• Title/Summary/Keyword: UxAS

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AUX Model for restoring and analyzing Associative User Experience informations (연상된 사용자 경험정보 축척 및 분석을 위한 AUX 모델)

  • Ryu, Chun-Yeol;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.586-596
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    • 2011
  • In the IT industry, processing units of IT applications are getting smaller and high efficient. Furthermore, the realization of various smart functions is highly feasible now due to advances in sensing technology. The service infrastructures on high efficient and compact mobile devices are applied to various areas. These also could be possessed by users and is built into the devices. Currently, studies on the UX(User Experience) field to attempt an analysis and prediction of user's information are continuing with reference to the UI(User Interface). However, research on the common framework of classification and storing the user-information, and standardization of form has not been attempted yet. In this study, we proposed the AUX(Associative user Experience) model and process structure to store various empirical data by users. The AUX model expressed a diversity of user's empirical data using extended E-TCPN model. And also, we expressed the data structure using XML with reference to the application of AUX model. This expressed model and separation of process structure guarantee its specialty, productivity and flexibility through the humanistic characteristics of users and the independence of technical process structure. The AUX model maps out the AUX information process architecture and expressed the process with the improved MPP algorithm, to analyze of its performance. The simulation of movements applying to MPP traffic allocation of VOD is used to analyze of its performance. The playback deviation of MPP Graphic Allocation Algorism where the AUX model was applied was improved by 10.41% more than the one where it was not applied. As a result of that, playback performance has improved due to the conversion of AUX with accessing media, content of users and dynamic traffic allocation such as MPI and CPI.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

A Study on Mobile Personalized Healthcare Management System (모바일 개인건강관리시스템에 관한 연구)

  • Lee, Nan Kyung;Lee, Jong Ok
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.6
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    • pp.197-204
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    • 2015
  • Recent changes in health care environment including aging population and prevalence of chronic disease encourage the adoption of new innovative technological solutions including wearable vital sensors, wireless networks, and smart phone. In this paper, we present an effective at-home lifestyle monitoring system that can be used for self-management and health intervention of patient himself in the Management-by-Exception perspectives. We implemented the filtering and queuing algorithms as a preprocessor of monitoring system to enhance efficiency of proposed system, and the effective UX design for self-management of patients themselves. The 94,467 actual clinic data was used to test the efficiency of the proposed system. As as a result, 64.8% of the incoming vital data was identified to be filtered out.

Effect of Constraint and Supporting Features of Mobile Social Networking Games(SNGs) on User's Satisfaction (모바일 소셜 네트워크 게임의 제약과 지원 기능이 사용자의 만족에 미치는 영향)

  • IM, Chae-Rin;SHIN, Young-soo;KIM, Jin-woo;LEE, In-seong
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.353-367
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    • 2015
  • From the era of feature phone to the current smart phone which bloomed Social Network Games(SNGs), mobile games have held the top position as killer contents of mobile market. Mobile game has many constraints such as specification of device, network status, and external environment. Based on common perspective of game research, these factors have negative influences on flow of user. Even with these opinions, most mobile gamers have felt satisfaction. To explain this phenomenon, our research focuses on the constraints. Referring to theoretical concepts, we attempt to clarify the relationship between game features and flow through survey methodology. Our finding shows that the constraints have a positive effect on flow even though it disaccords with previous studies. Therefore, we argue that users of mobile game have sense of satisfaction not a cognitive overload as discomforts.

Habitat Characteristics and Vegetation Structure of the Evergreen Fern in Jejudo, Korea (제주도의 상록양치식물 자생지 환경특성 및 식생구조에 관한 연구)

  • Bang, Kwang Ja;Kim, Kwang-Du;Kang, Hyun-Kyung;Ju, Jin Hee
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.7 no.3
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    • pp.64-72
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    • 2004
  • The research was carried out to define the environmental characteristics and vegetation structure of the evergreen fern habitat in Jejudo. The growth conditions of evergreen fern in various habitats was surveyed, including topographical features, vegetation structure, air temperature, humidity, intensity of light, water content and organic matter content in the soil. In the direction of the native habitat, 70% of research area was located in the southeast-facing slopes, 30% was located in southern slopes. The gradient ranged from $0^{\circ}$ to $30^{\circ}$. Temperature ranged from $16^{\circ}C$ to $28^{\circ}C$, and $22.3^{\circ}C$ was the average. Humidity ranged from 20 to 68%, and 36% was the average. In the native habitat, the highest light intensities reached 60,000 to 80,0001ux, but in general ranged from 300 to 40001ux. Water content in the soil ranged from 32% to 59%, organic matter content ranged from 8 to 13%. Within a unit of 25$m^2$, there were tall-tree layer such as Quercus galuca and Castanopsis cuspidata with a covering of rate 40~80%, a sub-tall-tree layer such as Camellia japonica, Staphylea bumalda and Sambucus williamsii with the covering rate of 3~5%, a shrub layer with the covering rate of 5~20%, and a grass layer with the covering rate of 40~95%. This research provides the basic data about the native habitat environment of the evergreen fern plant. Continuous monitoring and accumulation of data is necessary for the use of evergreen fern as vegetation materials.

Text Mining Analysis of Customer Reviews on Public Service Robots: With a focus on the Guide Robot Cases (텍스트 마이닝을 활용한 공공기관 서비스 로봇에 대한 사용자 리뷰 분석 : 안내로봇 사례를 중심으로)

  • Hyorim Shin;Junho Choi;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.787-797
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    • 2023
  • The use of service robots, particularly guide robots, is becoming increasingly prevalent in public institutions. However, there has been limited research into the interactions between users and guide robots. To explore the customer experience with the guidance robot, we selected 'QI', which has been meeting customers for the longest time, and collected all reviews since the service was launched in public institutions. By using text mining techniques, we identified the main keywords and user experience factors and examined factors that hinder user experience. As a result, the guide robot's functionality, appearance, interaction methods, and role as a cultural commentator and helper were key factors that influenced the user experience. After identifying hindrance factors, we suggested solutions such as improved interaction design, multimodal interface service design, and content development. This study contributes to the understanding of user experience with guide robots and provides practical suggestions for improvement.

Ethics-Literacy Curriculum Modeling for Ethical Practice of 5G Information Professionals (5G 정보환경 정보전문가를 위한 윤리 리터러시 교육과정 모형연구)

  • Yoo, Sarah
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.1
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    • pp.139-166
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    • 2022
  • Ethical Issues increase when people engage in smart technological systems such as 5G, IoT, Cloud computing services and AI applications. Range of this research is comparison of various literacy concepts and its ethical issues in considering of 5G features and UX. 86 research papers and reports which have been published within the recent 5 years (2017-2022), relating the research subject, are investigated and analyzed. Two results show that various literacies can be grouped into four areas and that some of common issues among those areas as well as unique issues of each area are identified. Based on the literature analysis, an Operational Definition of Ethics-Literacy is presented and the model of ethics-literacy curriculum supporting ethical behavior of 5G information professionals is developed and suggested.

An Empirical Study on the User Experience Model of Music Streaming Service (음악 스트리밍 서비스 사용자 경험 모델에 관한 실증 연구)

  • Lee, Jeonga;Kim, Hyung Jin;Lee, Ho Geun
    • Informatization Policy
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    • v.30 no.3
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    • pp.92-121
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    • 2023
  • As music streaming services (MSS) involve various interactions with users during the music consumption process, it is important to understand the user experience and manage the service accordingly. This study developed a user experience model for MSS by theoretically linking the quality characteristics considered important by music service users with the structure of user experience. PLS analysis was then performed using survey data to test the model. As a result, functionality (search, browsing, and personalized recommendation), UI usability, content quality (currentness, sufficiency, relevance), and monetary cost were found to be key experience factors that determine the experience consequence, i.e., user satisfaction. In addition, in a supplementary analysis comparing domestic and global services, differences in user experience were found between the two groups in terms of functionality and content quality. The user experience model of MSS proposed in this study serves as a new foundation for theory-based research in this field and provides meaningful implications for the competitive landscape among music streaming service platforms and for their competitive strategies.

A Review of Cross-Cultural Design to Improve User Engagement for Learning Management System

  • Farhan Hanis Muhmad Asri;Dalbir Singh;Zulkefli Mansor;Helmi Norman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.2
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    • pp.397-419
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    • 2024
  • Online learning has become a widespread practice for students and teachers in acquiring and delivering knowledge. Education platforms have become prominent in the 21st century with the evolution of technology and the accessibility to online learning. As a result, various learning management systems (LMSs) have been introduced to facilitate online interaction between users. For instance, communication between students and teachers at school. However, there is a need to emphasise user engagement in LMS to enhance the online learning experience amongst students since the design of LMS affects user engagement. This study utilised a systematic literature review (SLR) that examined 74 articles published between 2014 and 2023, focusing on cross-cultural design (CCD), user-centred design (UCD), and usability in LMS design. This study aimed to review CCD and its association with UCD, user interfaces (UI), and user experience (UX) in the context of LMS. CCD has been introduced as an approach to design that embraces different cultures, languages, and social contexts, while UCD plays a significant role in defining user engagement for LMS. All elements in CCD and UCD help create a better user experience for LMS. Besides, this study reviewed the usability of selected LMS to give insights to developers in creating a positive user engagement. An insight into cultural factors that influence the usability of LMS has revealed their value for LMS design, such as the UI/UX elements. Initially, this study may guide future researchers in improving education quality by emphasising CCD and LMS usability, which can enhance user engagement.

A Study on the User Experience of Smartphone Camera Application (스마트 폰 카메라 애플리케이션의 사용자 경험 연구)

  • Kim, Eung-Cheol;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.221-226
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    • 2017
  • This study investigates the user experience about the camera application and the operation environment that share the photographed pictures with the SNS in a smartphone user environment which is a necessity of modern people. To do this, 10 task tasks were selected based on 3 aspects such as manipulation, editing, and sharing, and the task execution time was measured after tasks were performed on 8 persons, 4 persons in 20s. Experiments conducted mainly on Samsung Experience 8 and LG UX 6.0, which are representative user interfaces of Android mobile operating system, showed that there are differences in usability between the three interfaces for each interface. In the course of the experiment, all of the subjects mentioned ease of operation and various functions as advantages. However, the complexity of text-based interfaces has been difficult to use because of the variety of functions that can be set up. Future research will be needed to improve the usability of camera applications by user interface.