• Title/Summary/Keyword: User interface Design

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A Study on the Acceptance of Convergence System of Broadcasting, and Telecommunication, and Their Relative Efficiency Focusing on IPFV (방송과 통신 융합시스템의 수용 및 상대적 효능에 관한 연구: IPTV를 중심으로)

  • Um, Myoung-Yong;Lee, Sang-Ho;Kim, Jai-Beam
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.25-49
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    • 2009
  • Advances in technology have resulted in the emergence of new information systems. The convergence of IT and manufacturing sectors has blurred the boundaries among industries. Also, such convergence has become established as a paradigm to build a new area. Especially the convergence of broadcasting and telecommunication, notably in the case of IPTV (Internet Protocol Television), is among the most salient examples of its kind in recent years as a major case of disruptive technology innovation. Despite its much fanfare, such convergence, however, has not fulfilled the expectation; it has not produced positive economic effects while negatively affecting the growth of IPIV. Stakeholders in and around IPIV including telecommunication companies, broadcasting corporations, and government bodies wish to gain control of IPTV under their wings. IPTV has drifted in the midst of conflicts among the stakeholders in and around IPTV, particularly telecommunication and broadcasting organizations in a broad sense. Our empirical research intends to deal with how audiences accept IPTV and how firms provide IPTV services to utilize their resources. Three research questions in this paper include, first, whether Technology Acceptance Model (TAM) can sufficiently explain the acceptance of IPTV as an information system. The second question concerns with empirically testing the playful aspect of IPTV to increase its audience acceptance. Last, but not least, this paper deals with how firms can efficiently and effectively allocate their limited resources to increase IPTV viewers. To answer those three main questions of our study, we collect data from 197 current subscribers of high speed internet service and/or cable/satellite television. Empirical results show that 'perceived usefulness (PU) $\rightarrow$ Intention to use' and 'perceived ease of use (PEU) $\rightarrow$ Intention to use' are significant. Also, 'perceived ease of use' is significantly related to 'perceived usefulness.' Perceived ease of handling IPTV without much effort can positively influence the perceived value of IPTV. In this regard, engineers and designers of IPTV should pay more attention to the user-friendly interface of IPTV. In addition, 'perceived playfulness (PP)' of IPTV is positively related to 'intention to use'. Flow, fun and entertainment have recently gained greater attention in the research concerned with information systems. Such attention is due to the changing features of information systems in recent years that combine the functional and leisure attributes. These results give practical implications to the design of IPTV that reflects not just leisure but also functional elements. This paper also investigates the relationship between 'perceived ease of use (PEU)' and 'perceived playfulness (PP).' PEU is positively related to pp. Audiences without fear can be attracted more easily to the user-friendly IPTV, thereby perceiving the fun and entertainment with ease. Practical implications from this finding are that, to attract more interest and involvement from the audience, IPTV needs to be designed with similar or even more user friendly interface. Of the factors related to 'intention to use', 'perceived usefulness (PU)' and 'perceived ease of use (PEU)' have greater impacts than 'perceived playfulness (PP).' Between PU and PEU, their impacts on 'intention to use' are not significantly different statistically. Managerial implications of this finding are that firms in preparation for the launch of IPTV service should prioritize the functions and interface of IPTV. This empirical paper also provides further insight into the ways in which firms can strategically allocate their limited resources so as to appeal to viewers, both current and potential, of IPTV.

IFC Property Set-based Approach for Generating Semantic Information of Steel Box Girder Bridge Components (IFC Property Set을 활용한 강박스교 구성요소의 의미정보 생성)

  • Lee, Sang-Ho;Park, Sang Il;Park, Kun-Young
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.34 no.2
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    • pp.687-697
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    • 2014
  • This study ranges from planning phase to the detailed design phase of steel box girder bridge and proposes ways to generate semantic information of components through Industry Foundation Classes (IFC), a data model for Building Information Modeling (BIM). The classification of components of steel box girder bridge was performed to define information items required for identifying semantic information based on IFC, and spatial information items based on topology and physical information items based on functions of components were classified to create additional properties that does not support IFC by applying user-defined property set within the IFC framework. Steel box girder bridge information model based on IFC was implemented through BIM software and semantic information input interface, which was developed in this study to examine the effectiveness of the additionally created user-defined property. Furthermore, the quantity take-off of components was performed through information model of steel box girder bridge, and the applicability of the proposed method was tested by comparing the quantity take-off based on design document with the result.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

A research on the emotion GUI design of touch mobile for Grooming user by using a multidimensional standard analysis (다차원 척도 분석법을 통한 Grooming 사용자의 터치폰 감성 GUI 디자인에 대한 연구)

  • Kim, Ji-Hye;Whang, Min-Cheol;Kim, Yong-Woo;Lim, Joa-Sang
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.501-510
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    • 2009
  • This study is to establish GUI (graphic user interface) in mobile touch phone for grooming user by using two dimensional emotion model determined by multi-dimensional scale method. The processes conducted in the research were as the followings: First of all, visceral, behavioral, and reflective factors of emotion (Norman, 2002) was defined from investigating the life styles of the Grooming users. Secondly, factor analysis was performed to extract the representative emotional words. In the third step, they were mapped into the two-dimensional emotion model through multi-dimensional scaling. Finally, the mapped emotional words were tried to be related to GUI factors of touch phones and normalizing their relation degree between 0 and 1. This study determined GUI factors significantly related to representative emotions described as special, self-centered, sophisticated, free, passionate, neat for application to mobile touch phone. This study determined the major emotion factors that should be considered the most important while designing the GUI factors.

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Software Package for Pipe Hydraulics Calculation for Single and Two Phase Flow (배관 유동의 주요 변수계산을 위한 소프트웨어 시스템의 개발)

  • Chang, Jaehun;Lee, Gunhee;Jung, Minyoung;Baek, Heumkyung;Lee, Changha;Oh, Min
    • Korean Chemical Engineering Research
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    • v.57 no.5
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    • pp.628-636
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    • 2019
  • In various industrial processes, piping serves as a link between unit processes and is an essential installation for internal flow. Therefore, the optimum design of the piping system is very important in terms of safety and cost, which requires the estimation of the pressure drop, flow rate, pipe size, etc. in the piping system. In this study, we developed a software that determines pressure drop, flow rate, and pipe size when any two of these design variables are known. We categorized the flows into single phase, homogeneous two phase, and separated two phase flows, and applied suitable calculation models accordingly. We also constructed a system library for the calculation of the pipe material, relative roughness, fluid property, and friction coefficients to minimize user input. We further created a costing library according to the piping material for the calculation of the investment cost of the pipe per unit length. We implemented all these functions in an integrated environment using a graphical user interface for user convenience, and C # programming language. Finally, we verified the accuracy of the software using literature data and examples from an industrial process with obtained deviations of 1% and 8.8% for the single phase and two-phase models.

The research of new Multimedia design developmenton Internet(Focus on the layout) (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 -레이아웃을 중심으로-)

  • 류성현;신계옥;이은주;이현주;배경선
    • Archives of design research
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    • v.20
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    • pp.111-120
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    • 1997
  • Recently, rapidly increasing internet Websites are providing us with the new kinds of multimedia informations without borders acting as the center for exchanging informations. Such new media informations through the internet passes informations via light on the monitor and provides the various informations, with the differentiation from the traditional printing media, it can be searched with electronic commands in limited space. In the process of adapting the new technologies, new media has successfully responded to the fast change and the development of its needs by experiencing the trials and errors, steadily establishing the stable position with its new information transferring and exchanging methods. The representative hompage of websites of information transformations means the first page containing no lower directories and consist of titles, icons, symbols and addresses and can design them in consideration of graphical process, planning, contents and others. Such hompages are very important since the graphical images shows its visual expressions deciding the total meanings of the hompages. In this research, we have analyzed the visual factors of frequencies, ratio of areas, distributions, alignment methodologies on layouts of hompages consisting titles, icons, contents and symbols, etc. from randomly picked samples of 161 hompages of websites in the internets of various areas. Generally, the homepages are designed with graphical expressions in personal way and the feedbacks and responses of such may differs, but we think, this can be used as reference materials for the analysis of new media in objective way. Also, it can be used as the base informations for arrangement and planning of designs with the characteristics of graphics and Graphic User Interfaces in the background which are implemented over internet.

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A study on the applied Virtual Reality in the On-Line marketing of the shoes (On-Line 신발주문 반품률 제고를 위한 가상현실 적용사례)

  • Choi, Sung-Won
    • Archives of design research
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    • v.17 no.4
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    • pp.191-200
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    • 2004
  • The health of feet is connected with individual's health and affects a man's activity. Shoes need to be designed to protect feet and to absorb the impact of land. Thus, design, comfort and economical efficiency are important factors of shoes. Consumers can choose suitable shoes for their feet in off-line shopping. However, in on-line shopping, because they can not wear shoes, compare to the off-line shopping, there are many problems in internet shopping. First, consumers can get limited information of shoes because they must search information of purchase without other's help. Second, because consumers can not get important information such as design, size and a comfort of wearing, they can not make a careful decision. Above these, the solution of user-oriented internet shopping is development of new type of prototype which is accessible to user and to offer visual information through 3D virtual reality.

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The research of new multimedia design development on Internet - Focus on the color - (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 - 색채를 중심으로 -)

  • 류성현;신계옥;이은주;이현주
    • Archives of design research
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    • v.11 no.1
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    • pp.143-152
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    • 1998
  • Recently, rapidly increa~ing internet Websites are providing us with the new kinds of multimedia infonnations without borders acting as the center for exchanging informations. Such new media infonnations through the internet passes infonnations via light on the monitor and provides the various infonnations, with the differentiation from the traditional printing media, it can be searched with electronic commands in limited space. In the process of adapting the new technologies, new media has successfully responded to the fast change and the development of its needs by experiencing the trials and errors, steadily establishing the stable position with its new infonnation transferring and exchanging methods. The representative hompage of websites of information lransfonnations means the first page containing no lower directories and consist of titles, icons, symbols and addresses and can design them in consideration of graphical process, planning, contents and others. Such hompages are very important since the graphical images shows its visual expressions deciding the total meanings of the hompages. In this research, we have analyzed the relationships between its overall colors and text colors from randomly picked hompages of websites in the internets of various areas. Generally, the homepages are designed with graphical expressions in personal way and the feedbacks and responses of such may differs, but this can be used as reference materials for the analysis of new media in objective way. Also, it can be used as the base informations for arrangement and planning of designs with the characteristics of graphics and Graphical User Intertilces in the backhlfound which are implemented over internet.

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Metadata Design and Verification Test Bed System for Augmented Broadcasting (증강방송 메타데이터 설계 및 검증용 테스트 베드 시스템 구현)

  • Choi, Bumsuk;Kim, Suncheol;Jeong, Youngho;Hong, Jinwoo;Lee, Wondon
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.736-745
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    • 2014
  • In this paper we introduce augmented broadcasting service scenarios which combines augmented reality service with broadcasting environment. As the broadcasting environment is different from mobile service environment, there are many restrictions in developing full AR services in TV. However TV has strong benefit of large screen, high quality contents, advanced user interface for motion and voice, and smart TV applications, which means that they will enhance the possibility of success for augmented broadcasting service. This paper proposes metadata structure containing information for augmentation region, time, augmented contents, and registration information for natural composition. We also implemented test bed system comprised of authoring server, broadcasting server, and user terminal for verifying metadata in broadcasting system.

Design and Implementation of Interactive Authoring Tool for Mobile Augmented Reality Content (인터랙티브 모바일 증강현실 콘텐츠 저작도구 설계 및 구현)

  • Jeon, Ji-Young;Chun, JiYoon;Hong, Min;Yum, Hyo-Sub;Choi, Young-Hwan;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.16 no.4
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    • pp.25-37
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    • 2015
  • This study has developed a mobile AR contents Builder (MARB) featuring the augmentation of virtual objects, e. g. 2D images, 3D models and videos on user-preferred markers in mobile environment and with connected interaction events. The developed MARB is capable of augmenting multiple virtual objects on markers preferred by users, and selectively supporting many marker-specific interaction events. The MARB is also developed as a mobile App for convenience of use in the mobile environment. This makes users to implement AR contents by a GUI-based authoring procedure on the mobile device. The developed MARB allows App developers and general users to author mobile contents easily and can be applied to various field by those who wish to use diverse mobile AR contents. Moreover, the MARB will provide solutions for the expansion of mobile AR market, by overcoming the difficulties of mobile AR content development.