• Title/Summary/Keyword: user testing

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UI4GSD: Design and Implementation of User Interface for Grid Service Development Based on Globus Toolkit 4 (UI4GSD: 글로버스 툴킷 4 기반 그리드 서비스 개발을 위한 사용자 인터페이스의 설계 및 구현)

  • Kim, Hyuk-Ho;Lee, Pil-Woo;Kim, Yang-Woo
    • Journal of Internet Computing and Services
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    • v.8 no.5
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    • pp.45-58
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    • 2007
  • This paper presents UI4GSD (User Interface for Grid Service Development) for grid service developers that provides an efficient and friendly development environment based on Globus Toolkit 4, Normally, implementing grid service requires special expert knowledge for Grid as well as programming, Moreover, grid service development as well as testing of the deployed service in the Globus container takes a long Time, which makes the grid service implementation very inefficient, However, UI4GSD can automatically generate a grid service interface file, a build file, and grid service class files as well as a client class file, using the information supplied by developers through GUI. In UI4GSD, a grid service is developed easily based on typical five step processes with required input data fed at each step. As, a result, UI4GSD can provide an easy and convenient development environment thereby increasing the efficiency and convenience in developing grid services.

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An Analysis on Competition and Ecology of Mobile Platform : Based on the Continuous Usage Intention of Smart-Phone OS Platform (모바일 플랫폼 경쟁과 모바일 생태계에 관한 고찰 : 스마트폰 운영 플랫폼의 지속사용 의도를 중심으로)

  • Lee, Bo-Kyoung;Shim, Seon-Young
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.19-47
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    • 2012
  • Contemporary smartphone competition is generally described as the battle between Apple's proprietary platform and Google's open platform. However, this competition is not limited within smartphone adoption itself. User's pre-adoption of one mobile platform via smartphone can be connected to the post-adoption of the same mobile platform based on the other smart devices (e.g. smart pad). In this study, we investigate whether user's preference to a certain platform is persistent over mobile ecology, from the pre-adoption of one smart device to the post-adoption of following devices. For this investigation, we adopt the dual-model as the ground theory, where post-adoption of IT product is explained by both dedication and constraint factors. The empirical testing first evidences that dual model works well as our research model for identifying the reasons of post-adoption. Next, we group our data into two parts in order to compare the switching behavior of iPhone users and Android phone users. iPhone users show much lower switching rate to Android based smart pads, while Android phone users show higher churn rate to iPad (49.3% : 96.3%). Especially, satisfaction showed much stronger effect than switching cost on the continuing intention of existing platform, when the analysis is given to the iPhone user's group. From this result, we can conjecture the relatively stronger loyalty of iPhone users. More managerial implications on the mobile platform strategy are driven.

Factors Influencing the Service Quality and User Satisfaction related to Software as a Service(SaaS)' Information Supply (SaaS(Software as a Service)의 정보제공과 관련된 서비스 품질 및 사용자 만족에 미치는 영향요인)

  • Shin, Ho-Kyoung;Lee, Ho;Shin, Ji-Myoung
    • Journal of Information Management
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    • v.42 no.2
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    • pp.67-84
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    • 2011
  • In this paper, our goal is to examine the factors of service quality and user's satisfaction in Software as a Service(SaaS). Based on the theoretical framework like service quality theory we develop and test a theoretical model, propose hypotheses and analyze the effects of SaaS' flexibility and customizability on the service quality and the satisfaction of SaaS' users. For this research, questionnaire survey was conducted with literature study and the PLS(Partial Least Square) was used to analyze the measurement model and hypotheses testing. The PLS analysis results indicate that SaaS' flexibility affects SaaS' service quality and the users' satisfaction and SaaS users' satisfaction is influenced by SaaS' service quality. Furthermore, SaaS' customizability affects SaaS' service quality, however, does not affect the users' satisfaction. Practical implications of these findings and future research implications are also discussed.

A Study on the Usability Evaluation of the Mobile Application for Seoul Public Transportation Information (모바일 대중교통 정보서비스 어플리케이션 이용성 평가에 관한 연구: 서울 대중교통 모바일 앱을 대상으로)

  • Lee, Yoonjae;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.33 no.4
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    • pp.225-244
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    • 2016
  • As technology progresses, the supply and use of smartphones has become increasingly popular and has significantly transformed modern life. However, users still feel uncomfortable running some mobile apps, as many are created without a thoughtful consideration of usability. Usability evaluations involve several methodologies to identify specific problems in light of various principles. Although usability testing was initially centered on physical services, it has gradually evolved to consider user satisfaction as its main concern. Public transportation applications should be accessible to everyone, and studies should focus on the user's perspective. However, previous user surveys have concentrated on applications' technical aspects or visual design. As a result, there has been a lack of general usability evaluations. This study aimed to evaluate the usability of mobile transportation applications in real life, with a focus on public transportation in Seoul. All the participants were asked to complete a task, an in-depth interview, and a questionnaire survey. In summary, the results suggest that users do not find inappropriate information attractive when it does not satisfy their purpose of use, but rather tend to consider it as interference.

Development of User Subroutine Program Considering Effect of Neutron Irradiation on Mechanical Material Behavior of Austenitic Stainless Steels (중성자 조사에 따른 오스테나이트 스테인리스 강의 기계적 재료거동 변화를 고려한 사용자 정의 보조 프로그램 개발)

  • Kim, Jong Sung;Jhung, Myung Jo;Park, Jeong Soon;Oh, Young Jin
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.9
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    • pp.1127-1132
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    • 2013
  • The failure of reactor internals may have a significant effect on the safe operation and shutdown of a reactor. Various agings related to neutron irradiation occur or can potentially occur in the reactor internals owing to high neutron irradiation levels. Austenitic stainless steel, one of the principal materials constituting the reactor internals, shows different mechanical material behaviors such as tensile/creep properties and fracture toughness with neutron irradiation levels. This variation should be considered when the structural integrity of the reactor internals against agings during the design lifetime or continued operation period is evaluated. In this study, user subroutine programs considering the variation of mechanical material behaviors with neutron irradiation levels were developed. The programs were validated by testing them for various conditions.

An fMRI Study on the Differences in the Brain Regions Activated by an Identical Audio-Visual Clip Using Major and Minor Key Arrangements (동일한 영상자극을 이용한 장조음악과 단조음악에 의해 유발된 뇌 활성화의 차이 : fMRI 연구)

  • Lee, Chang-Kyu;Eum, Young-Ji;Kim, Yeon-Kyu;Watanuki, Shigeki;Sohn, Jin-Hun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.109-112
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    • 2009
  • The purpose of this study was to examine the differences in the brain activation evoked by music arranged in major and minor key used with an identical motion film during the fMRI testing. A part of the audio-visual combinations composed by Iwamiya and Sano were used for the study stimuli. This audio- visual clip was originally developed by combining a small motion segment of the animation "The Snowman" and music arranged in both major and minor key from the original jazz music "Avalon" rewritten in a classical style. Twenty-seven Japanese male graduate and undergraduate students participated in the study. Brain regions more activated by the major key than the minor key when presented with the identical motion film were the left cerebellum, the right fusiform gyrus, the right superior occipital, the left superior orbito frontal, the right pallidum, the left precuneus, and the bilateral thalamus. On the other hand, brain regions more activated by the minor key than the major key when presented with the identical motion film were the right medial frontal, the left inferior orbito frontal, the bilateral superior parietal, the left postcentral, and the right precuneus. The study showed a difference in brain regions activated between the two different stimulus (i.e., major key and minor key) controlling for the visual aspect of the experiment. These findings imply that our brain systematically generates differently in the way it processes music written in major and minor key(Supported by the User Science Institute of Kyushu University, Japan and the Korea Science and Engineering Foundation).

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Performance Analysis of Korean WADGPS Algorithms with NDGPS Data

  • Yun, Young-Sun;Kim, Do-Yoon;Pyong, Chul-Soo;Kee, Chang-Don
    • International Journal of Aeronautical and Space Sciences
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    • v.6 no.1
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    • pp.44-51
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    • 2005
  • To provide more accurate and reliable positioning and timing services to Korean nationwide users, the Ministry of Maritime Affairs and Fisheries of Korea is implementing Korean NDGPS (Nationwide DGPS), which is operational partly. And it also has a plan to construct WADGPS (Wide Area Differential GPS) system using sites and equipments of the NDGPS reference stations. For that, Seoul National University GNSS Laboratory is implementing and testing prototypes of WRS (Wide-area Reference Station) and WMS (Wide-area Master Station). Until now, because there are not enough installed WRSs to be used for computing wide area correction information, we cannot test algorithms of WMS with the data processed actually in WRSs. Therefore to evaluate the performance of the algorithms, we made a MATLAB program which can process RINEX (Receiver INdependent Exchange) format data with WADGPS algorithm. Using that program which consists of WRS, WMS and USER modules, we processed the data collected at NDGPS reference stations, which are saved in RINEX format. In WRS module, we eliminate the atmospheric delay error from the pseudorange measurement, smooth the measurement by hatch filter and calculate pseudorange corrections for each satellite. WMS module collects the processed data from each reference stations to generate the wide area correction information including estimated satellite ephemeris errors, ionospheric delays at each grid point, UDRE (User Differential Range Error), GIVE (Grid Ionosphere Vertical Error) and so on. In USER part, we use the measurements of reference stations as those of users and estimate the corrected users' positions and protection levels (HPL, VPL). With the results of estimation, we analyzed the performance of the algorithms. We assured the estimated UDRE /GIVE values and the protection levels bound the corresponding errors effectively. In this research, we can expect the possible performance of WADGPS in Korea, and the developed modules will be useful to implementation and improvement of the algorithms.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

A Study on Visitor Engagement of the Audio Guide and Curating-bot at Museum of Modern and Contemporary Art

  • Bo-A Rhee;Ye-Eun Seo;Yeon-U Ro;Gyu-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.10
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    • pp.185-195
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    • 2024
  • In this paper, we propose a comparative evaluation framework for digital services in the Museum of Modern and Contemporary Art, focusing on user experience analysis of both mobile apps and curating-bots. Our method assesses the efficiency, support, and innovative attributes of these services, particularly regarding their Pragmatic Quality (PQ) and Hedonic Stimulation (HS). The proposed framework combines empirical user engagement data via survey with hypothesis testing to determine the influences of digital services such as the mobile app and curating-bot on visitor satisfaction and immersion. The research team demonstrates the suitability of the Technology Acceptance Model (TAM) and the Quality-Value-Loyalty (QVL) Chain in evaluating digital services in the art museum context and the impact of these services on the visitor experiences.

A study on the user's emotional change when they are using a product by using emotional word logging software (감성어휘 로깅 소프트웨어를 이용한 제품 사용중 사용자의 감성변화 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.167-177
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    • 2006
  • In this study, we developed a tool for measuring user's emotions expressed while using a product in the natural and accessible environment for the design field. Also, using emotional word logging software VideoTAME, we measured a user's emotions expressed while using a product. In the testing module of VideoTAME, participants evaluate their emotional changes through playing and watching the video clips of their performing tasks in the experiment room. In the analyzing module, the researchers replay the results created by participants during the experiment and analyze the results using Microsoft Excel. In this research, we have asked users to examine their emotional changes while watching the recorded video clip of them in the experiment room performing a series of tasks using a cellular phone. In this experiment, there were no big differences in the representative emotions expressed for each characteristics of task. The reason for this can be assumed it is because of the emotional changes occurred while facing specific situations when performing a task rather than the task itself. If more data is collected and concrete statistical analysis is done, it is expected that we can clarify what effect a product's usability has on user's emotions.

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