• Title/Summary/Keyword: UxAS

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Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents (몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.6
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    • pp.807-812
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    • 2021
  • In order to be able to interact with the user to experience it as if it were real in virtual reality contents, input/output devices that make them feel the five senses of humans are required . In virtual reality (VR), devices that stimulate sight and hearing are the most representative. For a more realistic experience, suits and gloves that stimulate the sense of touch have recently been released, but there are not many cases applied to actual contents due to the limitation of device . In this paper, we analyze a virtual reality glove that can detect hand movement and touch in a virtual world. Based on the analysis, we propose an algorithm that can sense the intensity of collision with a VR object by tactile sense by improving the UI/UX using the vibration of the feedback method used in the existing virtual reality glove. In addition, the system implemented by the algorithm is applied to an actual case.

Improving Government Website Chatbot UX Based on User Journey Map: A Focus on NTIS Chatbot ND (사용자 여정 지도를 기준으로 정부 웹사이트 챗봇 UX 개선: NTIS의 챗봇 ND 를 중심으로)

  • Haeyoon Lee;Inyoung Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.601-606
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    • 2024
  • Today, governments are evolving into digital governments that actively leverage digital technologies to promote national development. Government websites play a crucial role as key elements in reshaping the interaction between individuals and the government. Within this context, government website chatbots play an important role in facilitating citizens' easy access to information. However, the chatbot ND on the National R&D Knowledge Information Portal (NTIS) exhibits low usage rates. This study proposes a framework based on user journey mapping to address the usability issues of chatbot ND. By delineating the user journey into pre-usage, in-usage, and post-usage stages, the study aims to identify points of inconvenience experienced by users at each stage and provide enhanced user experiences.

A Comparative Study of the Usability differences in accordance with Information Architecture in the Social commerce app (소셜커머스 앱에서 정보구조(IA)의 차이에 따른 사용성 비교연구 -쿠팡, 티몬, 위메프 앱을 중심으로-)

  • Oh, Moonseok;Won, Jongwook;Lee, Boyong;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.3
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    • pp.113-124
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    • 2015
  • As the development of new media and smart phone, more and more people are using social commerce application to shop on-line. Comfort and easiness of the UX design of the application directly affect the social commerce user's searching and buying the merchandise. This study analyzes the effect of social commerce application, especially focusing on the lay-out of the GUI, on the consumer's interest and we suggest an attractive application design of the UX. The material of this study is the lay-out of the GUI of 3 major social commerce - Wemakeprice, Coupan and Ticket monster. We asked questions to the university students who are skillful smart phone users to select frequent on-line shoppers and performed in-depth interview with them to draw a conclusion. As a result of study, differences of main screen layout and information architecture of each social commerce applications has confirmed that indicates a significant difference in usability.

Development Trends of Mobile Augmented Reality Game Platform and User Interface (모바일 증강 현실 게임 플랫폼 및 UI 기술 개발 동향)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.7-18
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    • 2017
  • This year, global IT companies such as Google, Apple, and Facebook launched a mobile augmented reality platform. Existing augmented reality technology required a special device such as AR glass or tango phone, but now it will be easy to experience augmented reality in general Android phone and iPhone. The mobile augmented reality game market, which has been attracting interest since the Pokemon game, is expected to become more active. In this article, we introduce augmented reality platforms technology for mobile augmented reality game and mobile augmented reality games including ETRI prototype centered on user interface.

A study on smart launcher features in terms of UX (UX 관점에서의 스마트 런처 특징연구)

  • Lee, Jung-Ae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.463-468
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    • 2015
  • A study on how a launcher as smart phone application was utilized as brand communication by deriving a characteristic element that could be changed into an extended function which carried out brand communication function going beyond the basic function of launcher pre-installed for the purpose of UI differentiation according to each device brand. In the results of analyzing the items and features of brand communication shown in each detailed item after classifying properties of launcher components into that of home component and personalization function element, (1) brand image identity element and (2) service marketing commitment element was derived.

UX Analysis based on TR and UTAUT of Sports Smart Wearable Devices

  • Seol, Suhwang;Ko, Daesun;Yeo, Insung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4162-4179
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    • 2017
  • The main purpose of this research is to investigate relationships between the significant control factors on acceptance intention to User Experience (UX) sports smart wearable devices by applying Technology Readiness (TR) and Unified Theory of Technology (UTAUT). Research survey targeted on users of golf smart devices in Seoul. A total 534 questionnaires were collected and used for testing hypotheses. Methods to analyze the data included frequency analysis, reliability analysis, confirmatory factor analysis, correlation analysis, and structural equation modeling in accordance with the purpose of the study by using SPSS and AMOS. The results are as follows; First, positive TR had a significantly positive effect on social influence, effort expectancy, facilitating conditions, perceived enjoyment, performance expectancy. Second, negative TR had a significant negative effect on performance expectancy, social influence, facilitating conditions, perceived enjoyment. Third, TR had a no significantly effect on behavioral intention. Fourth, performance expectancy, perceived enjoyment and facilitating conditions had a significantly positive effect on behavioral intention. Fifth, behavioral intention had a significantly positive effect on use behavior. Thus it became crucial to identify the difference in acceptance intention models per each products are as follows. Positive TR of golf-related mobile application users has a positive effect on both technology acceptance belief and acceptance intention, whereas negative TR has no statistically significant effect on technology acceptance belief nor acceptance intention.

Emotional User Experience in Web-Based Geographic Information System: An Indonesian UX Analysis

  • Lokman, Anitawati Mohd;Isa, Indra Griha Tofik;Novianti, Leni;Ariyanti, Indri;Sadariawati, Rika;Aziz, Azhar Abd;Ismail Afiza
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.271-279
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    • 2022
  • In the discipline of design science, the integration of cognitive, semantic, and affective elements is crucial in the conception and development of a product. Affective components in IT artefacts have attracted researchers' attention, but little attention has been given to Geographic Information Systems (GIS). This research was conducted to identify emotions in web-based GIS, and determine design influences on the emotions using Kansei engineering (KE). In the evaluation procedure, ten web-based GIS were used as specimens, and 20 Kansei words were used as emotional descriptors in the Kansei checklist. 50 participants were asked to rate their emotional responses towards the specimens on the Kansei checklist. Principal Component Analysis was used to discover the semantic structure of Kansei, in which dynamism and spaciousness were identified. Significant Kansei concepts were identified using Factor Analysis, in which dynamic & well-organized, refreshing, spacious, professional, and nautical-look were identified. Partial Least Square analysis has assisted the research in discovering the significant design influence to the Kansei. These findings provide designers and other stakeholders with valuable knowledge for strategizing future web-based GIS designs that incorporate user emotions.

Development of Mobile Cloud Computing Client UI/UX based on Open Source SPICE (오픈소스 SPICE 기반의 모바일 클라우드 컴퓨팅 클라이언트 UI/UX 개발)

  • Jo, Seungwan;Oh, Hoon;Shim, Kyusung;Shim, Kyuhyun;Lee, Jongmyung;An, Beongku
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.8
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    • pp.85-92
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    • 2016
  • Mobile cloud computing (MCC) is not just extensions of cloud concepts into mobile environments, but the service technologies that all mobile devices including smartphone can use the desired services by using cloud technology without the constraints of time and space. Currently, a lot of works on mobile cloud computing have been actively researching, whereas user interfaces are not so much researched. The main features and contributions of this paper are as follows. First, develop UI considering UX that is different from conventional interfaces supported by SPICE. Second, combine two button interface into one button interface when keyboard is used in mobile cloud computing clients. Third, develop a mouse interface suitable for mobile cloud computing clients. Fourth, in mobile cloud computing client, solve a problem that the selection of button/files/folder has at the corner. Finally, in mobile cloud computing clients we change mouse scroll mapping functions from volume button to scroll interface in touch-screen. The results of performance evaluation shows that users can input easily with the increased and fixed mouse interface. Since shortcut keys instead of the complex button keys of keyboard are provided, the input with 3-6 steps is reduced into 1 step, which can simply support complex keys and mouse input for users.

Study on Behavioral Characteristics of 3D Touch in Smartphone

  • Oh, Euitaek;Hong, Jiyoung;Cho, Minhaeng;Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.551-568
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    • 2016
  • Objective: The objective of this study is to identify the difference in the press behavior characteristics of 3D Touch, which is a new touch interaction of smart phones, and the existing 'Tap and Long Press' touch interaction, and to examine behavior changes upon feedbacks. Background: Since 3D Touch is similar to the existing 'Tap and Long Press' touch interactions in terms of press behavior, which is likely to cause interference, it is necessary to conduct a preliminary study on behavior characteristics of touch interactions. Method: In utilization of smart phones with the 3D Touch function to measure press behavior characteristics of touch interaction, an experiment was conducted where 30 subjects were given a task to press 30 buttons of touch interactions on the screen. During the experiment, two press behavior characteristics-maximum touch pressure and press duration-were analyzed. To grasp changes in behaviors upon feedbacks, the task was carried out in a condition where there was no feedback and in a condition where there were feedbacks of specific critical values. Results: While there was no feedback given, subjects tended to press with much strength (318.98gf, 0.60sec) in the case of 3D Touch, and press the Long Press button for a while (157.12gf, 1.10sec) and press the Tap button with little strength only for a short moment (37.92gf, 0.10sec). 3D Touch and Long Press had an area of intersection in time, but when feedbacks of specific critical values were given, there were behavior calibration effects to adjust the press behavior characteristics of 3D Touch and Long Press. Conclusion: Although interferences are expected between 3D Touch and Long Press due to the similarity of press behaviors, feedbacks induce behavior calibration. Hence, once feedbacks were provided with 3D Touch operated in an appropriate condition of critical pressure, interference between two motions can be minimized. Application: The findings of this study are expected to be utilized as a basis for the values of optimal critical pressure, at which users can easily distinguish 3D Touch from Long Press which is the existing touch interaction.

The Design Procedure of Automobile Headlamp Considering User Experience (User Experience를 고려한 자동차 전조등 설계 방안)

  • Kim, Jung-Yong;Yoon, Sang-Young;Min, Seung-Nam;Lee, Ho-Sang
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.575-584
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    • 2010
  • The aim of study is to suggest the design procedure of automobile headlamp by considering driver's experience in regard of the visibility and glare during nighttime driving. The characteristics of driver were investigated in terms of the drivers' cognitive ability and reaction time, headlamp specification and visibility, light source and glare. And, the degree of visual discomfort was categorized and recognized as a tool to represent the subjective user experience. The UX point of view was stated when the existing results were seemingly lacking of it. The visual comfort and safety of elderly drivers were also discussed by reviewing the studies of ageing regarding the visibility and driving responses. Finally, this study suggested how to reduce the negative effect of nighttime driving due to the height of headlamp, angle of lighting, color spectrum, discomfort glare, source of light by using the UX perspective and methodology.