• Title/Summary/Keyword: user testing

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An Efficient and Transparent Blockchain-based Electronic Voting and Survey System (효율성과 투명성을 확보한 블록체인 기반 전자투표 및 설문조사 시스템)

  • Kim, HyeonA;Na, YeonJu;Lee, JaeYun;Jeong, YuRi;Kim, Hyung-Jong
    • Journal of the Korea Society for Simulation
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    • v.30 no.4
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    • pp.9-19
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    • 2021
  • Electronic voting has been recognized as an alternative to complement the limitations of existing paper voting. At the same time, security concerns are being raised. This paper presents a blockchain-based electronic voting and survey system that can guarantee reliability. Our smart contract was created using Solidity on Ethereum which is a blockchain-based distributed computing platform, and the system was implemented in connection with the Javascript based user interface. In addition, in order to protect the personal information of participants, the system is generating hash of the personal data and storing the hash of users for the contract data. Since we exploited different kinds of languages for the system, we derived items of functionality testing and presented the functionality testing result. Moreover, we made use of the Chrome's performance evaluation functionality to see the response time of the blockchain-based system. In addition, we compared the performance with the system which has the same functionality on database. The contribution of this research is design and implementation of blockchain-based electronic voting system and presentation of the functionality and performance simulation result.

Enhancement of Penetration by Using Mechenical Micro Needle in Textile Strain Sensor (텍스타일 스트레인 센서에 마이크로 니들을 이용한 전도성입자 침투력 향상)

  • Hayeong Yun;Wonjin Kim;Jooyong Kim
    • Science of Emotion and Sensibility
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    • v.25 no.4
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    • pp.45-52
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    • 2022
  • Recently, interest in and demand for sensors that recognize physical activity and their products are increasing. In particular, the development of wearable materials that are flexible, stretchable, and able to detect the user's biological signals is drawing attention. In this study, an experiment was conducted to improve the dip-coating efficiency of a single-walled carbon nanotube dispersion solution after fine holes were made in a hydrophobic material with a micro needle. In this study, dip-coating was performed with a material that was not penetrated, and comparative analysis was performed. The electrical conductivity of the sensor was measured when the sensor was stretched using a strain universal testing machine (Dacell Co. Ltd., Seoul, Korea) and a multimeter (Keysight Technologies, Santa Rosa, CA, USA) was used to measure resistance. It was found that the electrical conductivity of a sensor that was subjected to needling was at least 16 times better than that of a sensor that was not. In addition, the gauge factor was excellent, relative to the initial resistance of the sensor, so good performance as a sensor could be confirmed. Here, the dip-coating efficiency of hydrophobic materials, which have superior physical properties to hydrophilic materials but are not suitable due to their high surface tension, can be adopted to more effectively detect body movements and manufacture sensors with excellent durability and usability.

The Development of Characters with Artificial Emotion through Analyzing Drama characters - With a Korean Drama titled 'The Sons of Sol Pharmacy House' (드라마 대본 분석을 통한 등장인물의 성격이 반영된 인공정서 캐릭터 개발 - '솔약국집 아들들'을 중심으로)

  • Ham, Jun-Seok;Rhee, Shin-Young;Bang, Green;Ko, Il-Ju
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.239-248
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    • 2012
  • This paper looks to extract personality traits from the drama characters within a drama script, and to apply it them to a character that has an artificial emotion. The method of applying the personality of a character from a drama script is as follows. First, we separate a drama script into several pieces, by the characters therin. Next, we extract emotion-related terms by matching morphemes analysis and by using an emotion terms database. Next, we analyze a dominant emotion using extracted emotion terms. Finally last, we apply the analyzed dominant emotion to an equation pertaining to artificial emotion. We made progress in developing user evaluation that features blind testing, to verify that the artificial emotion character bears the personality of a drama character. We apply three drama character personalities to artificial emotion characters bearing the same appearance. The user had to match three artificial emotion characters and drama characters according to personality. The users had a high percentage of correct answers, thus confirming the efficacy of our method of applying a personality, using information from a drama script.

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A Study on the Imporvement of Wireless Internet Service Tariff Scheme. (무선인터넷 데이터 서비스 과금 체계 개선 연구)

  • Min, Gyeong-Ju;Kim, Jeong-Ho;Park, Jin-Yang
    • Journal of the Korea Computer Industry Society
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    • v.5 no.9
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    • pp.1101-1110
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    • 2004
  • In the first quarter of 2004, there were about 1 billion 348 million mobile phone users worldwide with a penetration rate of only 29%. Korea ranks among the highest in the use of mobile communication, having over 36 million mobile phone subscribers with a mobile phone penetration rate of 75% as of May 2004. Since the introduction of wireless Internet service in May 1999, the number of subscribers rose to 34.5 million with 95.3% of the total mobile phone subscribers using wireless Internet services in May 2004, largely due to continued investments by telecommunication service providers, improvement of mobile handsets (color and digital camera phones) and implementation of policies on mobile number portability. In the Korean wireless Internet market, there are many user complaints since the service providers are competing with each other through TV commercial sales and phone discounts rather than improving their call quality, services and billing systems. therefore there is a growing need to improve the billing systems through means such as the implementation of reasonable payment plans according to consumer use, development of a wireless Internet billing system that can predict the number of users and establishment of pricing standards for controlled data (head, tail, etc...) as well as menu information by testing the texts. multimedia, video and other types of content provided by the three major mobile communication companies. The purpose of this study is to promote wireless Internet services and protect user rights by proposing a reasonable way to improve the billing systems for wireless Internet services after conducting a comparative analysis of file size and billing data of each of the service providers through a verification test on a packet billing system for wireless Internet services.

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Design of Real-time Vital-Sign Encryption Module for Wearable Personal Healthcare Device (착용형 개인 건강관리 장치를 위한 실시간 생체신호 암호화 모듈의 설계)

  • Kim, Jungchae;Yoo, Sun Kook
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.2
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    • pp.221-231
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    • 2013
  • Exchanging personal health information(PHI) is an essential process of healthcare services using information and communication technology. But the process have the inherent risk of information disclosure, so the PHI should be protected to ensure the reliability of healthcare services. In this paper, we designed encryption module for wearable personal health devices(PHD). A main goal is to guarantee that the real-time encoded and transmitted PHI cannot be allowed to be read, revised and utilized without user's permission. To achieve this, encryption algorithms as DES and 3DES were implemented in modules operating in Telos Rev B(16bit RISC, 8Mhz). And the experiments were performed in order to evaluate the performance of encryption and decryption using vital-sign measured by PHD. As experimental results, an block encryption was measured the followings: DES required 1.802 ms and 3DES required 6.683 ms. Also, we verified the interoperability among heterogeneous devices by testing that the encrypted data in Telos could be decoded in other machines without errors. In conclusion, the encryption module is the method that a PHD user is given the powerful right to decide for authority of accessing his PHI, so it is expected to contribute the trusted healthcare service distribution.

A Study on the Effect of Intention of Usage on Internet Brand Community Site by the Extended Technology Acceptance Model (확장된 TAM을 이용한 인터넷 브랜드 커뮤니티 사이트 품질 특성과 이용의도에 관한 연구)

  • An, Un-Suk;Jang, Hyung-Sub;Oh, Jong-Chul
    • Management & Information Systems Review
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    • v.28 no.2
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    • pp.69-94
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    • 2009
  • As the internet environment develops, internet has already been being established as important tool of business marketing and branding. The goal of this study is in search for internet brand community quality characteristics, testing an effect of internet brand community quality on usage intention of community user. Data has been collected from 294 respondents during september of 2006. The questionnaire method was adopted to collect the data for this study. The research was conducted by using SPSS 12.0 and AMOS 5.0. It was found that as follows; First, Internet brand communities are characterized by system quality, service quality, and information quality which are also the traits of free contents in ordinary websites and on-line community site. Second, Traits of Internet brand community were related positively to perceived ease of use, usefulness, flow and social interaction of internet brand community user. Third, the factor that affects internet brand community usage intention was perceived ease of use, usefulness, flow, enjoyment and social interaction. Based on the results, the study offers marketing strategic implications for internet brand community site provider.

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Usability Evaluation Framework for Ubiquitous Computing Device (유비쿼터스 디바이스를 위한 사용성 평가 프레임워크 개발 - 디바이스의 Graphical User Interface 중심으로)

  • Kim, Han-Joon;Choi, Jong-Kyu;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.131-135
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    • 2008
  • Nowadays various information devices using electronic technology has been released. And these digital devices will be continuously developed to make a satisfaction of customer's needs. So digital device will support network service using communication technology, so users will use the internet service anywhere, anytime. Also the networked device which is used in ubiquitous computing environment should be evaluated by new evaluation framework. Therefore previous usability evaluation framework need to reflect the characteristics of ubiquitous computing. However most of pervious research about ubiquitous computing was about conceptual issues like rules and characteristics of ubiquitous computing, so the research of usability testing and evaluation method for ubiquitous computing is rarely conducted. This research's purpose is developing the evaluation framework for ubiquitous computing device and usability model for ubiquitous computing. To develop the evaluation framework, we collect the evaluation indexes which have need used in GUI evaluation And we extract evaluation indexes for ubiquitous computing based on literature review.

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The Effect of the on the purchase behavior of the Software Quality (소프트웨어 품질이 소비자 구매 행동에 미치는 영향)

  • Kim, Dae-Sung;Oh, Sung-Bae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.4 no.1
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    • pp.29-65
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    • 2009
  • This study is The Effect of the on the purchase behavior of the Software Quality. To have purchased the software in a Consumer surveys were conducted. The following is a summary of results of this research. First, the software quality and significant consumer purchasing behavior (+) of influence. Functionality, usability, portability of software quality attributes the impulse buying and buy more of both the (+) showed the influence. Second, software quality is urge consumers to purchase significant (+) of influence. Functionality, reliability, usability, portability of software quality (+) showed the influence. Third, the software quality In the consumer buy more significant Chung (+) showed the influence. Software quality, functionality, usability, portability name (+) influence. In conclusion, the quality of the software in consumer purchasing behavior (+) were of significant influence. In particular, factors that functionality, usability factors, portability factor in the relatively large influence on the purchasing behavior. Software technology development, planning, development, testing, and in each step must keep in mind the following. First, the software, when used in certain conditions, Inherent ability to meet the needs and requirements set forth to provide the appropriate functionality and accuracy as the ability of software products each other with the capabilities to the effective and thorough security features should be required. Second, software, a user-specified criteria to use in understanding and learning, and must, and the ability to prefer. Software for users to understand and easy to use, whether the check. In particular, understanding the interface, Help understanding, understand the input and output data, and interface consistency, the user information, the message must be equipped and easy to understand. In addition, ease of learning to be self-learning, and help ease of access shall be required. Third, in certain circumstances, a different environment to transfer be equipped with the functionality of the software. Applying data structures and application environment, helping transplant convenience must keep in mind sex.

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A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.