• Title/Summary/Keyword: 사용자 경험 차이

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A Study on the Minimum Weight Difference Threshold in a VR Controller with Moment Variation (VR 컨트롤러의 모멘트 변화에 따른 최소 무게 차이 인지에 관한 연구)

  • Baek, Mi-Seon;Kim, Huhn
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.13-22
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    • 2020
  • This study is about the VR controller that can provide an enhanced experience in VR by augmenting the sense of weight. In this study, the method of changing the center of gravity of the controller was used as a means of transmitting the sense of weight. The experiment was carried out with a device that could change the center of gravity to find the minimum distance at which people can perceive the difference in weight. The results showed that the weight difference between the two stimuli can be perceived at a distance of about 5 cm regardless of the position of the starting stimulus.

Effects of Spacing Words on Reading Adnominal Eojeol (띄어쓰기가 관형어절 이해에 미치는 영향)

  • Kim, Jihye;Nam, Kichun
    • Annual Conference on Human and Language Technology
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    • 2009.10a
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    • pp.251-254
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    • 2009
  • 띄어쓰기는 한글 맞춤법에 명시되어 있는 규정에 따르면 되지만, 근본적으로 명확한 정의가 내려있지 않으며 복잡하고 애매모호한 기준들이 얽혀 사용자들이 혼란을 겪는 등 많은 오류를 일으키고 있다. 이에 맞춤법 오류에 대한 원인을 찾아 체계적인 교육이 이루어지거나, 맞춤법을 수정 및 보완할 필요성이 있다 하겠다. 본 연구는 사용자들의 편의성을 우선시하여 맞춤법에 있어 논리적 근거를 마련하고 한국어 정보처리의 양상을 살펴보는 것에 의의가 있다. 이에 비교적 띄어쓰기 기준이 명확한 관형어절에 초점을 두어 띄어쓰기가 읽기에 어떤 영향을 미치는지 알아보고자 실시하였다. '관형사 + 명사' 구조와 '~적 + 명사' 구조의 관형어절이 포함된 104개의 문장을 가지고 2개의 목록을 만들었다. 목록 간에는 띄어쓰기 여부가 반대이며 피험자는 목록 중 하나를 경험하였다. 하나의 문장을 끊어서 제시하여 피험자는 읽는 데로 space bar key를 누르는 자기 읽기 조절 과제를 시행하였고, 이어서 문장에 대한 질문을 통해 이해도 검사를 실시하였다. 관형어절을 읽는 평균 속도를 분석한 결과 미세한 차이가 있었으나, 유의미하지는 않았다. 이는 관형어절에 있어서 띄어쓰기의 영향이 크지 않음을 의미한다고 볼 수 있겠다.

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The Method of Deciding Design Level of Service with Optimal User Cost (사용자비용최적화를 통한 도로 설계서비스수준 산정방안)

  • 장재남;이용택;김호덕;장명순
    • Journal of Korean Society of Transportation
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    • v.18 no.2
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    • pp.17-26
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    • 2000
  • LOS(Level of Service), the qualitative measure describing operational condition of highway, must be evaluated as quantative index in terms of user service. So, This study is focused on developing the user cost function that user cost is measured in the variation of V/C, MOE(Measure of Effectiveness) of LOS in basic Section of highway. The user cost is calculated as the sum of accident cost, operation cost, travel time cost. The data is collected in the four basic section of Singal-Ansan and Jung bu Highway. As the result of user cost function analysis, the user cost is the lowest When V/C is 0.54. Considering the V/C ratio(0.7) of Basic Section in rural highway suggested in KHCM, We find out that the LOS suggested KHCM increase the user cost of highway.

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Factors Affecting the Intention to Provide and Use Accommodation Sharing Economy Service (숙박 공유경제 서비스의 제공 및 사용 의도에 대한 영향 요인)

  • Lee, Hyun Jin;Park, Hyun Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.205-216
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    • 2019
  • The sharing economy, which maximizes the value of resources by sharing, is appearing in various sectors today and is gradually expanding with the development of ICT. This study identified factors affecting the intention to use the services of the sharing economy with a focus on the sharing accommodation platform services. As the intention to use the sharing economy service is divided into the intention to use as a taker(guest) and a provider(host), those influencing factors were analyzed respectively. Results showed that collaborative norm, economic benefit and honorary compensation affected the intention to use as a guest. Openness to experience, economic benefit, and honorary compensation increased the intention to use as a host. Economic benefit made a greater impact on the intention to use as a guest, while honorary compensation enhanced the intention to use as a host.

Lifestyels, community experiences, and immersion in online game world (온라인 라이프스타일에 따른 공동체 활동과 게임 몰입에 대한 탐색)

  • Whang, Leo Sang-Min;Kim, Jee-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.770-779
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    • 2006
  • 한국 사회에서 사이버 공간, 특히 온라인 게임 세계가 사용자들에게 단순한 게임이나 가상 공간이 아닌 다양한 활동을 통해 현실과는 다른 방식의 또 다른 인생을 살아가는 새로운 생활공간으로 기능하고 있다. 본 연구에서는 온라인 게임 공간에서의 라이프스타일 유형을 확인하고, 리니지 2 와 메이플스 토리라는 두 가지 MMORPG 게임에서 이 유형이 어떻게 나타나는지를 확인하였다. 온라인 게임 '리니지'에서 구분된 온라인 라이프스타일은 '싱글 플레이어', '공동체지향 게이머', '탈사회적 게이머'였다.'리니지 2'를 대상으로 연구 결과, 온라인 게임 공간에서의 공동체 활동은 크게 공동목표, 집단유대감, 집단존중감, 집단영향력의 요인들로 구성되어있는 것으로 확인되었다. 온라인게임 사용자들은 온라인 게임에서 현실감, 조작용이성, 성취감, 친밀감, 소속감, 일탈적 행위를 통한 카타르시스를 통해 재미를 느끼는 것으로 확인되었다. 하지만, 이런 성향은 메이플스토리라는 저 연령층의 게임에서는 비교적 다르게 나타났다. 혈맹 또는 길드의 가입 비율은 비슷한 수준이었지만, 활동방식은 라이프스타일에 따라 다르게 나타났다. 게임세계에서의 라이프스타일은 연령이나 게임 사용기간에서는 큰 차이가 없는 것으로 나타났다. 그러나 공동체 활동과 온라인 게임에서 얻는 재미의 하위 요인들에서는 분명한 차이가 있는 것으로 확인되었다. 공동체 활동과 재미를 느끼는 측면에서의 차이로 인해 결국 온라인 게임에 몰입하는 정도도 차이가 있는 것으로 나타났다. 본 연구는 사이버 공간에서의 사람들의 심리적, 행동적 특성, 특히 온라인 게임에서의 사람들의 공동체 활동과 재미의 요소들을 탐색하였다는 측면에서 의의가 있다. 사람들이 온라인 게임 세계에 몰입하도록 만드는 요인들을 구체적으로 확인할 수 있었다는 측면에서 향후 사이버 공간을 기획하는 사람들에게 구체적인 시사점을 제시할 것이다.

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Elicitation of User-Centered Usability Attributes and Comparison of Attributes between User Group and Developer Group: Focus on Mobile Trading System (사용자 중심의 사용성 속성 도출과 사용자 그룹과 개발자 그룹 간의 속성 비교: 모바일 트레이딩 시스템 중심)

  • Lee, Woon-Kyo;Kim, Ja-Hee
    • The Journal of Society for e-Business Studies
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    • v.26 no.4
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    • pp.53-79
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    • 2021
  • With the revitalization of non-face-to-face transactions, the difference between the size of branches and transaction costs among securities firms has decreased, and the importance of the stock trading system has increased. In particular, the mobile trading system has become more important due to the increase in the proportion of transactions in the mobile trading system, which is widely used by individual investors, and the increase in the number of individual investors after COVID-19. However, user-centered usability studies are insufficient as usability studies on mobile trading systems are conducted through literature surveys or survey methods. Therefore, in this study, a repertory grid technique that finds user's empirical perception was used to find out user-centered usability attributes. The usability attributes of the mobile trading system from the user's point of view were elicited, and the difference in the usability attributes in terms of frequency and importance between the user group and the developer group was identified.

A Study on the Performance of Cloud-based VDI Adoption: Comparing between IS administrators and business users (클라우드 기반 VDI 도입 성과에 관한 연구 - 시스템 관리자와 일반 사용자의 비교를 중심으로 -)

  • Kim, Il-Han;Kwon, Sun-Dong
    • Management & Information Systems Review
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    • v.37 no.2
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    • pp.149-167
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    • 2018
  • The purpose of this study is to analyze the performance of Virtual Desktop Infrastructure(VDI) adoption. VDI performance was measured by IS manager (system quality, security, and managerial operation) and business user (usability, access, and user satisfaction). The survey questionnaires were developed for measuring VDI performance. 84 data samples were collected from the companies that had adopted cloud-based VDI. This research model was verified by Smart-PLS and SPSS. The research findings were as follows: First, the companies using VDI experienced actual performance, but they did not attain their expectation. Second, as results of comparing between IS managers and business users, IS administrators had considerably higher performance than business users, which indicates that there were big differences in performance perception among users. Compared with prior research such as technical trend, system construction, and performance improvement, this study has the following implications. First, by comparing the expected performance with the actual performance of the companies that have implemented and operating VDI, it was suggested how a company that wants to adopt VDI can manage the expectation level of VDI and achieve higher actual performance. Second, because the perception of VDI performance differs between business users and system managers, it is meaningful that a fair evaluation of VDI performance requires a balanced consideration of business users and system managers.

Risk Factors of Falls among Korean Elderly (한국노인의 낙상 요인 연구)

  • Yeom, Jihye;Na, Hang-Jin
    • 한국노년학
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    • v.32 no.2
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    • pp.577-592
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    • 2012
  • The purpose of this study is to examine which factors determine fall experience among Korean elderly. To achieve this purpose, it uses the Korean Longitudinal Study of Aging(KLoSA), wave 1 and 2. Participants aged 65 from wave 1 were selected. From wave 2, a dependent variable was selected and it was fall experiences since the first interview in 2006. Other than this variable, all independent variables were selected from wave 1. In analyses, x2 or t-test were conducted to examine whether independent variables significantly differ between falls and no falls. Then, since a dependent variable consisted of two categories-falls or no falls, multiple logistic regressions were run. Female, using hearing aid, having two diseases, having three or more diseases, depression, and exercise 5 times/a week or more elevated the odds ratios of fall experience. compared to their reference categories. Particularly, if Korean elderly had three or more diseases or depression, their likelihood of fall experience would have about 2 times higher than their reference categories. In conclusion, health practitioners should make the elderly be recognized how much these risk factors are important to falls. Also, Korean government should support Korean elderly having these risk factors to prevent them from falling.

A Study on User Performance Level according to Presence or Frequency of Providing Leaderboard in the Game (게임 중 Leaderboard 제공 유무 및 빈도에 따른 사용자 수행수준에 대한 연구)

  • Seo, Su-Jong;Jeong, Ji-Yeon;Kim, Eun-Kyoung;Han, Ye-Jin;Choi, Jong In;Kim, Jong-Hyun;Lee, Jung;Kim, Sun-Jeong
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.67-76
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    • 2018
  • The interaction between users and games is an important factor in game development. In this paper, we consider Leaderboard UI in shooting game and study user's performance level according to presence or frequency of providing Leaderboard UI. For this research, we developed a third person shooting game and conducted experiments for 80 college students. The results of the experiments were analyzed using statistical significance using the T-test method. Finally, in order to improve user's performance level, we conclude that the user's gaming experience is a bigger factor than the presence or frequency of providing Leaderboard, causing a significant difference.

A Study on Consumers' Perception of and Use Motivation of Artificial Intelligence(AI) Speaker (인공지능 스피커(AI 스피커)에 대한 사용자 인식과 이용 동기 요인 연구)

  • Lee, Heejun;Cho, Chang-Hoan;Lee, So-Yoon;Keel, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.138-154
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    • 2019
  • This study was conducted to identify the use motivations of AI speaker and examine the characteristics of AI speaker users. Based on the uses and gratifications theory, The study results show that the user motivations of AI speaker are four dimensional, namely escaping from daily problems and maintaining social relationships, information acquisition and learning, entertainment and relaxation and pursuit of practicability. The main AI speaker users are in their 30s, and they are innovative to actively use AI speakers for entertainment purposes such as listening to music. The four sub-dimensions differed as we compared them with user characteristics. Specifically, the motivation for escaping from daily problems and maintaining social relationships varied with gender and age. Moreover, age and informativeness were identified to have an influence on the motivations of information acquisition and learning and entertainment and relaxation. In sum, this research provides practical implications into how to strategically create contents and services for AI speakers.