• Title/Summary/Keyword: 사용자 경험 차이

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The effect of Korean Employment Protection Legislation on Eliminating Discrimination on Non-Regular workers (비정규직 보호법의 차별 시정 효과)

  • Ko, Hyejin
    • 한국사회정책
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    • v.25 no.4
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    • pp.125-161
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    • 2018
  • This article aims to investigate the impact of Korean employment protection legislation that has implemented since 2007 on eliminating discrimination on non-regular worker's wage and social security. It is used the panel Tobit model reflecting the variation of implementation time according to the size of establishments. Although the employment protection laws for non-regular workers have implemented, the wage gap and discrimination in social security for non-regular workers have continued. Of course, the discrepancies on wage and social security were founded not only between regular and non-regular workers but also within non-regular workers. For reducing the discriminations, this study proposes to restrict the reason for justifying discrimination, and the introduction of a new approach to accessing the discrimination and complimentary credit system. Besides, this study suggests to actively review the strengthening of regulations on the use of non-regular workers.

Usability Principles for a Mobile Augmented Reality Application -Focus on Wayfinding- (증강현실 기반 모바일 애플리케이션의 사용성 원칙 연구 -길찾기 서비스 중심으로-)

  • Yoo, Chang-Hwa;Oh, Dong-Woo
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.643-651
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    • 2022
  • The mobile augmented reality(MAR) market is rapidly growing with following the sudden rise of the metaverse. However, research on improving user experience in mobile augmented reality environment is lacking. This study aims to develop the usability principles of an AR-based smartphone app. The research conducts following methods. 1)The characteristics of MAR were understood to identify usability elements of AR apps. 2)Usability principles were collected through analysis of case studies on the usability of AR and the 14 usability principles were developed through in-depth interviews with experts for the purpose of chunking. 3)To verify the 14 developed usability principles, evaluation items were composed based on the usability principles and usability evaluation survey was conducted. Consequently, significant differences were found in immersivity, presence, efficiency, satisfaction, playfulness and It was verified that the developed usability principle is useful in developing AR based smartphone apps. This study is meaningful in that it conducted the basic research of mobile AR usability principles

Expanded Role of Empathy in Metaverse Environment Where AI is Applied (AI가 적용될 메타버스 시대를 위한 확장된 공감의 역할)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.87-99
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    • 2021
  • As face-to-face social exchanges are limited by the pandemic, the influence of the metaverse, a virtual space crosses virtual and reality, is gradually expanding. Various metaverse platforms are currently taking advanced AI technology to provide users with a more diverse experience. However, as a result, if AI-human communion in the metaverse space is as active as the relationship between humans, this may lead to side effects that threaten humanity. This study emphasized the value of empathy as a way to minimize the side effects, and suggested that the concept and role of empathy need to be expanded. Accordingly, we conducted an empirical study to examine the difference between social relationship in the metaverse and in real life at the current level, and based on the results, we predicted the future social relationship in the environment where AI was applied to the metaverse. Combining the study, we proposed "Digital Human Empathy" for human dignity in the digital age.

A study on the implementation of Korea's traditional pagoda WebXR service

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.69-75
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    • 2024
  • This study focuses on enhancing the understanding of the form and characteristics of traditional towers, or 'pagodas,' by utilizing WebXR technology to enable users to explore 3D models and experience them in virtual reality on the web. Traditional towers in Korea pose challenges for direct on-site verification due to their size, making it difficult to examine the structure and features of each level. To address these issues, this research aims to provide users with a WebXR service that allows them to remotely explore and analyze towers without geographical or temporal constraints. The research methodology involves utilizing WebAR to offer a web-based service where users can directly view the original form of the tower's 3D model using smart devices both online and on-site. However, outdoor conditions may affect performance, and to address this, a tower-outline detection and matching technique was employed. Consequently, we propose a remote support service for traditional towers, allowing users to remotely access information and features of various towers nationwide on the web. Meanwhile, on-site visits can involve experiencing augmented reality representations of towers using smart devices.

A Study on Effective Information Delivery of Digital Sign Systems in General Hospitals (종합병원 디지털 정보안내사인의 효과적 정보전달을 위한 연구)

  • Kim, Hwa Sil;Paik, Jin Kyung
    • Korea Science and Art Forum
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    • v.19
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    • pp.281-292
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    • 2015
  • For this study, I conducted a survey investigating current situation, user preference, and field experiment. Hospitals utilizing digital sign systems at least five years were selected, which are connected with visual elements (layout, typo, color) used in waiting areas and elements of the systems (time, video time line). The results obtained from the field survey showed that digital sign systems used the color of typo and background contrasted to one another to increase explicitness and to ensure easy understanding of contents. In addition, the Gothic typo with relatively high legibility was adopted. Time and video timeline, which characterize digital sign systems, showed the advertising screens of the hospitals and the guidance of medical treatment at regular intervals. Moreover, survey results on user satisfaction showed that a majority of respondents indicated they had difficulty in understanding digital information conveyed from digital sign systems due to time setting for rotational speed or the small size of typo although most of the users had previous experience with digital sign systems. The highest proportion of respondents (n=86, 86%) answered that information related to medical departments was what they sought most frequently and that this kind of information should be importantly considered in digital sign systems. For the experiment, new samples with restructured contents of current digital sign systems were created and tested while keeping its design unchanged as well as applying these new samples. Study participants were in their 20s through 50s. When the size of typo was larger under the same conditions for all age groups, study participants found the desired information approximately 3.5 seconds faster. In addition, those in their 20-30s and 40-50s showed the time difference of 4.7 seconds for small typo and 6 seconds for large typo, which suggested that there was a difference by age in the amount of time taken in the experiment to find the desired information from the rotating digital sign system regardless of age and the size of typo.

VDT작업대 설계의 인간공학적 연구

  • 권영국;이성렬;민재형
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1992.04b
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    • pp.581-591
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    • 1992
  • 최근 급속한 사무자동화와 함께 컴퓨터의 사용이 보편화되어 가지고 있다. 이에 따라 컴퓨터등 VDT에 매달려 일하는 사무직 근로자들이 시력장해, 두통, 어깨결림, 요통, 스트레스성 장애등 새로운 질병에 시달리고 있다. 이것은 "VDT증후군"(Visual Display Terminal Syndrome) 또는 "VDT병"이란 신종 직업병이다. 컴퓨터 수상기 화면을 계속해서 들여다보면 화면에서 나오는 자외선과 강한 빛으로 눈에 무리가 와 충혈되고 침침해지며 두통 증세가 나타난다. 이런 초기증상이 6개월이상 계속되면 시력이 떨어지고 만성피로를 느끼는가 하면, 때때로 독감과 비슷한 증상이 나타나며, 심하면 탈모현상까지 경험하게 된다. 요즘 시행되고 있는 초등 고교 컴퓨터교육의 의무화와 2천년대의 1가구 1단말기 설치를 목표로한 컴퓨터 영상단말기의 급속한 보급으로, 앞으로는 사무실뿐만 아니라 일반 가정에까지 컴퓨터 이용이 일상화될 전망이고 보면 VDT작업에 따른 건강장해 문제는 더이상 가볍게 볼 수 없는 문제이다. 이에 대해 선진국에서는 작업시간 규제, 회사가 종업원의 정기적인 시력검진 및 시력교정에 필요한 비용을 보조하도록 하는가하면 실작업환경 개선등 다각적인 대책을 마련하고 있다. 미국, 유럽, 일본등 선진국에서는 VDT작업 여성들의 유산 및 기형아 출산등 임신이상에 관한 실태보고서까지 나오고 있어 여성들에게 커다란 충격을 던져주고 있다. 그러나 우리나라에서는 VDT병 증상을 호소하는 근로자들의 직업병예방 및 대책에 큰 어려움을 겪고있다. 그러므로, VDT작업으로 인한 건강상의 문제, 작업환경 및 작업자세등을 조사하여 문제점과 예방대책을 살펴보고, 작업장을 인간공학적으로 설계하고 평가하여 사용자의 건강을 보호하고 생산성의 향상에 도움이 되고자 한다.생산성의 향상에 도움이 되고자 한다.Action Code를 계산처리부로 넘겨준다. 입력처리부에서는 Mouse와 Keyboard 어느것으로나 입력이 가능하도록 해준다. 출력처리부에서는 Action Code에 따라 계산처리부에서 계산된 결과를 화면에 보여주기 위한 각종 2D/3D Graphic Routine들이 포함되어있어 계산처리부에서 불러쓰도록 되어있다.에서는 전문가시스템 기법을 도입해서 사출금형 공정계획전문가의 지식과 경험을 획득하여 지식베이스를 구축하고, 전문가시스템 셀(shell)중 CLIPS를 이용하여 자동공정계획시스템인 Mold CAPP을 개발하였다.PP을 개발하였다.며 이와 상이한 결과도 보여주고 있다. 이상으로 볼 때 1) 가정하수의 질을 높이기 위하여 분뇨정화조 의 효율증대 2) 산업폐수의 공정별 폐수량의 조절 및 폐수성 상에 따른 총량규제에 대비한 효율증대 3) 하천의 오염부하와 자정능력 최대한 부여 4) 폐수처리를 위한 미생물제개발 및 오염지표 종 연구와 오염내성 생물의 연구등이 종합적 으로 수행되어야 한다. 5) 이상의 모든 조사와 연구결과를 객관적으로 표기할 수 있도록 하천의 이정표가 정해져야 하겠다.7%)에 비해 유의하게 낮았고 정상군과는 유의한 차이를 보이지 않았다.상고나성이 있었다. 혈중 호모시스테인 농도는 질병의 위험요인으로서 뿐 아니라 대사적으로 밀접하게 연관된 비타민 영양상태의 biomarker로서도 그 영향력이 크다고 할 수 있다. 따라서 성별에 다른 다양한 연령집단에서 건강한 일반인과 심혈관계 질환자 등을 대상으로 호모시스테인과 비타민 영양상태에 대한 연구가 체계적으로 이루어 져야 할 것이다.태를 보다 효율적으로 증진시킬 수 있는 대안이 마련되어져야 한다고 사료된다.$\ulcorner$순응$\lrcorner$의 범위를 벗어나지 않는다. 그렇기 때문에도

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Use of External Information Sources by Potential Adopters of IT Convergence Products: Focusing on Potential Adopters of Smartphone (IT융합제품 잠재구매자의 외부정보원천 활용에 대한 연구 : 스마트폰 잠재구매자를 중심으로)

  • Yoo, Jae-Heung;Choi, Sae-Sol;Choi, Mun-Kee
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.217-233
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    • 2011
  • In this study, we have examined how the potential users of IT convergence product use the external information sources for purchasing decision focusing on a case of smartphone. Although the specifications and price of IT convergence products, such as smartphone, tablet pc, and smart TV, are considered as major criteria for purchasing decision, the competitiveness of these factors have disappeared as many companies launch similar products in the market. External information sources play a significant role to differentiate the alternatives by offering value-added experience information. The effect of external information sources becomes stronger for experience and high-involvement product whose performance can be evaluated through only users' direct experience. In this study, we categorized the external information sources for smartphone into five; company ads, personal network, expert group, consumers, and media. Through an empirical study with potential smartphone users, we verified how these external information sources affect users' purchasing decision in the perspective of the perceived attributes of information source, quality of information, and individual's characteristics based on self-regulatory theory.

Validity examination of the measurement of 3D visual fatigue using EEG (EEG 생체신호 기반 3D 시각피로 측정방법에 대한 타당화 연구)

  • Li, Hyung-Chul O.;Moon, Kyung-Ae
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.17-28
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    • 2012
  • Recent development of 3D technologies made it possible that observers perceive 3D depth from two dimensional images. Despite this kind of technological development, when observers watch 3D display they experience 3D visual fatigue that they do not usually experience in real life. It is critical to measure visual fatigue in order to overcome the problem of 3D visual fatigue. The purpose of the present study was to develop a protocol to measure 3D visual fatigue based on an EEG signal and to examine its validity. The first experiment explored the possible ERP components that reflected visual fatigue in 2D and 3D conditions. The second experiment examined whether the feature of the component found in the first experiment was affected by the amount of binocular disparity. Both in Cz and Pz channels, the peak amplitude of P3 component was much lower in 3D rather than in 2D conditions, and it decreased as the amount of binocular disparity increased. The subjective 3D visual fatigue also increased with the amount of binocular disparity. These results imply that the peak amplitude of P3 component at Cz and Pz channels can be used as an index of 3D visual fatigue.

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Measuring Visual Fatigue of Glasses-free Interactive 3D System Under Various Viewing Conditions (다양한 시청환경에 따른 무안경식 interactive 3D 시스템의 시각피로도 측정)

  • Kim, Jung-Yul;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.425-434
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    • 2013
  • Observers usually experience visual fatigue when they watch contents displayed on 3D display. There has been various research on visual fatigue incurred in stereoscopic displays that use 3D glasses, but relatively less studies have been done in the area of autostereoscopic displays. i3D system refers to interactive 3D system that makes it possible for users to interact with contents using their hands. Current research measured visual fatigue that users experience from i3D under various visual environments. We examined the effects of viewing distance, disparities and visual orientation on visual fatigue in i3D. The results indicated that visual fatigue decreased with longer distance and smaller disparity. Visual fatigue increased with angle when 3D fusion was unstable. In addition, there was an interaction effect between angle and distance in which visual fatigue increased with distance under stable 3D fusion but there was no difference in visual fatigue as a function of distance when 3D fusion was unstable. These results would be importantly used to develop autostereoscopic displays that minimize visual fatigue.

A Study on the Perceived Affordance of Kim, Ju-Tae House in Eum-Seong through Analysis of Visual Structure (시각구조분석에 의한 음성 김주태 가옥의 지각된 환경지원성에 관한 연구)

  • Hong, You-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.420-425
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    • 2016
  • This study discusses the architectural space's phenomenology, focusing on the physical environment and psychological behavior. Kim, Ju-Tae House, which is divided by special relationship, was analyzed by method of constructing space, and behavioral meaning with the perspective of visual structure. Kim, Ju-Tae House was constructed in a clear way by reflecting the users social, and cultural relationship. It has a relational and independent territories by physically surrounding Chae and wall. Each independent limited space is suggesting the space being opened by accessing the space stage by stage. This method of constructing the space makes the user aware of the relative difference from the induced space experience, and recognize the incremental strong isolation. Between the yard, which is located in the center of the house, forms a three-dimensional layer between Sarangchae and Anchae, emphasizing the spacial depth. The physical space is relatively small but because of the environmental conditions, such as the positioning of the observer's perspective, short cycle reorientation, and overlapped layer, it is recognized as far or deep compared to the actual size. This is the relative method as a visual perspective that is intended, and is understood as an active element that induces the psychological attitude by the recognized environment affordability of the user.