• Title/Summary/Keyword: 사용자 경험 차이

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Proposal of GUI Guidelines to Improve the Usability of Mobile Healthcare for New Silver Generation (뉴실버세대의 모바일 헬스케어 사용성을 높이기 위한 GUI 가이드라인 제안)

  • Jo, Sung Bae;Lee, Jae Ick
    • Smart Media Journal
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    • v.7 no.2
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    • pp.60-70
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    • 2018
  • Recently with the entrance to the aging society, the demand on health care services is being increased. However, there are still few GUI types of research considering the characteristics of new-silver generation progressively preparing for their golden(old) age. As the new-silver generation showed less reluctance to the information acquired through the Internet comparing to general seniors, but it is urgent to conduct researches about GUI of mobile healthcare services considering their physical, psychological and social characteristics. Hence, the purpose of this study was to propose some guidelines of GUI evaluation so that new-silver generation being emerged as main consumer group in future medical consumption could efficiently use mobile health care services. As the research methods, first, this study analyzed the characteristics of new-silver generation through reviewing literature and previous studies and understood the status quo of mobile health care services, and second, it analyzed the visual composition factors being preferred in each field of current mobile healthcare application and drew out a usability evaluation matrix of mobile GUI design appropriate for elderly people's characteristics. Third, with the drawn evaluation matrix, this study conducted the usability evaluation of 8 subjects in new-silver generation ranging from 57 years old to 65 years old through a heuristic way. This study expects that it would be contributed in increasing the GUI usability by proposing some guidelines for GUI being appropriated for new-silver generation user's characteristics, and thinks that researches about developing health-care mobile applications will be continued in future at the same time.

Exploring Differences in the Way of Dealing with Social Relationships in Metaverse and Reality according to Social Inclinations and Behavioral Aspect (사회적 성향과 행동 양상에 따른 현실과 메타버스 내 관계 맺기에 대한 태도 차이 탐구)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.375-387
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    • 2022
  • During the pandemic, social distancing continued for a long period of time, and as a result, this situation raised the possibility of the online space as a place for serious social relationships. In particular, metaverse platforms are adding to the reality of virtual space by expanding their functions so that users can provide various online events and have a variety of new experiences. This study attempted to examine the social relationship between reality and the metaverse according to social inclinations and behavior patterns. As a result of this study, the group with a high sense of inferiority in their usual relationship and the group with low satisfaction with their usual social interaction felt high discomfort at a similar level in both real and metaverse relationships. The group with the opposite inclination felt more uncomfortable in the metaverse relationship than in reality. In addition, whether the behavior patterns in the metaverse and in reality were different or same did not significantly affect the difference in attidudes between the metaverse and reality. In the case of group with different behavior patterns, however, if they were satisfied with how they look in the metaverse, their intimacy with social relationships was also high. This results implicate that we need to make an special effort for the development of social relationships in the metaverse era.

Brand Platformization and User Sentiment: A Text Mining Analysis of Nike Run Club with Comparative Insights from Adidas Runtastic (텍스트마이닝을 활용한 브랜드 플랫폼 사용자 감성 분석: 나이키 및 아디다스 러닝 앱 리뷰 비교분석을 중심으로)

  • Hanna Park;Yunho Maeng;Hyogun Kym
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.43-66
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    • 2024
  • In an era where digital technology reshapes brand-consumer interactions, this study examines the influence of Nike's Run Club and Adidas' Runtastic apps on loyalty and advocacy. Analyzing 3,715 English reviews from January 2020 to October 2023 through text mining, and conducting a focused sentiment analysis on 155 'recommend' mentions, we explore the nuances of 'hot loyalty'. The findings reveal Nike as a 'companion' with an emphasis on emotional engagement, versus Runtastic's 'tool' focus on reliability. This underscores the varied consumer perceptions across similar platforms, highlighting the necessity for brands to integrate user preferences and address technical flaws to foster loyalty. Demonstrating how customized technology adaptations impact loyalty, this research offers crucial insights for digital brand strategy, suggesting a proactive approach in app development and management for brand loyalty enhancement

An Exploratory Study on the Relationship between SNS Use during a Task and Task Performance: An Analysis of Task Complexity Difference (작업 수행 중 SNS 사용과 작업 성과의 관계에 관한 탐색적 연구: 작업의 난이도에 따른 차이 분석)

  • Jinyoung Min
    • Information Systems Review
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    • v.19 no.3
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    • pp.105-125
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    • 2017
  • Although the relationship between social networking sites (SNS) use and performance has been widely studied, most of these studies have focused on comparing the SNS users' overall performance with that of non-SNS users instead of examining how using SNS midway of a task affects one's task performance. To address this research gap, an experiment was conducted to examine SNS use during a task and its influence on the performance of that task. In this experiment, the role of SNS in various situations was examined by reviewing the literature on break and performance as well as the types of breaks and tasks. Owing to its exploratory nature, this study used various types of data, such as electroencephalography interpretation data generated from a brain-computer interface, self-reported data, and data recorded by a computer. Those participants who used SNS showed an improved performance compared with those who took a short break while doing a simple task. Further analysis showed that the degree of SNS usage and engagement with SNS had positive effects on the participants' simple task performance, while social presence and reassurance of self-worth had negative and positive effects on the participants' complex task performance, respectively.

The Satisfaction Survey of Users and Patients on the Developed Disposable Tourniquet (개발한 일회용 지혈대의 사용자 및 환자 만족도 조사)

  • Kim, Sang-Hyun
    • Journal of radiological science and technology
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    • v.39 no.4
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    • pp.615-622
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    • 2016
  • The 18~20G needle is used to computer tomography (CT) contrast examination. Therefore, a patient has to apply a self-administering hemostasis (conventional method: CM) and often experience bleeding in the course. Thus, we developed the new disposable transparent tourniquet (TT) for reducing. This study was to compare the usefulness between the proposed transparent tourniquet and the existing hemostatic methods. A Satisfaction survey was conducted by 50 patients and 25nurses. The survey contained the satisfaction of the convenience, safety, sanitation, and wearing sensation of transparent tourniquet. We employed face-to-face interview on 5 points likert scales. And Chi-square, paired T-test were used for the statistics verification. As for the patients, the satisfaction levels were measured for each category with the gender, age. Patients evaluation, overall satisfaction high average sore used TT and there were statistical significance by paired T-test(p<0.05). The following is the average satisfaction level for each category: $4.4{\pm}0.53$ in; $4.28{\pm}0.57$ in safety; $4.52{\pm}0.54$ in sanitation; $4.16{\pm}0.54$ in wearing sensation. So the overall satisfaction level is measured at $4.34{\pm}0.51$. As for the nurses, CT work experience and the current satisfaction with tourniquet were counted as variables. The satisfaction level for each category is: $3.8{\pm}0.7$ in; $3.6{\pm}0.68$ in safety; $3.4{\pm}0.5$ in sanitation; $3.9{\pm}0.49$ in hemostasis. The overall satisfaction level is $3.8{\pm}0.3$. Patients' satisfaction levels were very high with little difference among variables. Nurses' satisfaction levels were different with the TT depending on their work experience but their overall satisfaction was high. This TT will be a starting point to minimizing patient's inconvenience and more studies are necessary to enhance their satisfaction.

Implementation Strategy for the Elderly Care Solution Based on Usage Log Analysis: Focusing on the Case of Hyodol Product (사용자 로그 분석에 기반한 노인 돌봄 솔루션 구축 전략: 효돌 제품의 사례를 중심으로)

  • Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.117-140
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    • 2019
  • As the aging phenomenon accelerates and various social problems related to the elderly of the vulnerable are raised, the need for effective elderly care solutions to protect the health and safety of the elderly generation is growing. Recently, more and more people are using Smart Toys equipped with ICT technology for care for elderly. In particular, log data collected through smart toys is highly valuable to be used as a quantitative and objective indicator in areas such as policy-making and service planning. However, research related to smart toys is limited, such as the development of smart toys and the validation of smart toy effectiveness. In other words, there is a dearth of research to derive insights based on log data collected through smart toys and to use them for decision making. This study will analyze log data collected from smart toy and derive effective insights to improve the quality of life for elderly users. Specifically, the user profiling-based analysis and elicitation of a change in quality of life mechanism based on behavior were performed. First, in the user profiling analysis, two important dimensions of classifying the type of elderly group from five factors of elderly user's living management were derived: 'Routine Activities' and 'Work-out Activities'. Based on the dimensions derived, a hierarchical cluster analysis and K-Means clustering were performed to classify the entire elderly user into three groups. Through a profiling analysis, the demographic characteristics of each group of elderlies and the behavior of using smart toy were identified. Second, stepwise regression was performed in eliciting the mechanism of change in quality of life. The effects of interaction, content usage, and indoor activity have been identified on the improvement of depression and lifestyle for the elderly. In addition, it identified the role of user performance evaluation and satisfaction with smart toy as a parameter that mediated the relationship between usage behavior and quality of life change. Specific mechanisms are as follows. First, the interaction between smart toy and elderly was found to have an effect of improving the depression by mediating attitudes to smart toy. The 'Satisfaction toward Smart Toy,' a variable that affects the improvement of the elderly's depression, changes how users evaluate smart toy performance. At this time, it has been identified that it is the interaction with smart toy that has a positive effect on smart toy These results can be interpreted as an elderly with a desire to meet emotional stability interact actively with smart toy, and a positive assessment of smart toy, greatly appreciating the effectiveness of smart toy. Second, the content usage has been confirmed to have a direct effect on improving lifestyle without going through other variables. Elderly who use a lot of the content provided by smart toy have improved their lifestyle. However, this effect has occurred regardless of the attitude the user has toward smart toy. Third, log data show that a high degree of indoor activity improves both the lifestyle and depression of the elderly. The more indoor activity, the better the lifestyle of the elderly, and these effects occur regardless of the user's attitude toward smart toy. In addition, elderly with a high degree of indoor activity are satisfied with smart toys, which cause improvement in the elderly's depression. However, it can be interpreted that elderly who prefer outdoor activities than indoor activities, or those who are less active due to health problems, are hard to satisfied with smart toys, and are not able to get the effects of improving depression. In summary, based on the activities of the elderly, three groups of elderly were identified and the important characteristics of each type were identified. In addition, this study sought to identify the mechanism by which the behavior of the elderly on smart toy affects the lives of the actual elderly, and to derive user needs and insights.

Methodology for Identifying Issues of User Reviews from the Perspective of Evaluation Criteria: Focus on a Hotel Information Site (사용자 리뷰의 평가기준 별 이슈 식별 방법론: 호텔 리뷰 사이트를 중심으로)

  • Byun, Sungho;Lee, Donghoon;Kim, Namgyu
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.23-43
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    • 2016
  • As a result of the growth of Internet data and the rapid development of Internet technology, "big data" analysis has gained prominence as a major approach for evaluating and mining enormous data for various purposes. Especially, in recent years, people tend to share their experiences related to their leisure activities while also reviewing others' inputs concerning their activities. Therefore, by referring to others' leisure activity-related experiences, they are able to gather information that might guarantee them better leisure activities in the future. This phenomenon has appeared throughout many aspects of leisure activities such as movies, traveling, accommodation, and dining. Apart from blogs and social networking sites, many other websites provide a wealth of information related to leisure activities. Most of these websites provide information of each product in various formats depending on different purposes and perspectives. Generally, most of the websites provide the average ratings and detailed reviews of users who actually used products/services, and these ratings and reviews can actually support the decision of potential customers in purchasing the same products/services. However, the existing websites offering information on leisure activities only provide the rating and review based on one stage of a set of evaluation criteria. Therefore, to identify the main issue for each evaluation criterion as well as the characteristics of specific elements comprising each criterion, users have to read a large number of reviews. In particular, as most of the users search for the characteristics of the detailed elements for one or more specific evaluation criteria based on their priorities, they must spend a great deal of time and effort to obtain the desired information by reading more reviews and understanding the contents of such reviews. Although some websites break down the evaluation criteria and direct the user to input their reviews according to different levels of criteria, there exist excessive amounts of input sections that make the whole process inconvenient for the users. Further, problems may arise if a user does not follow the instructions for the input sections or fill in the wrong input sections. Finally, treating the evaluation criteria breakdown as a realistic alternative is difficult, because identifying all the detailed criteria for each evaluation criterion is a challenging task. For example, if a review about a certain hotel has been written, people tend to only write one-stage reviews for various components such as accessibility, rooms, services, or food. These might be the reviews for most frequently asked questions, such as distance between the nearest subway station or condition of the bathroom, but they still lack detailed information for these questions. In addition, in case a breakdown of the evaluation criteria was provided along with various input sections, the user might only fill in the evaluation criterion for accessibility or fill in the wrong information such as information regarding rooms in the evaluation criteria for accessibility. Thus, the reliability of the segmented review will be greatly reduced. In this study, we propose an approach to overcome the limitations of the existing leisure activity information websites, namely, (1) the reliability of reviews for each evaluation criteria and (2) the difficulty of identifying the detailed contents that make up the evaluation criteria. In our proposed methodology, we first identify the review content and construct the lexicon for each evaluation criterion by using the terms that are frequently used for each criterion. Next, the sentences in the review documents containing the terms in the constructed lexicon are decomposed into review units, which are then reconstructed by using the evaluation criteria. Finally, the issues of the constructed review units by evaluation criteria are derived and the summary results are provided. Apart from the derived issues, the review units are also provided. Therefore, this approach aims to help users save on time and effort, because they will only be reading the relevant information they need for each evaluation criterion rather than go through the entire text of review. Our proposed methodology is based on the topic modeling, which is being actively used in text analysis. The review is decomposed into sentence units rather than considering the whole review as a document unit. After being decomposed into individual review units, the review units are reorganized according to each evaluation criterion and then used in the subsequent analysis. This work largely differs from the existing topic modeling-based studies. In this paper, we collected 423 reviews from hotel information websites and decomposed these reviews into 4,860 review units. We then reorganized the review units according to six different evaluation criteria. By applying these review units in our methodology, the analysis results can be introduced, and the utility of proposed methodology can be demonstrated.

Analysis of health habit and hair mineral nutrition status of media addicted adolescent (미디어중독 청소년의 스마트폰 사용의존도에 따른 건강습관 및 모발 무기질 영양상태 분석)

  • Lim, Hee-Sook;Kim, Soon-Kyung
    • Journal of Nutrition and Health
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    • v.51 no.4
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    • pp.295-306
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    • 2018
  • Purpose: Koreans' internet and smartphone usage hours are steadily increasing and the dependence of young people on smartphones is causing social problems. Therefore, this study was conducted to examine health and dietary habits, as well as hair mineral contents according to the level of dependence of smartphone use among adolescents to clarify the interrelation of smartphone dependence, lifestyle, dietary behavior, and mineral nutrition status. Methods: A total of 80 smartphone-addicted adolescents participated in this study and were divided into three groups (general, potential and danger group) according to smartphone dependence. The subjects' lifestyles and dietary behaviors were then surveyed, and hair mineral contents were analyzed. Results: Higher smartphone dependence was associated with lower average weekly sleeping time and later first smoking age. In the danger group, the rate of eating fast and the rate of snacking twice a day was also relatively high. Parents (45.0%) and mobile (30.0%) were the factors having the greatest influence on an individual's dietary behavior. In the hair mineral analysis, all subjects had lower selenium concentrations and higher lead concentrations than normal. In addition, the levels of aluminum in the danger group were higher than in the normal range and the highest among the three groups. Conclusions: It is necessary to guide adolescents to use smartphones correctly and manage dietary habits. In addition, careful attention is needed the mineral nutritional status of smartphone-addicted adolescents.

A Study on the Improvement Plan through Analyzing the Perception of Expert Group about Landscape Construction Defects (조경공사 하자에 관한 전문가 집단간 인식분석을 통한 개선방안 연구)

  • Lee, Sang-Suk;Yu, Joo-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.4
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    • pp.104-113
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    • 2012
  • This study aimed to find out the improvement plan through analyzing the perception of the expert group engaged in landscape architectural construction and to focus on analyzing the expert groups' experience on Landscape Construction Defects (LCD), defect liability, warranty period, and implementation of the defect liability. The results are as follows: 1. Regarding the experience on the LCD, landscape construction contractors were an awareness of the LCD issue at a serious level, while public-sector clients recognize moderately the LCD issue; and on the first priority in defect implementation, landscape construction contractors considered repair cost while public-sector clients value the identifying causes of defects. 2. In disagreement on the defect liability, landscape construction contractors attributed it to client's lack of responsibility for maintenance while public-sector clients ascribed it to the absence of dealing a criteria with LCD, and regarding the appropriate defect implementation, public-sector clients preferred the following objective by dealing the criteria with LCD while landscape construction contractors advocates by sharing the responsibilities for dealing with LCD based on the identified causes of construction defects. 3. Regarding the warranty period, the public-sector clients considered the 2-year warranty period as appropriate while landscape construction contractors considered it comparatively long, and concerning the commencement of defect warranty period, the public-sector clients viewed it as it should commence to cover the overall completion of the construction while landscape construction contractors perceived it to start on the completion of each work. 4. As for the improvement of the defect implementation system, public-sector clients considered it necessary to establish the objective dealing the criteria with LCD while landscape construction contractors viewed the legislation of maintenance duty. Also, with regard to the important value in establishing and dealing the criteria with LCD, public-sector clients pointed out the objective of the criteria for determining the defects per work type while landscape construction contractors suggested client (user)'s maintenance duty. Because of research, because the system in dealing with LCD is an absence of LCD management agency and dealing the criteria with LCD, it is needed to establish an LCD management agency and make the system in dealing with LCD.

The Approach of Human Sensibility Measurement based on The Cosmic Dual And The Five Elements (음양오행사상에 기초한 감성측정 접근방법 연구)

  • 박인찬
    • Archives of design research
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    • v.11 no.2
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    • pp.31-45
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    • 1998
  • Human beings receive experiences and education in viewing and manipulating objects since birth, These experiences in forms and colours influence signifrcantty the formation of the person's humanity, sensibility and constituOOn until he becomes an adult. Considering that all objects coexist through space and time with human beings from birth to an adulthood, we can imagine how these things shape a person, Human beings' perception of form and colour might be different according to the person's living environment, experiences, education, age and job, However, when we see there are certain kinds of form and colour of that most people favor, we can understand that human beings have a certain inherent feelings about forms and colours, Let's suppose a man faces an object that dosen't correspond with his basic feelings about form and colour, He would avoid that object at least unconsoousty, All of his acts dealing with form and colour probably satisfy a desire for beauty which can be required from certain proper forms and colours, By revealing the feelings about forms and colours that human beings originally have, this study is going to explore what kinds of form and colour have what kinds of psychological and physical influences on human beings. Another purpose of this study is to be a theory suggesting more profitable and effective forms and colours psychologically and physically to the consumer. this study demonstrates that the basic feelings about forms and colours which human beings possess are different according to the individual's psychology and the body's condition. It also establishes the reality of the principle of how human psychology and the body change according to the surrounding environment. Finally, it will be appropriate for the suggested theory from this study to be used as fundamental material in deciding the forms and colours used in the design field in the future in that these forms and colours are more profitable and efftient.

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