• Title/Summary/Keyword: quality of contents

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A Study on the Causal Relationship of Perceived Risks, Service Quality and Customer Satisfaction in Ubiquitous Environment by Using Spatial Information (유비쿼터스 환경에서 공간정보 활용에 따른 고객의 지각된 위험, 서비스 품질과 고객만족의 구조적 관계 연구)

  • Chung, Nam-Ho;Kim, Yong-Bum
    • Proceedings of the Safety Management and Science Conference
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    • 2007.04a
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    • pp.373-385
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    • 2007
  • The Location Based Services (LBS) comprise spatial information and mobile technology allow users to receive various services based on Global Positioning Systems (GPS). Although, spatial information based services are very useful, it has lots of possibility to damage privacy protection. But the contents of the legislation by government have problems conflicted between protection of a person's location information and invigoration LBS. Therefore, in this study suggest a causal model to deal with user satisfaction and factors affecting spatial information based services to customer perspective. The proposed research model is tested empirically with one hundred and forty one usable questionnaires and partial least square (PLS) method. Experimental results showed that the usefulness, playfulness, and service quality play a prominent role in influencing the spatial information services satisfaction compared to other factors. But, easy of use and perceived risk are not significant.

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A Study on Quality Assurance of the Metaverse Platform Based Games (메타버스 플랫폼 기반 게임의 품질보증에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.61-64
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    • 2022
  • 국내 게임 시장 규모가 20조원에 육박할 것으로 전망된 가운데, 내년 게임업계 화두로 메타버스와 NFT가 가장 주요한 이슈가 될 것이다. 메타버스 환경에서의 변화는 편의성, 상호작용 방식, 화면 공간 확장성 측면에서 기존 PC, 모바일 기반의 인터넷 시대와 메타버스 시대는 확실하게 차이가 존재한다. 기존에 비해 혁신적인 변화의 특징들에 대해서 메타버스 환경에서 게임들의 특징들도 무관하지 않을 것으로 생각한다. 본 논문에서는 메타버스 플랫폼에서의 게임개발이 활성화되는 환경에서 메타버스 기반에서 개발되고 플레이 되는 게임들에 대한 품질 보증(Quality Assurance : QA) 혹은 테스트를 위한 방법과 내용에 대해서 기존의 방법들과의 차이점과 향후 메타버스 환경에서의 게임 품질을 측정하는 새로운 요소들에 대해서 제시하고자 한다.

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A Study on the Application of Artificial Intelligence Technology for Efficient Game Quality Assurance (효율적인 게임 품질 보증을 위한 인공지능 기술 적용에 관한 연구)

  • Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.145-147
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    • 2023
  • 요즘은 모든 산업에서 인공지능(Artificial Intelligence : AI) 채택을 빠르게 진행하고 있으며, 디지털 기술과 산업 기술이 융합된 인공지능 분야가 강화되고 여러 서비스 사업 혁신이 이루어지면서 여러 산업의 시장 성장을 견인하는 것으로 나타났다. 특히 게임 산업과 관련한 게임업계에서는 인공지능 관련 전문 지식을 확보하기 위한 투자가 활발하게 이어짐에 따라 발전과 경쟁력 확보를 위한 움직임들이 지속될 것으로 전망된다. 본 논문에서는 게임개발 기술에 인공지능(AI) 기술 접목이 집중되고 있는 상황에서 개발하고 있는 게임에 대한 품질을 보증하고 관리하기 위한 AI 기반의 게임 QA(Quality Assurance) 기술 적용을 위한 방법들에 대해서 제시하고자 한다.

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Developing Measurements of University Satisfaction using Public Customer Satisfaction Index (공공기관 고객만족지수를 이용한 대학의 고객만족 측정도구 개발)

  • Jung, Bok-Ju;Lee, Sang-Chul;Im, Kwang Hyuk
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.25-34
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    • 2018
  • With the higher competition of university environment, universities has been adapted Customer Satisfaction Index (CSI). However, the problem of CSI focuses on score and ranking announcement. In public sectors, PCSI model is used because of increasing its strategic utilization by providing diagnosis of the phenomenon and direction for future improvement through causal model analysis. The purpose of this research is to develop a measurements of university satisfaction using PCSI. This research demonstrates validity and reliability of PCSI using test-retest method using multi-group confirmatory factor analysis. The results of this research indicate that the reliability and validity of the PCSI model is verified. Service product quality, service delivery quality, environment quality and social quality have positive effects on customer satisfaction. In turn, customer satisfaction have positve effects on university performance and social performance. In conclusion, service quality, PCSI, and service performance are clarified to be appropriate components of the satisfaction survey. These results can be used to measure the satisfaction level of education at actual universities. It is expected that practical basic data can be obtained to improve the quality of university education.

Crude Saponin Contents of Platycodon grandiflorum(Jacq.) A.DC. (길경 재배년수, 수확시기 및 건조방법에 따른 조사포닌 함량)

  • Lee, Seong-Tae;Ryu, Jae-San;Kim, Man-Bae;Kim, Dong-Kil;Lee, Hong-Jae;Heo, Jong-Soo
    • Korean Journal of Medicinal Crop Science
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    • v.7 no.3
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    • pp.172-176
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    • 1999
  • The saponins are considered the main effective components in Platycodon grandiflorum (Jacq.) A. DC.. In order to obtain the basic information for producing the high quality medicinal plant and processing, the crude saponin contents were analyzed with platycodi radix, the root of Platycodon grandiflorum by different cultivating years, parts, harvesting times and drying methods. The crude saponin contents were decreased by increasing cultivating years. The crude saponin contents were 2.74% in tail of root and 1.65 % in head of root, respectively. Besides, the contents of the crude saponin in cortex were 1.8 times more than that in core of root. The crude saponin contents in different harvesting times were 2.82% and 2.74% at March 10 and December 10, showing higher than that being harvested at June 10 and September 10. The crude saponin contents among drying methods were not significantly different at 5% level DMRT, but the hot air drying after steam showed the least crude saponin.

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A Usability Evaluation Study for Improving the Quality of e-Learning Contents User Interface in a Cyber University (사이버대학에서 이러닝콘텐츠 사용자 인터페이스의 질 개선을 위한 사용성 평가연구)

  • Sim, Hwa-Young;Song, Hae-Deok
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.13-23
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    • 2014
  • In the process of development the e-learning course at Cyber University, one important factor to be considered for the effective e-learning contents is the User Interface(UI) of the e-Learning content platform. The User Interface is important because the well-designed UI can help students to perform effectively and easily learning activities. Despite the importance of the usability, few attempts have been carried out to design the e-learning contents UI from the usability perspectives. Thus, the purpose of this study is to explore the usability design elements for the e-learning contents UI. For this purpose, a usability evaluation study on the e-learning contents UI of a cyber university at Seoul was conducted. Implications for the improvement of the current e-Learning contents UI was presented.

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The Value Innovation Strategy of the Korean Manufacturing Companies (한국기업의 가치혁신 전략 : 제조업을 중심으로)

  • Chung, Kyu-Suk
    • Journal of Korean Society for Quality Management
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    • v.38 no.1
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    • pp.10-19
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    • 2010
  • The competitive strategies of the Korean manufacturing companies have changed from the "cost leadership" strategy in the early developing stage since 1960's to the "stuck in the middle" position since 1990's in the face of emerging new cost leaders as the Chinese companies. The data on the strategic contents of the Korean manufacturing companies show that their strategies are seeking the value innovation through not only quality improvement but also cost reduction altogether rather than selecting one on the trade-off relation between the both competitive dimensions. Their strategic actions seem to be seeking the operational efficiencies through all the value chain activities rather than the strategic effectiveness by selecting and focusing on the specific competitive dimension, which is considered as a typical strategic approach. Their strategy seems to be non-strategic in the general sense. But their non-strategically looking behaviors can be reasonable enough for their sandwiched competitive position between the global quality leaders and following cost leaders. This paper explains why their strategies can be right through the theoretical explanations by using the quality-price elasticity approaches for the consumer behaviors. We can call their strategic activities as the value innovation strategy.

Analysis of Sound Quality Parameters of Sound Sources applied for Soundscape Design (사운드 스케이프 적용 음원의 음질 지수 분석)

  • Park, Hyeon-Ku;Song, Min-Jeong;Jang, Gil-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2004.11a
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    • pp.814-819
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    • 2004
  • When we evaluate sound, there are various methods for noise such as A-weighted SPL(sound pressure level), NC(noise criteria), NR(noise rating) and SIL(speech interference level) etc. however, it is not sufficient for the sounds supplied to public places used in soundscape design. Consequently it is needed to develop the tool for evaluating the good acoustical environment and futhermore quantifying the effect of improvement by supplying sound sources. In this study, it was tried to analyse the sound sources applied for soundscape design using sound quality parameters. The sound sources used were natural sound artificial sound. For the sound quality parameters, Loudness(L), Sharpness(S), Fluctuation strength(FL), Tonality(T), Roughness(R), Unbiased Annoyance(UA) were used and sound quality values were compared both natural and artificial sounds, depending on the convolution of sound sources with background noise, the duration, the frequency contents and the SPL. As a result, the values of L and UA have shown to be changed comparing to the other parameters, and it is necessary to analyse the correlation with subjects' responses.

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An Empirical Study on Factors Influencing Brand Attitude and Customer Loyalty in China's Smartphone Market (중국스마트폰 시장에서 브랜드태도와 고객충성도에 미치는 요인에 관한 연구)

  • Fan, Liu;Moon, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.436-444
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    • 2015
  • The China smartphone market saw continuous growth since 2010, with total smartphone users up to 5,190 million by the end of 2014. For marketers, it seems some careful consideration will be required when it comes to deciding on how to capture loyal customers to bring profit for a company. Thus, this study aims to develop a model to investigate the factors influencing customer loyalty through brand attitude in China's smartphone market. Twelve research hypotheses derived from this model are validated using a field survey of Sumsung smartphone users in China. The results indicate that customer loyalty is jointly influenced by brand loyalty and perceived product quality. At the same time, critical mass and perceived product quality has a significant influence on brand image.

Development of a Scenario and Evaluation for SimBaby Simulation Learning of Care for Children with Fever in Emergency Units (SimBaby 시뮬레이션 학습 시나리오의 개발 및 평가 -응급실 내원 발열환아를 중심으로-)

  • Kim, Hae-Ran;Choi, Eun-Ju
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.279-288
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    • 2011
  • Nursing college students' continuous clinical experiences play an important part in the development of their nursing competency. In reality, it is difficult all of students to have enough clinical experiences. We can think of simulation learning as a solution to this problem. This research attempted to develop learning contents of simulation scenario regarding pediatric nursing. We organized the contents focusing on nursing process. The application of simulation scenario showed that the educational effect. In conclusion, this research suggests that nursing college students can supply high-quality nursing services to children and their families by developing and application of simulation scenario with various cases.