The objective of this study proposes the new user's addiction model in 'Social Network Games' (SNGs). Research model is derived from the separation of two characteristics. First one is logical characteristics that includes 'Functional' (F), 'Keystroke' (K), and 'Goal' (G). Second one is feeling characteristics that consists a few factors such as 'Emotion' (E), 'Social' (S), and 'Affection' (A). For the pre-test, a total of 30 participants responded to survey in order to inspect the fitness of research questionnaire, roughly validity of the proposed model, and the direction of this reseach. After that for the main test, a total 300 users participated in this research. The final number of effective participants were 261 because 39 were insincere respondents and without playing SNGs who were excluded. Then we examined the measurement model by performing 'Partial Least Squares - Structural Equation Modeling' (PLS-SEM) analysis to test the research hypothesis empirically. The results of the measurement and structural model test lend support to the proposed research model by providing a good fit to the construct data. Interestingly, the model showed the significant effects of the interaction between eleven hypothesis(H1,H2,H3,H4,H5,H6,H7,H8,H9,H10, H12). Only one hypothesis decision t-value not supported that is involved the relationship between SNGs Addiction and Keystroke, H11(1.193). This research expect to contributes to an exploratory SNGs research to clarify the base of addition and will aids understanding of users' behavior associated with SNGs development.
The contextual subjective well-being (SWB) of context-aware system users can be very helpful in recommending relevant mental health services, especially for those who struggle with mental illness due to a metabolic syndrome or melancholia. Self-surveying measuring or auto-sensing methods have been suggested to monitor users' SWB. However, self-surveying measuring method is not inappropriate for a context-aware service due to requesting personal data in a manual and hence obtrusive manner. Moreover, auto-sensing methods still suffer from accuracy problem to be applied in mental health services. Hence, the purpose of this paper is to propose a contextual SWB estimation method to estimate the user's mental health in unobtrusive and accurate manners. This method is timely in that it acquires context data from the user's literal responses, which expose their temporal feeling. In particular, we developed a measuring method based on exposed feeling verbs and degree adverbs in chat and other text-based communications which show anger or negative feelings. Based on the proposed contextual SWB degree estimation method, we developed an idea of well-being life care recommendation. From the experiment with actual drivers, we demonstrated that the proposed method accurately estimate the user's degree of negative feelings even though it does not require a self-survey.
Korea is experiencing a rapid increase in the number of elderly living alone accompanying the aging society problem, a nd is making efforts to solve the problem through the policy of 'living alone u-care service'. The purpose of this study is to propose a better u-Care service improvement method by applying new technology to improve the user experience of ucare service for the health and safety of the elderly living alone. First, the improvement of u-Care service for elderly livin g alone by applying IoT technology. It provides remote monitoring service using health information data measured through wearable device, and transmits personal health status to medical institution by using personal device such as smart phone, so that remote medical consultation or telemedicine can be connected in the future. Second, improvement of u-Care service through consideration of emotional stability of elderly living alone as well as simple safety and health care through applica tion of emotional service robot technology.It is expected that it will be able to help independent living of one person's elde rly person in the future by providing caring function service to existing u-care service providing service.
Purpose: The objective of the study: At present, the spectacles, with its use as a medical aids or a fashion trimming, are recognized as one of the living necessities which can't be separated from human body. One of the features of spectacles is that it must be worn on any part of human body. Such a feature has to be satisfied under the condition an user keeps feeling comfortable with the rim of spectacles worn. In order to ensure meeting this condition, a criterion has to be arranged for the design of the rim of spectacles. In order to manufacture a rim of spectacles which allows an user to secure a comfortable range of vision as well as enhancing the feeling when to be worn, a manufacturing standard has to be established based on optical science. No precise rim of spectacles could be made from the manufacturing method depending on the manufacturer's sensibility. When the rim of spectacles was manufactured according to the incorrect standards, it may cause an user such a fatal result as myopia, hyperopia or astigmatism. Methods: This study focuses on providing a detailed explanation about the design of rim, which is the most important element during designing a rim of spectacles, making use of the optical elements of spectacles, and helping the manufacturers and the people who work in the spectacles-related business understand and recognize what is correct and exact and then leading them to establish a standard in respect to the manufacture and selection of spectacles. Results, Conclusions: Considering the fact there happen many errors in relation with the names of rim stipulated in the provisions of International Standards Organization (ISO), due to wrong interpretation by some of the rim manufacturers, the right interpretation should be given about the bridge which is directly connected to rim, so that the rims of spectacles manufactured in Korea could keep a favorable position in competing with the foreign products of same kinds.
The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,
Journal of Korea Entertainment Industry Association
/
v.15
no.4
/
pp.15-29
/
2021
Many countries and companies are pursuing and developing Artificial intelligence as it is the core technology of the 4th industrial revolution. Global IT companies such as Apple, Microsoft, Amazon, Google and Samsung have all released their own AI assistant hardware products, hoping to increase customer loyalty and capture market share. Competition within the industry for AI agent is intense. AI assistant products that command the biggest market shares and customer loyalty have a higher chance of becoming the industry standard. This study analyzed the current status of major overseas and domestic IT companies in the field of artificial intelligence, and suggested future strategic directions for voice UI technology development and user satisfaction. In terms of B2B technology, it is recommended that IT companies use cloud computing to store big data, innovative artificial intelligence technologies and natural language technologies. Offering voice recognition technologies on the cloud enables smaller companies to take advantage of such technologies at considerably less expense. Companies also consider using GPT-3(Generative Pre-trained Transformer 3) an open source artificial intelligence language processing software that can generate very natural human-like interactions and high levels of user satisfaction. There is a need to increase usefulness and usability to enhance user satisfaction. This study has practical and theoretical implications for industry and academia.
Park, Jeong Hyun;Lee, Seo Ho;Lim, Gyu Jin;Yeo, Un Yeong;Kim, Jong Woo
Journal of Intelligence and Information Systems
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v.26
no.2
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pp.57-78
/
2020
With the development of the Internet, consumers have had an opportunity to check product information easily through E-Commerce. Product reviews used in the process of purchasing goods are based on user experience, allowing consumers to engage as producers of information as well as refer to information. This can be a way to increase the efficiency of purchasing decisions from the perspective of consumers, and from the seller's point of view, it can help develop products and strengthen their competitiveness. However, it takes a lot of time and effort to understand the overall assessment and assessment dimensions of the products that I think are important in reading the vast amount of product reviews offered by E-Commerce for the products consumers want to compare. This is because product reviews are unstructured information and it is difficult to read sentiment of reviews and assessment dimension immediately. For example, consumers who want to purchase a laptop would like to check the assessment of comparative products at each dimension, such as performance, weight, delivery, speed, and design. Therefore, in this paper, we would like to propose a method to automatically generate multi-dimensional product assessment scores in product reviews that we would like to compare. The methods presented in this study consist largely of two phases. One is the pre-preparation phase and the second is the individual product scoring phase. In the pre-preparation phase, a dimensioned classification model and a sentiment analysis model are created based on a review of the large category product group review. By combining word embedding and association analysis, the dimensioned classification model complements the limitation that word embedding methods for finding relevance between dimensions and words in existing studies see only the distance of words in sentences. Sentiment analysis models generate CNN models by organizing learning data tagged with positives and negatives on a phrase unit for accurate polarity detection. Through this, the individual product scoring phase applies the models pre-prepared for the phrase unit review. Multi-dimensional assessment scores can be obtained by aggregating them by assessment dimension according to the proportion of reviews organized like this, which are grouped among those that are judged to describe a specific dimension for each phrase. In the experiment of this paper, approximately 260,000 reviews of the large category product group are collected to form a dimensioned classification model and a sentiment analysis model. In addition, reviews of the laptops of S and L companies selling at E-Commerce are collected and used as experimental data, respectively. The dimensioned classification model classified individual product reviews broken down into phrases into six assessment dimensions and combined the existing word embedding method with an association analysis indicating frequency between words and dimensions. As a result of combining word embedding and association analysis, the accuracy of the model increased by 13.7%. The sentiment analysis models could be seen to closely analyze the assessment when they were taught in a phrase unit rather than in sentences. As a result, it was confirmed that the accuracy was 29.4% higher than the sentence-based model. Through this study, both sellers and consumers can expect efficient decision making in purchasing and product development, given that they can make multi-dimensional comparisons of products. In addition, text reviews, which are unstructured data, were transformed into objective values such as frequency and morpheme, and they were analysed together using word embedding and association analysis to improve the objectivity aspects of more precise multi-dimensional analysis and research. This will be an attractive analysis model in terms of not only enabling more effective service deployment during the evolving E-Commerce market and fierce competition, but also satisfying both customers.
This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.
Vision is the most important sense of the five senses in our body. This represents that an eye is for the mysterious organ playing the essential role in our body. Alain Mikli known as a famous spectacle designer in France said that glasses exists for seeing and for being seen. This saying is one of the philosophically well-organized definition of the most fundamental function of eye-glasses described in and out of itself. Today, in the world, there are a number of works of glasses design and lots of glasses designers are designing hard in order to convey the goods with the best value and philosophy to customers. They work for the goal that glasses is used as seeing and try to give customers satisfaction and enjoyment of it. And they think that glasses should play the role of the interface. At this point, we need to catch hold of the interface of glasses. That means that glasses has to have the communication between eyes and objects and be the mediation of the connection between the image of oneself and that of one by others. For the character of the interface of glasses, glasses designers should plan and investigate this character at the being of design. This study of optical art has been researched for the necessary and sufficient condition between consumers and products.
The residence space has been in the trend of being expanded with the J'l'cent economic growth Therefore PAC may be said to have [wen from business use to home US(: the progressed living standard as the goods ior Uw "ummel' S('dSOn rest'ntly though sold in Uw fast for mainly buslTw"s use. PAC has been in the demand day ;lner day and in the tn'nd on the bc,ing the necessJty of the n'sent wf',lther warming phenomenon This study is the case study nf the products development and design process of PAC which has bpcn llrivcn and developed by Gold Star Co. ,Ltd. Which .is the firm for home electric appliances representing Korea. This studies for the development and the design of the products by the firm thus emphasizing the visulizing it based on this study. For example as they being the goods for the summer season I have tried to know the physical quakity and the characters of koreans by the weather conditions and estimated the demand by setting up the target customers of the PAC as the customers' environment. And I analyzed the acts in the living room in the apartments as the living envinorment which has the direct relation with PAC and also became a help to the moulding work of PAC by analyzing the complete interior image in the living room. In the practical moulding work the Design concept was classified into the envinorment of customer, living and products to drive as the below. Firstly - New shape (Round slim) has been realized which leads the minimizing the moulding space and visul sense of opening as its being spacious. The 2nd - the high class sense of the products which are harmonious with the atmosphere of the living room by making it interiorized has been visible. The 3rd - The shape stimulating the sensitivity of the users and surface treatment are emphasized by making it be touched. The 4th - During inviting use of technology image which appears in the electronics products are attemptedby making it be high quality.king it be high quality.
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