• Title/Summary/Keyword: 사용자 경험특성

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Examination of a Voice Interaction Model for Smart TV through Conversation Patterns (대화 패턴 연구를 통한 스마트TV 음성 상호작용 모델의 탐구)

  • Choi, Jinhae
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.96-104
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    • 2017
  • As new smart devices are evolved into the intelligent agent who can reflect user intention and use context, user experience design for easy and convenient usability becomes a core competitive edge. Under the assumption that human centered natural interaction is necessary for the optimal smart TV experience, this study explores the types of voice interaction which are peculiar to TV watching context. In order to build a model for the users to naturally interact with Smart TV, conversation patterns were collected by requesting key features of Smart TV to intelligent agent. Collected sentences were applied to CfA model and classified by responses to activate features. The classified conversation patterns were divided into feature activation and information search. This study has identified that CfC1 occurred when voice interaction between Smart TV and users was vague and CfC2 occurred when the requests were complex or conditional. In conclusion, Simple Request Type is the most efficient model and voice interaction is more appropriate to use to clarify users' vague requests.

Understanding User Acceptability Towards to Robo Taxi Based on Value Based Adoption Model (가치기반수용모델 기반의 로보택시 사용자 수용성 분석)

  • In su Kim;Jeong ah Jang;Junghwa Kim
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.1
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    • pp.291-310
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    • 2023
  • This study explores the factors which affect user acceptance for Robo Taxi, an electricity-based Autonomous Vehicles based on a Value based Adoption Model. The three main factors of benefit (usefulness and enjoyment), sacrifice (technicality and perceived fee level), and user experience about mobility services such as car sharing, taxi, and autonomous vehicles, were finally selected as independent variables as a influential factors on perceived values and adoption intention of Robo taxi. The study found that usefulness, enjoyment, and perceived fee had a significant effects on adoption intention, and some user experiences had a significant effect on benefit factors. This study has important implications for incorporating the Value-based Adoption Model results into the service design for the activation of Robo taxi, and furthermore, they can provide a theoretical basis for effective use of the research findings.

State Visualization Design of AI Speakers using Color Field Painting (색면추상 기법을 통한 AI 스피커의 상태 시각화 디자인 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.572-580
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    • 2020
  • Recently released AI speakers show a pattern of interacting with the user by mainly with voice and simultaneously displaying simple and formal visual feedback through status LED light. This is due to the limitations of the product characteristics of the speaker, which makes it difficult to interact variously, and even such visual feedback is not standardized for each product, and thus does not give a consistent user experience. By maximizing the visual elements that can be expressed through color and abstract movement to assist voice feedback, the product can provide the user with an extended experience that includes not only functional satisfaction but also emotional satisfaction. In this study, after analyzing the interaction methods of the existing AI speakers, we examined the theory of color communication in order to expand the visual feedback effect, and examined the meaning and expression technique of Color Field Painting, an art genre that maximizes the emotional experience by using only color. Through this, the AI speaker's visual communication function was expanded by designing a way to feedback communication status using LED light.

Augmented Reality Framework for Archeological Site Tours (유적지 투어 지원을 위한 증강 현실기반 프레임워크)

  • Kim, Eunseok;Woo, Woontack
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.35-43
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    • 2015
  • As augmented reality (AR) technology has been utilized to enhance the user experience, several AR applications have been developed in the cultural heritage domain. Although there has been significant progress in this area, naive augmentation representation becomes an obstacle to provide an enhanced user experience and there has been little research on an effective AR experience methodology that reflects the characteristics of AR technology. Furthermore, the development of temporary content that comes from the absence of the authoring framework restrains the content ecosystem, which is an essential requisite for sustainable service. To resolve these issues, we propose a space-driven AR experience methodology, Spacetelling, to extend established object-oriented augmentation trends and Storyscape that generates spatio-temporal related contents for the spacetelling and supports sustainable service. Moreover, we present the wrap-up system framework covering both features mentioned above for the archeological site tour. Finally, we present our work-in-progress project, K-Culture Time Machine Project, to investigate the practical feasibility of our proposals. Through these proposals, we expect that sustainable AR applications with improved user experience will be possible in the cultural heritage domain.

Archival Platform for Everyone : Archival Design with Social Media Platform Based on User Experience Design (모두를 위한 플랫폼 사용자 경험 디자인을 중심으로 한 소셜미디어 플랫폼 기반 일상 아카이브 설계)

  • Yang, In-Ho
    • The Korean Journal of Archival Studies
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    • no.66
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    • pp.157-201
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    • 2020
  • This study started with the question "Shall we apply the existing record management method to our trivial daily records?" For the general public, we focus on media that thinks more about daily recordings and suggests a better method, suggesting a 'social platform' as a plan, and using the user's visual approach through UX design methodology. The social archive proposed in this study aims to be a 'square' where various people can gather and communicate and share. A space that can record daily life using 'record' as a basic body Purpose It aims to provide the basis for basic research in various fields, and aims to function as a space for communication of various research things such as researchers and researchers, researchers and producers. In order to maintain, focus on the prerequisites of the existing construction, the items to be researched when constructing the daily archive are 'creative methodology to change research items when building a paradigm', 'network with related organizations', 'service plans for persistence', and characteristics of social media. We discussed the possibility of social media as a social archive platform. Finally, while looking at the user experience design process, I designed some features of the social archive and suggested things to do in UX design.

Signal Processing Algorithm for Analysis of Welding Phenomena (용접현상분석을 위한 신호 처리 알고리즘)

  • 나석주;문형순
    • Journal of Welding and Joining
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    • v.14 no.4
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    • pp.24-32
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    • 1996
  • 용접공정 해석을 위한 접근방법중에서 우선적으로 결정해야할 사항으로는 비선형적인 요소와 복잡한 물리현상들을 실제적으로 해석하기위한 측정변수의 선정과 이러한 변수를 사용하여 물리적인 현상을 적절히 표현할 수 있는 알고리즘의 개발 등 을 들 수 있다. 최근까지의 연구결과를 바탕으로 해서 측정변수들의 예를 들면 용접 전류(welding current), 아크전압(arc voltage), 음향신호(acoustic signal), 아크 광(arc light) 그리고 온도(temperature)등이 있다. 용접공정을 분석하기 위한 알고 리즘으로는 확률론적 접근(statistical approach), 다양한 실험치를 이용한 인공지능 적 접근(artificial intelligence approach) 그리고 경험치를 바탕으로 인덱스(index) 을 선정하여 이를 직접 사용하는 방법 및 인공지능과 결합된 형태를 이용하는 방법등 이 있다. 또한 용접공정의 특성을 분석하기 위해서는 크게 금속이행모드(metal transfer mode), 아크의 안정성(arc stability) 그리고 용접품질(weld quality) 등을 판별할 수 있는 알고리즘의 개발이 필수적이라 할 수 있다. 본 논문에서는 용접공정 분석과 관련된 최근까지의 연구동향 및 용접신호의 특성을 좀더 심도있게 분석하기 위해 구축해야 할 필수 요건 등을 소개하고자 하며 이를 사용자가 손쉽게 이용할 수 있는 사용자 인터페이스 프로그램을 개괄적으로 설명하고자 한다.

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A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Development of Remote Usability Evaluation Guidelines for Children (아동 대상 원격 사용성 평가 가이드라인 개발)

  • Jung, Tae-Won;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.121-130
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    • 2021
  • The increased competition in service development in various industrial sectors highlights the importance of producing high-quality services that provide a positive user experience. Although usability evaluation is recognized as an important method of verification of high quality service and utility, the general usability evaluation method has limitations of not taking the characteristics of various participants due to its uniform composition to account. As the following flaws can reduce evaluation efficiency, developing a new guideline seems to be the next step. Thus, this study focused on criteria on how to evaluate the usability for children and proposed non-face-to-face remote usability evaluation configurations and progress guidelines to increase the effectiveness. The following usability evaluation experiment was conducted based on the proposed guidelines and in this process, the effectiveness of the guidelines was verified and the items that needed to be supplemented were derived. It is expected that the non-face-to-face remote usability evaluation guidelines proposed through the study will be used as the basis for designing usability evaluations of services developed for children.

Appeared on the Metaverse Platform Typing the Interface Properties of the Extended Space (메타버스형 플랫폼에 나타난 확장공간의 인터페이스 특성 유형분석)

  • Jang, Jinha;Lim, Kyungran
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.94-105
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    • 2022
  • This study looks at the recently increasing metaverse platform from the perspective of users. Therefore, to understand the metaverse concept as an extended space, we looked at the spatial theory and looked at the paradigm from the perspective of lifestyle and technological change. The case was viewed as 'big tech', and it was shown to be developing in various forms. simulation, Immersense, It is reclassified into Tranconnect and Explorience interfaces to suggest directions for use in various fields.

The Impact of Functional and Emotional Factors on User Satisfaction and Commitment toward Mobile Messenger Service: Investigating the Mediating Effects of Intimacy and Fatigue (기능적·정서적 요인이 모바일 메신저 서비스에 대한 사용자 만족과 몰입에 미치는 영향: 친밀감과 피로도의 매개효과를 중심으로)

  • Lee, Ae Ri;Park, Yong Wan;Park, Yujin
    • The Journal of Society for e-Business Studies
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    • v.21 no.1
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    • pp.33-63
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    • 2016
  • The diffusion of smartphone has make people engaged in communication with mobile messenger in everyday life. To understand the rapid growth of mobile messenger usage, this study investigates the unique features of mobile messenger services as communication media. Based on the media synchronicity theory and literature about online communication, we identify the functional and emotional features of mobile messenger. In particular, this study demonstrates that functional and emotional features of mobile messenger would influence intimacy and fatigue. Also, intimacy and fatigue, as mediating variables, have an impact on user satisfaction and commitment toward mobile messenger service. The results of this study provide practical implications for mobile messenger providers and users which attempt to facilitate positive effect such as intimacy among users and reduce negative effect such as fatigue on mobile messenger communication.