• Title/Summary/Keyword: usability criterion

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Usability Analysis of Algorithm Visualization Tool for Learning Basic Algorithms (기초 알고리즘 학습을 위한 알고리즘 시각화 시스템의 효용성 분석)

  • Oh, Kyeong-Sug;Lee, Sang-Jin;Kim, Eung-Kon;Park, Kyoung-Wook;Ryu, Nam-Hoon;Lee, Hye-Mi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.2
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    • pp.212-218
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    • 2011
  • The curriculum of programming education including algorithm has been recognized as a very important subject to many students majoring in natural sciences and engineering including electronic engineering and computer related departments. This study analyzed usability of the learning system of programming languages using basic algorithms so as for students to easily learn basic algorithm among the entire programming curriculum. The results show that the grade of learning achievement of experimental group using the learning system is 15 points higher than that of non-experimental group and the grade of interest, concentration, effectiveness, understanding, convenience, suitability, and attending a lecture in the next semester are 4 points or more of 5 points criterion.

Development of Evaluation Criteria For Game-style Courseware Based on HCI (HCI 이론을 적용한 게임형 학습 프로그램 평가 준거 개발)

  • Lee, Jeong-Hee;Lee, Jae-Mu
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.91-100
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    • 2007
  • The purpose of this study is to develope a criterion for evaluation on game-style courseware by the application of HCI theory. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-style courseware evaluation on the basis of the HCI theory. Thus, it is necessary to apply the HCI theory to studies on the game-style courseware evaluation. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. The evaluation criteria developed in this paper can be applied to a basis for evaluation on game-style coursewares.

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Eco-friendly Smart Outdoor Jacket Production and Usability Evaluation (환경 친화적 스마트 아웃도어 재킷제작 및 사용성 평가)

  • Lee, Jeong Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.38 no.6
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    • pp.845-856
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    • 2014
  • This study focused on the production and usability evaluation of smart outdoor jackets that are designed to provide convenience to middle-aged people by embedding devices for lighting and location tracing. The results were as follows. 1. Jacket power supplier was a assembled system composed of battery, charger, controller and switch. A solar cell was attached on the upper arm, and a wire type EL on the center line of a raglan sleeve along with a GPS on the left sleeve with a transparent vinyl pocket. The total weight of the jacket embedded with devices was 385-520g. 2. Operation of function, activity, acceptability, safety, convenience for device use, appearance, practical maintenance were selected based on an analysis of evaluation criteria of previous smart wear research. Criteria were narrowed to three major categories of satisfaction, appearance and maintenance. 3. Use satisfaction criterion consisted of wearable device functionality and physical, psychological use convenience. The evaluation indicated actual functionality. EL functions were especially effective and necessary. Convenience of use showed that a smart jacket was thought to be safe and the size was moderate regardless of age and gender. Outer appearance was satisfactory and respondents praised the color. The practical maintenance evaluation indicated that there was no challenge in doing the laundry since the solar battery and GPS were detachable. The practical use of smart outdoor jackets confirmed by fabric that was washable and dried quickly.

A Study on the Failure Behavior and the Application of Yield-Line Theory on the Bridge Decks Strengthened by Directional Fiber Plastic (일방향 섬유로 성능향상된 교량 상판의 파괴거동 및 항복선 이론을 적용한 해석적 연구)

  • 심종성;오홍섭;류승무
    • Proceedings of the Korea Concrete Institute Conference
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    • 2001.05a
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    • pp.81-86
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    • 2001
  • The concrete bridge decks are in need of replacement and rehabilitation due to decreasing load carrying capacity. In this study, to propose a strengthening technique that improves usability and structural performance of the bridge deck and to propose an efficient strengthening design technique which satisfies both the strength End serviceability of the bridge deck, this paper shows the failure characteristics of the strengthened bridge decks and proposes an empirical yield criterion. Therefore, strengthening efficiency was proposed based on the experiment and yield line analysis result. The yield line theory which adopts the modified criteria of Johansen is considered to predict the ultimate strength about all strengthening material(Carbon Fiber Sheet, Carbon Fiber Rod, Grid Type Carbon Fiber).

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Full Vehicle Model for Dynamic Analysis of a Large Vehicle with CTIS (CTIS를 장착한 대형차량의 동역학 해석 모델)

  • Song, Oh-Seop;Nam, Kyung-Mo
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.19 no.11
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    • pp.1144-1150
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    • 2009
  • Appropriate vibration model is required to predict in advance the vibration level of a large vehicle which carries sensitive electronic/mechanical equipments and drives often on the unpaved and/or off-road conditions. Central tire inflation system(CTIS) is recently adopted to improve the mobile operation of military and bulletproof vehicles. In this paper, full vehicle model(FVM) having 11 degrees of freedom and equipped with CTIS has been developed for a large vehicle which has $8\times8$ wheels$\times$driving wheels. Usability of the developed model is validated via road tests for three different modes (i.e. highway, country, and mud/sand/snow modes) and for various velocity conditions. The developed FVM can be used to predict the vibration level of the large vehicle as well as to determine the driving velocity criterion for different road conditions.

A Study on The Quality Comparison of Software Packages for Statistical Analyses (통계처리용 소프트웨어 패키지의 품질 비교에 관한 연구)

  • 이상석;윤민석
    • Journal of Korean Society for Quality Management
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    • v.27 no.1
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    • pp.195-210
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    • 1999
  • The multiplicity of software packages brings about a choice problem to the end-user and a multi-fold intensity to the competing developer. This study intends to provide guidelines solving the problems for both the end-user and the developer of packages for automatic statistical analyses. For the purpose, we adopt an appropriate evaluation model in terms of user-perceived quality through the applicable criteria and an evaluation method. The result of empirical study is described, which shows that the weight of each criterion is dynamic along usage levels. Briefly, functionality, usability, and reliability are key factors to contribute to the perceived quality. The empirical study also illustrates a comparative analysis on the dominant products, SAS and SPSS, in Korea.

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Analysis of the usability of ScratchJr and Viscuit for the lower grades in elementary school (초등학교 저학년을 위한 교육용 프로그래밍 언어 스크래치주니어와 비스킷 사용성 분석)

  • Jung, Naeun;Kim, Jamee;Lee, Wongyu
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.303-314
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    • 2019
  • Since 2019, the informatics education is being conducted for elementary school 5th, 6th grade students through the curriculum revised 2015. But, informatics education is implemented from the lower grades of elementary school in many countries. The purpose of this study was to suggest the direction in the choice of programming language considering characteristics for lower grades student. In order to achieve the goal, evaluation criteria were developed considering the development characteristics of lower grades and necessary elements of educational programming language. The results of analyzing the usability of the two languages based on the criterion are as follows. First, Viscuit can be used to consider the expressive power of students with lower school age or to learn algorithms without learning about programming concepts. Second, ScratchJr is easy to learn the concept of algorithm and programming. This study is meaningful in that has presented implications considering the developmental state of the students in preparation for rhe programming education.

A Study on Diffusion of the Utilization of Electronic Money (전자화폐의 확산에 따른 주요 쟁점에 관한 일고(一考))

  • Song, Keyong-Seog;Kim, Young-Hoon
    • International Commerce and Information Review
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    • v.5 no.2
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    • pp.19-45
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    • 2003
  • The main issues addressed in this paper are as follows : First, this paper makes a distinction among types of e-money, IC card type versus Network type, open-loop type versus closed-loop type, online type versus offline type and accountable type versus unaccountable type, and analysis the clear and accurate criterion. Second, generally speaking, e-money is a claim on originator of e-money and not legal tender, so, delivery of e-money by itself does not relieve of monetary obligation. Between it is not easy to define e-money, by now there are many definitions of e-money, there is a legal uncertainty accordingly and then it is not easy to find proper law applicable to resolve a particular issue. As a result. many problems relating to e-money would be solved through analogical application of the moot proper law among the laws that apply to the cash, check, credit card, or fund transfer after analyzing type of e-money at issue. This paper studies the methods on diffusion of the utilization of electronic money. To diffuse the usage of electronic money, it need; prerequisitely as a basic conditions independence of electronic money, non-reusability, and anonymity. And also as a additional conditions it need; usability in the offline commerce, transferability, divisibility. And now electronic money is used very actively, but still has many Jaw problems such as protections of consumer, law enforcement, supervisory, etc. So electronic money has called as money, but it is sure that electronic money is not a legal tender. So to facilitate the economic function of the electronic monel it is need to supplement the electronic money in the legal sides.

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Analysis of Ecosystem Service Value Change Using a Land Cover Map (토지피복 지도를 이용한 생태계 서비스 가치 변화 분석)

  • Park, Meejeong;Jeon, Jeong Bae;Choi, Jin Ah;Kim, Eun Ja;Im, Chang Su
    • The Korean Journal of Community Living Science
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    • v.27 no.spc
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    • pp.681-688
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    • 2016
  • This study examined the effective uses of an ecosystem service value assessment in the fields of rural planning and development through archiving and reviewing/analyzing existing concepts, evaluation methods and prior examples of Ecosystem services. Based on land cover analysis, this study evaluated the usability changes in the ecosystem service value for a period spanning 1975 to 2000. The results from the countrywide data survey (with an exception of Jeju island) showed a 33.15% decrease in ESV by 2000. The total ESV represented 5,385 million USD in 1975, and 3,600 million USD in 2000 of the study area. In addition, the ecosystem service value with a scale of metro cities and provinces was also examined. The ESV of most regions decreased by 2000, but Daejeon and Kyeongnam, and Kyeongbuk provinces increased. The trends of year to year changes in the ESV were very diverse throughout the country. Jeonnam showed the smallest decrease, 747 million USD, which is 59% of the ESV in 1975. Nevertheless, the despite the regional differences in available natural resources, the natural resource assets value is ultimately determined by rural development policies and regional economic attributes. Therefore, an ecosystem service must be considered as an important criterion for rural planning and development policy.

An Aesthetic Review on the Traditional Active Sports Wear Design - Focusing on Korean Wrestling Uniform- (전통 국기복 디자인에 관한 미학적 고찰 -씨름복을 중심으로-)

  • Yun, Eul-Yo;Park, Sun-Kyung
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.105-116
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    • 2005
  • Focusing on costume research to set image of Korean wrestling that has potential power as a traditional and cultural item, the purpose of this research is to systemize Korean wrestling uniform and offer suggestions regarding visualization, and to carry out basic ground research to develop Korean wrestling uniform design. For the basic part, I compared world wrestling and Korean wrestling in an effort to learn more about the history of wrestling uniform along with its transitional changes. And for the practical part, I studied the criterion of the current wresting and its uniform, and classified the aesthetic points of Korean wresting uniform into four categories in the view point of design ground research: tradition and uniqueness, usability and compatibility, symbolism and ornamentation, variety and unification. It is concluded that the most important part in designing Korean wrestling uniform lie in how to consistently visualize it based on the above mentioned aesthetic points. As the theoretical research on aesthetic parts of Korean wrestling uniform, this research finds its meaning in suggesting guideline for design concept and development while planning traditional and cultural costume design which will be materialized in the follow-up research.

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