• Title/Summary/Keyword: UxAS

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Exploration of User Experience Research Method with Big Data Analysis : Focusing on the Online Review Analysis of Echo (빅데이터 분석을 활용한 사용자 경험 평가 방법론 탐색 : 아마존 에코에 대한 온라인 리뷰 분석을 중심으로)

  • Hwang, Hae Jeong;Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.517-528
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    • 2016
  • This study attempted to explore and examine a new user experience (UX) research method for IoT products which are becoming widely used but lack practical user research. While user experience research has been traditionally opted for survey or observation methods, this paper utilized big data analysis method for user online reviews on an intelligent agent IoT product, Amazon's Echo. The results of topic modelling analysis extracted user experience elements such as features, conversational interaction, and updates. In addition, regression analysis showed that the topic of updates was the most influential determinant of user satisfaction. The main implication of this study is the new introduction of big data analysis method into the user experience research for the intelligent agent IoT products.

The development of 4 dimension Authoring Tools and Electronic publishing for high quality(UHD class) display with curving (곡률이 있는 고화질 (UHD급) 디스플레이의 4차원 편집 툴 및 입체형 전자출판 솔루션 개발)

  • Hong, Yo-Hoon;Kim, HyunJin;Choi, Youngkyo;Song, Seungjune;Song, Seungtaik
    • Journal of Satellite, Information and Communications
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    • v.12 no.4
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    • pp.11-17
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    • 2017
  • In this paper, we propose the authoring tools engine supported a 4 dimension display contents which serve display of high quality (UHD*250) curved using 4 dimension engine, which is a innovation technology by authoring tools of management software supported 4 dimension editing environment on curved flexible display. The important technology is as follows, the first, the authoring tools of 4 dimension viedo wall for a flexible high quality display(UHD*256) using multiscreen synchornization, the second implemented a bidirection interaction technology of UI/UX interface, which is established by 360 degree recognition sensor for digital signage, the 4 dimension viedowall flexible display with curve, the third, implemented the authoring tool software for various dimension electronic books first in the world.

A Comparative Evaluation of User Experience Design on Virtual Reality Indoor Bikes (가상현실 실내자전거에 관한 사용자경험설계의 비교 평가)

  • Kim, Sun-Uk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.48-55
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    • 2018
  • A framework has recently been developed to evaluate the user experience (UX) design for a virtual reality (VR) indoor bike. However, no comparative evaluation has been performed for an actual product using this framework. This paper investigates the effectiveness of the framework and identifies some problems when applying it. To validate the framework, we applied the proposed framework to a Korean VR indoor bike (KoVIB) prototype and VirZOOM, a commercial VR bike. The evaluation criteria consist of usability, emotional aspects, user values, and sense of reality. These four criteria were interpreted to evaluate prototypes and include 13, 6, 8, and 16 sub-elements, respectively. The results revealed the strengths and weakness between the Korean prototype and the commercial product, which are valuable for promotion and improvement. The framework helps to identify some problems when applied to real domains. As a result, we recommend a revised framework to compare prototypes with existing VR bikes.

A Study on the Mixed Reality (MR) Based Storytelling Convergence Coding Education (혼합현실(MR)기반 스토리텔링형 융합 코딩교육에 관한 연구)

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of Internet of Things and Convergence
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    • v.5 no.2
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    • pp.27-32
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    • 2019
  • Recently, the introduction of the elementary and middle school software education essential courses in 2018, the emergence of educational solutions, and the need for digital content for software education rather than simple coding. In addition, in the case of current coding education, it is necessary to study how to induce interest in elementary, middle and high school students. In this study, we included the interactive (UX / UI) function using MR(Mixed Reality) and induced interest in coding education, and it was possible to cultivate logical thinking by applying storytelling coding rather than injection education. Suggested way. As a result of research, elementary, middle, and high school students easily proposed logical thinking education beyond the existing injection education method using mixed reality(MR) technology, and will break away from the injection coding education which is a problem of the school and school.

Interest area of game player through extraction of foreground Image (포그라인드 이미지 추출을 통한 게임 플레이어 관심 영역)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.271-277
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    • 2017
  • In the image processing, foreground image extraction is mainly applied to recognize a moving object or an object. In the game, the objects included in the foreground image can be mainly characters, non player characters, items, and the like. These objects can be the player's primary concern with objects that are the target of players' movement, attack, defense, and collection. In this background, this research is a study to extract players' interest areas. To this end, first, the foreground image is extracted. Second, the extracted foreground image is accumulated for a certain period of time, and the image is displayed as a result image. The accumulated foreground image according to the play time helps to know the location and frequency of screen appearance of game objects. This study can help players design their interest areas and design an efficient UX/UI.

User satisfaction analysis for layer-specific differences using the IoT services (IoT 서비스를 사용하는 사용자 계층별 차이에 대한 만족도 분석)

  • Park, Chong-Woon;Kwon, Chang-Hui
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.90-98
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    • 2017
  • Since 2010, SNS was holding the explosive spread of smartphones has created a place of public advertising platform, and it entered the Internet of Things (IoT) is born gradually countdown of the era came to us already. In utilizing a variety of location-based services IoT services (beacon, O2O) The focus of this paper to analyze the differences in satisfaction with the oil layer by experienced users of what is being used. We consider the type and overall utilization of the concepts typical IoT service in the current service is made to expand the contents of the paper. Hypothesis was reconstructed ease, attractiveness, a survey reliability, value four kinds of models, called Honeycomb UX, User Experience Honeycomp Peter Mobil. Company that provides the service IoT in this study are expected to be used as basic data to help provide a more accurate personalized service according to the user's satisfaction difference.

A Study On Customized Products and Services in Smart Environments (스마트환경에 따른 고객 맞춤 제품 및 서비스에 관한 연구)

  • Chang, Seog-Ju
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.1
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    • pp.167-174
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    • 2015
  • This study examines the Personalized Oriented Customized and services in smart environments. In addition to The structure of industry is currently smart environment shifting from the manufacturing industry focusing on goods production to service industry merging and combining service and marketing. The companies are placing a higher value on the customer needs to gain a competitive edge with creation of new business model. The key dilemma in mass customization and service, though, is how product customization can be realized without increasing production cost significantly. The purpose of this study is to explore new product development strategies that facilitate mass customization and service. Specifically, we propose Crowdsourcing marketing, Digital experience technology, Recommender Systems, 3D printing technology, Flexible manufacturing systems and UX based PSS(Product-Service Systems) in new product development processes as enabling strategies for mass customization and service in smart environments.

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Priority Evaluation for Support of Cultural Technologies Using Fuzzy TOPSIS (퍼지 TOPSIS를 이용한 문화기술 육성 우선순위 평가)

  • Park, Hyun Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.105-113
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    • 2020
  • The development and application of cultural technologies(CT) are expected to lead to create various service scenarios and business models. Considering the wide range of application and extensibility of CT, it is necessary to design multidimensional evaluation methods for priority of the support of R&D budgets. The method should include the various evaluation criteria such as economic feasibility and user benefit of service made by a cultural technology. Our research addresses priority decision for fosterage of cultural technologies using fuzzy TOPSIS. Seven evaluation attributes are used to compare five specific technologies. Based on the results, service usefulness is the most important factor among the evaluation attributes. Also, technologies of computer graphics and UI/UX have higher priority than the others. We expect our research to help to provide guidelines for selection of promising cultural technologies which foster the culture and contents industry.

Study of GUI design convergence guideline for the users of aged generation (고령화 세대의 스마트폰 사용자를 위한 GUI 디자인 융복합 가이드라인 연구)

  • Jeon, In-Kyu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.323-331
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    • 2015
  • 21st Century is getting into Super aging society worldwide basis. Among those population, silver(aged) generation users' physical condition, such as sight, hearing and body, is getting older, especially sight ability which processes 80% of input data, it requires us studying new smartphone GUI designs convergence for the elderly. In light of this social phenomenon, this study suggests smartphone GUI designs convergence guideline for the silver generation through the research of text, icon which are basic elements of smartphone GUI with proper visual attributes. I had inferred UX designs, expert group and evaluation categories from existing papers, related books and designed some displays for the survey. I also offered this guideline with the deep survey of 101 people over 65 years old.

Case Study on Patent Trend and Service Strategy: Mobile device Wireless Charging Technology (특허 선행기술 동향 및 서비스전략: 스마트폰 무선충전기술 중심으로)

  • Lee, Cheol-Kee;Lee, Wookey
    • Journal of Information Technology and Architecture
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    • v.10 no.1
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    • pp.63-70
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    • 2013
  • This paper deals with the trend analysis and the patent prior-art for wireless rechargeable technology. By this technological analysis, the corresponding service applications and the strategy upon the mobile smart phone regarding the design UX/UI and several wireless rechargeable technology have been derived. The market outlook on the wireless rechargeable technology grows rapidly so that the market size is increased about six times bigger than that of the last year, and it will grow about 18 billion dollars in 2014. Because of that, as the interest on this area outfocused, many kinds of technology and new product are being exploited in this field. So the technological guidance and the patent map for the wireless rechargeable technology will highly expected. Especially due to our analysis, research and development about service application of this technology is one of the most promising areas, and several technological suggestions are represented which include the patentability and invalidation, right strategy and licensing policy, and battery sharing with extended durability, etc.