• Title/Summary/Keyword: 사용자경험 설계

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Examining the Role of Emoji and Gender during Job Interview Training within Metaverse (메타버스 취업 면접 훈련의 효과성에 있어 성별에 따른 이모지 역할 연구)

  • Song, Stephen W.;Chung, Donghun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.51-62
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    • 2021
  • The current study investigated the effect of emoji use and gender on job interview training within virtual environment (VE). A 2 (emoji use: use vs. no use) × 2 (interviewee gender) × 2 (interviewer gender) mixed design experiment (N = 80) was conducted. The result shows that emoji may be implemented within VE to promote positive affect. Intimacy predicted better mutual understanding and higher attention. Practical implication is provided as using emoji in virtual environment can be utilized as a practice tool for job interviews, or for other potentially stressful social contexts.

ICT Living Lab as User-driven Innovation Model: Case Analysis and Implication (사용자 주도형 혁신 모델로서 ICT 리빙랩 사례 분석과 시사점)

  • Seong, Jiun;Park, Inyong
    • Journal of Science and Technology Studies
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    • v.15 no.1
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    • pp.245-279
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    • 2015
  • The new innovation model that deals with agenda as sustainability, quality of life, societal challenges is emerging as NIS(National Innovation System) is needed to transit to post catch-up and creativity. To achieve this objective, there is a growing need for enhancing usage of ICT, end-user's needs, prolification of R&D results and social impact. Living Lab is the new innovation model that end-user's participation, co-work/network within actors and usage of user's experience and This study deal with Living Lab related R&D of ICT-based service from co-work with end-users. Example cases are Turku Archipelago Living Lab in Finland, and Living Lab projects in EU, EIT ICT Labs and ELLIOT. And the focus of case analysis is that reflection of user's needs and experience, and aspect of ICT usage.

Volumetric Capture data-driven Real Object-Virtual Space Adjustment and Virtual Reality Contents Design (볼류메트릭 캡처 데이터 기반 실사-가상공간 정합 및 VR 실감 미디어 콘텐츠 디자인 설계)

  • Ryoo, Miohk;Yoo, Sanghyun;Yun, Kugjin;Kim, Myoungha;Kim, Sanghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1-3
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    • 2022
  • 코로나 19 팬데믹으로 인한 4차 산업혁명이 앞당겨지고 초현실, 초실감, 초연결 사회 등의 키워드가 대두되고 언택트(Untact) 시대가 일상생활에 불가항력적으로 접목되면서 몰입감과 흥미성, 유희성을 목적으로 한 콘텐츠들이 다양하게 활성화되었다. 특히, 메타버스(Metaverse) 플랫폼이 빠르게 진화하면서 물리적 현실과 디지털 가상성을 융합한 다중 사용자에게 다양한 경험이 가능한 서비스가 주목받고 있다. 메타버스는 다중 사용자 플랫폼에서 원활한 커뮤니케이션과 대규모 멀티플레이가 가능한 온라인 비디오 게임, 오픈 게임 월드, AR 협업 공간과 호환되는 사회적, 몰입감이 있는 VR(Virtual Reality) 플랫폼 서비스 중 하나이다. 우리는 메타버스 플랫폼 개발 시 필요로 하는 요소기술 및 3D 데이터 획득을 통한 VR 콘텐츠를 설계하고 구현하고자 한다. 1) 콘텐츠 시나리오 및 사용자 인터랙션 설계; 2) 볼류메트릭 캡처를 활용한 실사 기반의 동적(Dynamic) 데이터 생성; 3) 컴퓨터 그래픽 기반 가상공간 설계 및 정적(Static)데이터 요소기술 개발; 4) 가상 현실 공간 데이터와 볼류메트릭 캡처의 실사 데이터 정합; 5) 공간 데이터 시각화 생성 및 모듈형 공간 이동 제어 기능 개발; 최종적으로 6) VR 환경에서의 콘텐츠 구현을 목표로 한다.

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Kindergarten space design based on BP (back propagation) neural network (BP 신경 망 기반 유치원 공간 설계)

  • Liao, PengCheng;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.1-10
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    • 2021
  • In the past, designers relied primarily on past experience and reference to industry standard thresholds to design spaces. Such design often results in spaces that do not meet the needs of users. The purpose of this paper is to investigate the process and way of generating design parameters by constructing a BP neural network algorithm for spatial design. From the perspective. This paper adopts an experimental research method to take a kindergarten with a large number of complex needs in space as the object of study, and through the BP neural network algorithm in machine learning, the correlation between environmental behavior parameters and spatial design parameters is imprinted. The way of generating spatial design parameters is studied. In the future, the corresponding spatial design parameters can be derived by replacing specific environmental behavior influence factors, which can be applied to a wider range of scenarios and improve the efficiency of designers.

Design and Implementation of a Support Environment for Communication Software Development based on Formal Methods (형식적 방법론을 이용한 통신 소프트웨어 개발 지원 환경의 설계와 구현)

  • Lee, Eun-Seok
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.6
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    • pp.1537-1551
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    • 1998
  • 금후의 고도의 정보화 사회에서 발샐할 다양한 형태의 시스템 요구와 기대에 능동적이고도, 효과적으로 대처해 나가기 위해서는 보다 체계적인 컴퓨터 통신 소프트웨어 개발 방법론의 정비와 확립이 절실히 요구되고 있다. 본 논문에서는 (1)종래의 형식적 기술 기법보다 사용자 친화성(user-friendliness)이 높은 표현 기법으로 통합형 에디터의 제공, (2)(1)에서의 새로운 표현 기법으로부터 국제 표준의 형식적 기술 기법인 LOTOS로의 자동변환법의 제공, (3)형식사양 수준에서의 소프트웨어 재사용의 방법론을 제공한다. 그 결과, 사용자는 특정 FDT(Formal Description Technique)에 대한 깊은 지식이나 충분한 사용 경험이 없어도 시스템에 대한 깊은 지식이나 충분한 사용 경험이 없어도 시스템에 대한 구조적 요구와 동작요구, 데이터요구만 가지고 최종적으로 원하는 형식사양을 생성해 낼 수 있다. 이는 특정 FDT를 직접적으로 이용하는 것 보다 상대적으로 초기 학습의 부담이 적고 기술과 이해가 용이하다.

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An Experimental Study on the Factors Influencing Purchasing Intention on the Internet (인터넷 상품 구매의도에 영향을 미치는 요인에 관한 실험연구)

  • Park, Cheol
    • Proceedings of the Korean DIstribution Association Conference
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    • 2000.05a
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    • pp.111-141
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    • 2000
  • 본 연구는 실물과 인터넷 구매의도에 영향을 미치는 요인을 살펴보기 위해 팩토리얼 디자인에 의한 실험설계에 의해 대학생 480을 대상으로 조사하였다. 주요 실험변수로는 소비자 특성(인터넷 사용량, 혁신성), 제품유형(탐색재/경험재), 가격할인폭, 상표였다. 그 결과 인터넷 다량사용자와 고혁신자 일수록, 경험재보다는 탐색재의 경우가, 가격할인폭이 클수록, 그리고 무명상표보다는 유명상표의 경우에 인터넷 구매의도가 더 높은 것으로 나타났다. 전반적으로 실물구매의도가 인터넷 구매의도보다 높았으나, 인터넷 다량사용자와 고혁신자의 경우에 이 양자간에는 유의미한 차이가 나타나지 않았고, 가격 할인폭이 클 경우에는 제시했을 때는 실물구매의도보다 오히려 인터넷 구매의도가 더 높은 것으로 나타났다. 이러한 결과를 토대로 인터넷 쇼핑을 확대하기 위한 시사점을 제시하였다.

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A Study on Establishment of the Helicopter Initial Design Model Using the Modified Weight Estimation Equations (수정된 추정식을 적용한 헬리콥터 초기 설계 모델 정립에 관한 연구)

  • Kim, Seung Bum;Choi, Jong Soo
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.43 no.3
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    • pp.213-223
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    • 2015
  • The helicopter initial design model was established by using the latest weight estimation equations based on the Tishchenko's methodology through the study existing initial design tools. The sequential decomposition method is used to reduce analysis time in the sizing. Empirical parameters of the weight estimation equation were also extracted from numerical and regression analysis for a helicopter database. Design input and output values were compared with the RISPECT design tool. Finally, comparison of the re-design resulting for several existing helicopters was presented and showed the good agreement within less than 5% in the weight estimation and main rotor sizing. Established initial design model was proved to be effectively used as initial design tool.

A Study on the UI Design Process of Informative Home Appliances (정보 가전 제품의 UI 설계 프로세스 고찰)

  • 박정순
    • The Journal of the Korea Contents Association
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    • v.1 no.1
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    • pp.59-67
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    • 2001
  • A new intelligent home appliance is being appeared with overlap of telecommunication and home appliance technology. In this kind of product the user interface especially on screen display(OSD) and remote controller, holds a key post and is critical factor of performance and usability. In spite of this importance, the user interface is designed by circurt engineer from a viewpoint of engineering on the basis of his experience and unsophisticated insight. Therefore this study clarifies a user- centered design process of OSD from the designer's viewpoint on the basis of development case and gives a guideline for each stage in consideration of characteristic features that the user interface design of OSD is highly enfluenced by hardware specification and restricted by remote controller as input device.

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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 Analysis on the Cases Applying UI/UX in the Mobile Web : Focusing on the University Homepage (모바일웹 구축 시 UI/UX 적용 사례 분석 : 대학 홈페이지를 중심으로)

  • Lee, Myung-Suk;Lee, Kyung-Mi
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.4
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    • pp.111-116
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    • 2015
  • This study aims to examine the field of UI/UX being actively adopted in this new media age, investigate and analyze homepages targeting national universities in Korea, and attempt diverse researches on UI/UX applied to mobile webs. First of all, the paper comparatively analyzed PC webs, mobile webs, and mobile apps, investigated the current status of Korean national university homepages, comparatively examined the expressions and use of PC webs and mobile webs in those universities, and analyzed to what extent a certain university's mobile web was applied to the principle of UI/UX. According to the result of this research, most of the mobile web pages considerably lack in user-oriented design applying UI/UX, and it will be needed to optimize a vast amount of data on PC webs for better expression. Moreover, this study intends to figure out ways to apply user experience to be applied to mobile web design by suggesting directions for UI/UX design.