• Title/Summary/Keyword: Users' Interactions

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RealBook: A Tangible Electronic Book Based on the Interface of TouchFace-V (RealBook: TouchFace-V 인터페이스 기반 실감형 전자책)

  • Song, Dae-Hyeon;Bae, Ki-Tae;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.551-559
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    • 2013
  • In this paper, we proposed a tangible RealBook based on the interface of TouchFace-V which is able to recognize multi-touch and hand gesture. The TouchFace-V is applied projection technology on a flat surface such as table, without constraint of space. The system's configuration is addressed installation, calibration, and portability issues that are most existing front-projected vision-based tabletop display. It can provide hand touch and gesture applying computer vision by adopting tracking technology without sensor and traditional input device. The RealBook deals with the combination of each advantage of analog sensibility on texts and multimedia effects of e-book. Also, it provides digitally created stories that would differ in experiences and environments with interacting users' choices on the interface of the book. We proposed e-book that is new concept of electronic book; named RealBook, different from existing and TouchFace-V interface, which can provide more direct viewing, natural and intuitive interactions with hand touch and gesture.

A Design and Implementation of User Interaction-Oriented Integrated Virtual Education System (사용자간 상호작용 지향적 통합 가상교육시스템의 설계 및 구현)

  • 박경환;문석원
    • Journal of Korea Multimedia Society
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    • v.1 no.2
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    • pp.215-223
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    • 1998
  • This paper introduces the method for a design and implementation of an integrated virtual education system WebClass which is based on the World Wide Web and maximizes the interaction among users. Existing virtual education systems did not provide a flexible integration of their functions as they included various interaction functions without user interaction models. We designed an user interaction model for supporting various instructional model and implemented user interfaces of WebClass based on the interaction model. Thus we developed an intergrated virtual education system that is based on user interaction model instead of amalgam of various interaction functions. WebClass support both synchronous and asynchronous sharing functions for user interactions. Our goal was to support and efficient virtual education by maximizing user interaction.

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Utilization Plan of SNS for Computer Utilization Ability Improvement of University Students (대학생들의 컴퓨터 활용능력 향상을 위한 SNS 활용방안)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.587-595
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    • 2014
  • As the number of users of SNS (Social Network Service) and smart devices increases sharply nowadays, many studies on various teaching models and methodologies have been made in order to utilize SNS in education. However, there are not so sufficient studies that explore social media as a learning environment and analyze empirically its relation with the academic achievement. Since various kinds of learning experiences are required in order to foster creative talents, it is necessary to have information sharing, debate and information exchange utilizing SNS. If utilizing SNS for general computer education in a university, it will be possible to collect learners' various thoughts and opinions more effectively. Because real-time feedback can be possible in each individual space through SNS by sharing the information related to the interactions between learner and teacher or between leaner and learner and exchanging opinions each other, the learner's ability to utilize a computer can be improved. Especially SNS can provide a real-time help to solve problems for underachieved students and provide an opportunity to improve the academic achievement.

Implementation of Mobile Authentication System for Context-Awareness based on Near Field Communication (근거리 통신 기반의 상황 인식을 위한 모바일 인증 시스템의 구현)

  • Park, Hung-Bog;Seo, Jung-Hee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.1
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    • pp.39-46
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    • 2017
  • Today, mobile devices are becoming essential for everyday life, and integration of mobile computing, situation recognition and intellectual service accelerates mobile interaction. Surrounding intelligence detection technology is extremely important. These technologies can automatically acquire and recognize surrounding information and situations. Situation recognition can realize wide-range mobile recognition for intellectual services of users' diverse activities, by distinguishing many surrounding devices and recognizing their situations. Thus, this paper suggests application for students' mobile authentication such as college campus attendance authentication, and redesign existing plastic student ID as NFC-compatible mobile authentication system. Experiment results proved NFC-compatible mobile touch-based interactions can maximize the strengths of NFC technology because it can recognize limits in some situations such as tardiness and absences by automating student validation and preventing far-distance reading.

Participatory Web Users’ Information Activities and Credibility Assessment

  • Rieh, Soo-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.4
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    • pp.155-178
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    • 2010
  • Assessment of information credibility is a ubiquitous human activity given that people constantly make decisions and selections based on the value of information in a variety of information seeking and use contexts. Today, people are increasingly engaging in diverse online activities beyond searching for and reading information, including activities such as creating, tagging and rating content, shopping, and listening to and watching multimedia content. The Web 2.0 environment presents new challenges for people because the burden of information evaluation is shifted from professional gatekeepers to individual information consumers. At the same time, however, it also provides unprecedented opportunities for people to use tools and features that help them to make informed credibility judgments by relying on other people's ratings and recommendations. This paper introduces fundamental notions and dimensions of credibility, and contends that credibility assessment can be best understood with respect to human information behavior because it encompasses both the level of effort people exert as well as the heuristics they employ to evaluate information. The paper reports on a survey study investigating people's credibility judgments with respect to online information, focusing on the constructs, heuristics, and interactions involved in people's credibility assessment processes within the context of their everyday life information activities. Using an online activity diary method, empirical data about people's online activities and their associated credibility assessments were collected at multiple points throughout the day for three days. The results indicate that distinct credibility assessment heuristics are emerging as people engage in diverse online activities involving more user-generated and multimedia content. A heuristic approach suggests that people apply mental shortcuts or rules of thumb in order to minimize the amount of cognitive effort and time required to make credibility judgments. The paper discusses why a heuristic approach is key to reaching a more comprehensive understanding of people's credibility assessments within the information-abundant online environment.

Information Engineering and Workflow Design in a Clinical Decision Support System for Colorectal Cancer Screening in Iran

  • Maserat, Elham;Farajollah, Seiede Sedigheh Seied;Safdari, Reza;Ghazisaeedi, Marjan;Aghdaei, Hamid Asadzadeh;Zali, Mohammad Reza
    • Asian Pacific Journal of Cancer Prevention
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    • v.16 no.15
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    • pp.6605-6608
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    • 2015
  • Background: Colorectal cancer is a major cause of morbidity and mortality throughout the world. Colorectal cancer screening is an optimal way for reducing of morbidity and mortality and a clinical decision support system (CDSS) plays an important role in predicting success of screening processes. DSS is a computer-based information system that improves the delivery of preventive care services. The aim of this article was to detail engineering of information requirements and work flow design of CDSS for a colorectal cancer screening program. Materials and Methods: In the first stage a screening minimum data set was determined. Developed and developing countries were analyzed for identifying this data set. Then information deficiencies and gaps were determined by check list. The second stage was a qualitative survey with a semi-structured interview as the study tool. A total of 15 users and stakeholders' perspectives about workflow of CDSS were studied. Finally workflow of DSS of control program was designed by standard clinical practice guidelines and perspectives. Results: Screening minimum data set of national colorectal cancer screening program was defined in five sections, including colonoscopy data set, surgery, pathology, genetics and pedigree data set. Deficiencies and information gaps were analyzed. Then we designed a work process standard of screening. Finally workflow of DSS and entry stage were determined. Conclusions: A CDSS facilitates complex decision making for screening and has key roles in designing optimal interactions between colonoscopy, pathology and laboratory departments. Also workflow analysis is useful to identify data reconciliation strategies to address documentation gaps. Following recommendations of CDSS should improve quality of colorectal cancer screening.

A Study on the Effects of Learners' Knowledge Sourcing Behavior on the Knowledge Utilization Outcomes in Social Learning Community (소셜 러닝 커뮤니티에서 학습자의 지식소싱 행위가 지식활용 성과에 미치는 영향)

  • Han, Sang-Woo
    • Journal of the Korean Society for information Management
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    • v.31 no.2
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    • pp.173-188
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    • 2014
  • This research aims to analyze empirically the effects of learners' knowledge sourcing behavior on the knowledge utilization outcomes in a social learning community. This kind of virtual community is of service to users who not only produce but also share a variety of valuable knowledge which is created based on relationships and interactions among learners. In order to conduct the study, a group of learners was made of 55 undergraduate students who were majoring in social science. The data was collected by online survey at the end of the term and multiple regression methods have been used for empirical analysis. The study shows that dyadic knowledge sourcing and published knowledge sourcing both have significant effects on knowledge reuse and knowledge adaptation. In addition, knowledge adaptation and knowledge innovation were affected by group knowledge sourcing. The research results help to select appropriate knowledge sourcing behavior depending on one's purpose of knowledge use.

State Transition Diagram을 이용한 신규 정보통신 서비스의 대체/보완관계 분석: 와이브로(WiBro) 서비스를 중심으로

  • An Jae-Hyeon;Kim Mun-Gu;Han Sang-Pil;Park Bong-Won;Lee Sang-Yun;Bang Yeong-Seok
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.304-316
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    • 2004
  • When new services are introduced, one of the drivers for market performance of them is the interactions among existing and new services. They are characterized by the substitution or complementary effects among existing and new service or the cannibalization of existing services by new services. This paper analyzes these issues in the telecommunications service industry context. To analyze them, a simple graphical tool or State Transition Diagram(STD) is developed and used. The diagram helps to clearly represent and explain the substitution, complement and cannibalization impact. Then, using the face-to-face survey of 1,200 people, a new wireless internet access service or WiBro is analyzed to identify the substitution/complement and cannibalization impacts in relation with the other competing services. Additionally, the important factors explaining customer subscription and substitution behavior are identified. The analysis results indicate that males, students or on-line game users are more likely to subscribe WiBro. Also, among the potential WiBro subscribers, customers who are less satisfied with the existing fixed line broadband internet access services are more likely to stop subscribing the fixed line service, which implies substitution by a new service. Additionally, this raises the issue of cannibalization if the existing and new services are provided by the same company. In fact we find the cannibalization effect is more serious for the cost sensitive group. We believe that our tool, approach, analysis results and their implications would be very helpful to devise a winning strategy for the new services in the highly uncertain telecommunications business environment.

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Towards Establishing a Touchless Gesture Dictionary based on User Participatory Design

  • Song, Hae-Won;Kim, Huhn
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.515-523
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    • 2012
  • Objective: The aim of this study is to investigate users' intuitive stereotypes on non-touch gestures and establish the gesture dictionary that can be applied to gesture-based interaction designs. Background: Recently, the interaction based on non-touch gestures is emerging as an alternative for natural interactions between human and systems. However, in order for non-touch gestures to become a universe interaction method, the studies on what kinds of gestures are intuitive and effective should be prerequisite. Method: In this study, as applicable domains of non-touch gestures, four devices(i.e. TV, Audio, Computer, Car Navigation) and sixteen basic operations(i.e. power on/off, previous/next page, volume up/down, list up/down, zoom in/out, play, cancel, delete, search, mute, save) were drawn from both focus group interview and survey. Then, a user participatory design was performed. The participants were requested to design three gestures suitable to each operation in the devices, and they evaluated intuitiveness, memorability, convenience, and satisfaction of their derived gestures. Through the participatory design, agreement scores, frequencies and planning times of each distinguished gesture were measured. Results: The derived gestures were not different in terms of four devices. However, diverse but common gestures were derived in terms of kinds of operations. In special, manipulative gestures were suitable for all kinds of operations. On the contrary, semantic or descriptive gestures were proper to one-shot operations like power on/off, play, cancel or search. Conclusion: The touchless gesture dictionary was established by mapping intuitive and valuable gestures onto each operation. Application: The dictionary can be applied to interaction designs based on non-touch gestures. Moreover, it will be used as a basic reference for standardizing non-touch gestures.

The Design and Implementation of a School Web-board System for Adaptive Web Site Construction (적응형 웹사이트 구축을 위한 학교용 웹보드 설계 및 구현)

  • Lee, Jeong-Hun;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.375-384
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    • 2004
  • With the advance of information communication technology, specifically the Internet technology, most schools have developed their own Web sites for the communication of diverse parties such as students, their parents, teachers, and others. In spite of the wide spread of school Web sites, their bulletin board systems are usually developed under the Web-boards for developing ordinary sites without reflecting educational environments. The purpose of this research is to develop the Web-board system for schools, which can be applied to construct adaptive school Web sites. This Web-board system is designed to reflect the educational environments as well as the user characteristics under the idea of customization and optimization. The main advantage of this Web-board system is that it can allow easy access to the system through user-friendly interface, and also promote interactions among users through their personalized Web pages.

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