펴보고, 현행시스템에 대한 사용자의 개선요구사항을 조사, 분석하였다. 사용자 분석결과와 Checklist 평가를 통하여 UI Checklist Matrix 를 작성하였다. Matrix 의 가로축은 사용자 요구분석결과인 Layout, Navigation, Information, Function, Visibility, Interaction 6 가지 항목으로 구성된다. 세로축은 학습성, 효율성, 정확성, 접근성, 일관성, 즉시성, 통합성, 개인화, 기술, 표준화 10 가지 항목이 있다. 가로와 세로 항목이 만나는 곳에 중요도를 표시하고 세부항목을 정의한다. Matrix 가 반영된 가이드라인을 작성하고 가이드라인에 따라 업무화면을 설계하고 Matrix 로 평가한다. 본 연구는 보험사의 차세대 시스템 구축 프로젝트에서 진행된 내용으로 1 년여 기간 동안 업무담당자들과 업무정의에서부터 긴밀한 협조 하에 진행되었다.

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다학제 교육의 근간으로서 '디자인 사고'에 대한 연구 (The Study of Design Thinking as Foundation of Multidisciplinary Education)

  • 박성미;김수화
    • 수산해양교육연구
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    • 제25권1호
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    • pp.260-273
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    • 2013
  • This study aims to reflect experts' opinions in analyzing a design thinking as foundation of multidisciplinary education. For this purpose, a delphi survey was conducted with 20 experts in three sessions from May 1 to June 25, 2012. To analyze the collected data, descriptive statistics, including frequency, percentage, the mean, and standard deviation were implemented, and internal reliability test on the survey instrument was carried out for statistical processing. The main results are as follows : First, the delphi analysis on intuitive thinking of design thinking suggested 7 items(to pursue the possibility of outside, to pursue the possibility of applying new forms of technology, content planning, facing a complex real-world phenomena etc.). Second, the delphi analysis on logical thinking of design thinking suggested 7 items(executed repeatedly, reasoning and verification, artificial intelligence, a decision support system etc.) Third, the delphi analysis on subjective thinking of design thinking suggested 9 items(user experience measuring, user satisfaction ratings, user requirements analysis, user interface design, behavioral responses of the human etc.). Fourth, the delphi analysis on objective information of design thinking suggested 8 items(information management system, simulation, production process, information exchange and sharing etc.). According to the results of the delphi analysis, design thinking can be seen as the foundation of multidisciplinary education. Suggestions were made for discussion about the main results and further researches.

인공지능 에이전트의 사용 시나리오 분석을 통한 인터랙션 속성 유형화 (Categorization of Interaction Factors through Analysis of AI Agent Using Scenarios)

  • 천수경;연명흠
    • 한국융합학회논문지
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    • 제11권11호
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    • pp.63-74
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    • 2020
  • 인공지능 제품은 스마트폰이나 스피커, 가전제품에 에이전트로 내장되어 '인공지능 비서'로 활용되고 있으며, 현재는 약 인공지능 수준으로 에이전트의 성격, 목소리 등 의인화에 관한 연구가 진행되고 있다. 향후 인공지능 기술 발전으로 지능형 에이전트의 역할과 기능이 확장될 것으로 보이며, 사용자 유형, 사용환경, 에이전트 외관 등 에이전트 관련 다양한 속성에 대한 고려가 필요할 것으로 보인다. 따라서 본 연구에서는 강한 인공지능 에이전트가 나타나는 컨셉 영상 시나리오의 분석을 통해 사용자 관점에서 에이전트의 인터랙션 속성들을 유형화하였다. 연구방법으로 에이전트에 대한 이론적고찰을 토대로 분석을 위한 프레임워크를 구축하였다. 이후 대중화된 영상시청 플랫폼인 유튜브(Youtube)를 활용하여 다수의 영상 시나리오를 수집 및 선별하고 환경, 사용자, 에이전트 관점에 따라 분석하였다. 그 결과 시점, 공간, 형태, 에이전트 행위, 연동기기, 에이전트 인터페이스, 사용상태, 사용자 인터페이스 8개 속성을 유형화하였다. 이는 향후 상용화될 에이전트의 개발 및 예측 시 참고자료로 활용될 것으로 기대된다.

피아제 인지발달단계에 따른 어린이 박물관 선호전시체험과 어린이의 심리특성에 맞춘 관람동선에 관한 연구 (A Study on the Movements of Based on the Psychological Characteristics of Children and Analysis of Preferred Experience of Children's Museum according to Piaget's cognitive development process)

  • 양혜진;김남효
    • 한국실내디자인학회논문집
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    • 제19권1호
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    • pp.37-45
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    • 2010
  • Children likes to play and learn by playing at anywhere as a psychological trait. Children's museum is designed for limited age of 'children,' they learn more actively by playing at the museum with interactive display. In this paper, we analyze Movement of Based on the Psychological Characteristics of Children and Analysis of Preferred Experience of Children's Museum according to Piaget's cognitive development process. It is significant study to investigate user's needs space proposal by grasping user's mentality. After itinerary tracking, we found children's preferred and non-preferred experience displays and as a result, we divided children's Museums into three types, M museum is represented by preoperational period, called 'Go around play' type ; Y museum is represented by 'concrete operational period', called 'Smart road play' type ; and H museum is represented by 'formal operational period' called 'Open search play' type. The conclusions are children's cognitive development stages depending on the age discrimination that the development of play, and preferred plays are different by children cognitive development process. In order to take advantage of children playing in the children's museum by taking into account the developmental aspects will have to be designed. Efficient for viewing by age should be different on the basis. This study has shown that, when planning a children's museum, Planners should discriminate the movements of children and analysis of preferred experience of children's museum according to three museum types friendly to children's cognitive development process.