• Title/Summary/Keyword: 사용자 경험특성

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Analysis of the cause of VIMS for minimizing VR nausea in VR environment (VR 환경에서의 사이버 멀미 최소화를 위한 어지럼증 유발 원인 분석)

  • Lee, Jae-Gap;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.3
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    • pp.133-138
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    • 2018
  • VR technology is a technology that allows a user to experience virtual reality close to reality by wearing an HMD (Head Mounted Display) device. Recently, as the interest in VR technology increases due to the 4th industrial revolution, various HMD devices are spreading. As a result, VR technology is being rapidly applied to various fields, but many of them still experience VR nausea. VR nausea is caused mainly by visual factors, unlike motion nausea, such as car nausea, sea nausea, and air nausea. Such occurrence of VR nausea may be caused by the characteristics of visual information of VR video contents, the hardware characteristics of HMD devices blocking the external visual field, or the physical specificity of individuals, and it is difficult to distinguish the causes. In this paper, we aim to analyze the characteristics of Visually Induced Motion Nausea images focusing on VR video content, which is the cause of VR nausea, in order to search for minimization of Cyber sickness occurrence.

Analysis and Evaluation of Multi-view UCV(User Created Video) Service through Adjusting Camera Angle (카메라 앵글 조정 방식을 통한 다시점 UCV(User Created Video) 서비스 분석과 평가)

  • Sung, Bokyung;Ko, Ilju
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.39-47
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    • 2014
  • Fast advancement and dynamic diffusion of Smart device make big change to personal user. They have been extended from consumer only watching video to prosumer recording and sharing User Created Video(UCV). With this reason, as a platform for various kind of content service. Especially, UCVs for the purpose of sharing experience are recorded from same event on limited time and space by some people. These are also produced by various cameras that has each angle similar like broadcasting videos. In this paper, we present multi-view characteristic of UCV and propose Multi-view UCV service that is watching UCVs from same event through adjusting camera angle. Through user satisfaction survey, we knew that adjusting camera angle is preferred for watching UCV including overlapping part more than linear watching.

A study of the Concept of Analogue-Digital Interaction Trace and its Application in Media Art ('아날로그-디지털 인터랙션 흔적'에 관한 개념 연구와 미디어 아트에의 응용)

  • Choi, Min-A;Kwon, Doo-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.76-84
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    • 2011
  • This paper describes the development of the media art environment concept, in which the user's interaction becomes visual arts in both digital and analogue media. It describes AD-Trace, an experimental media art component that investigates the aesthetic and technological possibilities through the development of interactive media artworks that utilizes that the traces of the user's interaction. The AD-Trace consists of three design components: Analogue Trace, Digital Trace, and Interaction Metaphor to guide user interactions with user's understanding. Three artworks are proposed to demonstrate the real world applications of the concept: AD-PD(analogue digital picture diary), AD-Star (analogue digital star), and AD-Map (analogue digital map).

Sportive Kiosk Interface Design using Tangible Interaction (촉각적 인터랙션을 활용한 유희적 키오스크 인터페이스 디자인)

  • Lim, Byung-Woo;Jo, Dong-Hee;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.155-164
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    • 2008
  • Kiosk is an unmanned information system arranged in public places or commercial spaces so that a user may utilize information conveniently. Unlike a personal computer, it targets varied users' brackets, so we have to consider a user's characteristic in designing Kiosk Interface. However, in reality, the Kiosks of public places like subway stations are of Interface Design without considering users and become almost useless with serviceability falling. In this study, we attempt to point out such problems and suggest the concept as to the Interface Design in the public places for a more positive promotion method. For this purpose, we are about to look into the concept of Tangible Interaction and Interspace and the recreation experienced in the process of interaction between a human and a computer and study the sportive Kiosk Interface Design in the Interspace using the principle of the Tangible Interaction. For the conceptual Model in this study, we referred to ARTCOM(ART+COM) Project.

How of Improve an identity of mobile device interface and usability? (모바일 디바이스의 인터페이스 아이덴티티 개선 및 사용성 증대방안)

  • Song, Sang-Gon;Kim, Young-Sun;Choo, Hee-Jeong;Kang, Tae-Young;Hong, Noh-Kyung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.140-145
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    • 2008
  • Mobile device has a constraint such as a small physical display size and interaction. One of the most important issues in mobile devices is the express an identity of one's products company. It can be appeal to the user in side of consistency. Thus, we integrate and extract an identity element from user experience including, Graphical User Interface, Information Architecture and Audio User Interface. The study was conducted by a task force team with User Interface practitioners of managing divisions of each product. In this study, methods and processes that were attempted in order to establish consistency principles of user experiences, enhancing the various characteristics of each product, are described. The results and practical experiences obtained through the processes are introduced.

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Exploring Individual Differences and Flow in Web 2.0 Services (웹 2.0에서 사용자 특성과 플로우 간 관계)

  • Moon, Yun Ji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.569-572
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    • 2013
  • Using flow theory as our foundation, we empirically tested the impact of three personality traits on the level of flow state experience and three user-generated content (UGC) usage types. Findings indicate that extroversion is positively related to the use of UGCs for entertainment, and negatively related to the use of UGCs for communication and information; neuroticism is positively related to the use of UGCs for entertainment and communication; and psychoticism is negatively related to the use of UGCs for information. In addition, only extroversion has an influence on flow, which is positive, and flow has a positive influence on UGC usage for entertainment and communication. This study extends flow theory by exploring antecedents and outcomes of the flow state experience.

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The Effects of Perceived Risk and Interactivity on User's Satisfaction and Commitment in Personal Media (1인 미디어의 지각된 위험 및 상호작용성이 사용자 만족과 몰입에 미치는 영향)

  • Chung, Young-Soo;Jung, Chul-Ho
    • Management & Information Systems Review
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    • v.28 no.1
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    • pp.125-156
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    • 2009
  • The primary purpose of this study is to identify the determinants of the users' satisfaction and commitment in personal media. For these purposes, we developed a research model based on the literature reviews of personal media, perceived risk and interactivity, satisfaction, and commitment. This study has identified four dimensions in the concept of perceived risk, such as privacy risk, social risk, time loss risk, and economic risk, and three dimensions in the concept of perceived interactivity, such as active control, two-way communication, and responsiveness. In survey, data were collected from 428 male and female who have an experience in personal media. Data was analyzed factor analysis, reliability analysis, measurement model analysis, and structural model analysis by utilizing SPSS 15.0 and AMOS 5.0 program. Analysis results of research model indicate the following. Firstly, privacy risk, active control, two-way communication, and responsiveness are significantly related satisfaction. Secondly, privacy risk, time loss risk, economic risk, active control, and two-way communication are significantly related commitment. Thirdly, users' satisfaction has positive relationship with commitment in personal media. Based on these results, theoretical implications for relevant researchers and managerial implications for personal media vitalization and marketing strategy are discussed. Finally, limitations for this study and further research issues are suggested.

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Exploring the Effects of the Antecedents to Flow Experience and the Characteristics of War Simulation Systems on Soldiers' Intentions to Use the War Simulation Systems (플로우 경험의 선행요인들과 시뮬레이션 시스템의 특성이 군(軍)전투시뮬레이션 시스템 사용 의도에 미치는 영향에 관한 실증 분석)

  • Baek, Dae Kwan;Hau, Yong Sauk;Kim, Young-Gul
    • Information Systems Review
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    • v.16 no.1
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    • pp.89-106
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    • 2014
  • The war simulation systems in Republic of Korea Army have been getting more and more important because soldiers can effectively and efficiently learn and share their war-related knowledge based on the interactions through the systems. But, up to now, the access to the war simulation systems has been limited to only soldiers. So, little research on them has been conducted. This study explores the effects of the antecedents to the flow experience and the characteristics of the systems on soldiers' intentions to use them. Based on the 118 samples collected from officers in Republic of Korea Army, this study empirically shows the logical reality of the war simulation systems and the flow experience positively influence soldiers' intentions to use the systems and the clarified goals, feedbacks, and the levels of the missions in the systems are significant antecedents to the flow experience. Useful implications are presented and discussed based on the new findings.

Differences on Satisfaction of Healthcare Applications by Smartphone Users' Characteristics (스마트폰 사용자 특성에 따른 헬스케어 애플리케이션 만족도 차이)

  • Shim, Hun;Kim, Yu-Jeong;Park, Mijeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.7
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    • pp.410-419
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    • 2016
  • This study examined the satisfaction difference in the aspects of awareness, information quality, and availability in healthcare applications according to smartphone user's characteristics. Data collection was conducted between September 17th and September 21st 2014 on the 193 people who had used healthcare applications, and the data collected were analyzed with descriptive statistics, t-test, One-way ANOVA, and Kruskal-Wallis test using SPSS WIN 20.0. Differences in satisfaction of healthcare application were observed according to the general characteristics, and according to age, education level, and income, as well as for healthcare application use characteristics, according to operation system, total use period, the number of installed healthcare applications, the sources of main information, use frequency, and reasons of no use. To establish strategies for the effective spread of mobile healthcare and development and distribution of healthcare applications, it will be necessary to confirm smartphone users' characteristics and it is important to reflect them in the strategies. In addition, it is necessary to develop and implement a range of strategies to ceaselessly induce the users' motives of use and to improve their degree of satisfaction to secure the constant use of developed health care applications.

A Dynamic Recommendation System Using User Log Analysis and Document Similarity in Clusters (사용자 로그 분석과 클러스터 내의 문서 유사도를 이용한 동적 추천 시스템)

  • 김진수;김태용;최준혁;임기욱;이정현
    • Journal of KIISE:Software and Applications
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    • v.31 no.5
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    • pp.586-594
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    • 2004
  • Because web documents become creation and disappearance rapidly, users require the recommend system that offers users to browse the web document conveniently and correctly. One largely untapped source of knowledge about large data collections is contained in the cumulative experiences of individuals finding useful information in the collection. Recommendation systems attempt to extract such useful information by capturing and mining one or more measures of the usefulness of the data. The existing Information Filtering system has the shortcoming that it must have user's profile. And Collaborative Filtering system has the shortcoming that users have to rate each web document first and in high-quantity, low-quality environments, users may cover only a tiny percentage of documents available. And dynamic recommendation system using the user browsing pattern also provides users with unrelated web documents. This paper classifies these web documents using the similarity between the web documents under the web document type and extracts the user browsing sequential pattern DB using the users' session information based on the web server log file. When user approaches the web document, the proposed Dynamic recommendation system recommends Top N-associated web documents set that has high similarity between current web document and other web documents and recommends set that has sequential specificity using the extracted informations and users' session information.