• Title/Summary/Keyword: 사용자 반응 평가

Search Result 132, Processing Time 0.034 seconds

A Usability Testing on the Tablet PC-based Korean High-tech AAC Software (태블릿 PC 기반 한국형 하이테크 AAC 소프트웨어의 사용성 평가)

  • Lee, Heeyeon;Hong, Ki-Hyung
    • Journal of the HCI Society of Korea
    • /
    • v.7 no.2
    • /
    • pp.35-42
    • /
    • 2012
  • The purpose of this study was to evaluate the usability of the tablet PC-based Korean high-tech AAC(Augmentative Alternative Communication System) software. In order to develop an AAC software which is appropriate to Korean cultural/linguistic contexts and communication needs of the users, we examined the necessity and ease of use for the communication functions that are required in native Korean communication, such as polite expressions, tense expressions, negative expressions, subject-verb auto-matching, and automatic sentence generation functions, using a scenario-based user testing. We also investigated the users' needs, preferences, and satisfaction for the tablet PC-based Korean high tech AAC using a semi-structured and open questionnaires. The participants of this study were 9 special education teachers, 6 speech therapists, and 6 parents whose children had communication disabilities. The results of the usability testing of the tablet PC-based Korean high-tech AAC software presented positive responses in general, by indicating overall scores of above 4 out of 5 except in tense and negative expressions. The necessity and ease of use in the tense and negative expressions were evaluated relatively low, and it might be related to the inconsistent interface with the polite expressions. In terms of the user interface(UI), there were users' needs for clear visual feedback in the symbol selection and display, consistent interface for all functions, more natural subject-verb auto-matching, and spacing in the text within symbols. The results of the usability testing and users' feedback might serve as a guideline to compensate and improve the function and UI of the existing AAC software.

  • PDF

A Study on Effects of Edu-Games: Focused on Narratives and Platforms (교육용 게임의 효과성 연구: 내러티브와 플랫폼을 중심으로)

  • Lee, Ji-Young;Jang, Yei-Beech;Ryu, Seung-Ho
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.568-574
    • /
    • 2007
  • 본 실험은 교육을 목적으로 설계된 게임이 그 종류에 따라 사용자의 반응에 차이를 미치는가를 살펴보기 위한 것으로 이를 위해 본 연구는 게임의 다양한 분류 중에서 특히 내러티브와 플랫폼의 존재 여부에 주목하여, 그 특성을 중심으로 사용자의 게임에 관한 평가를 분석하는데 초점을 두고 있다. 이를 위해 두 개의 실험집단을 구성하여 각 집단이 온라인 게임, PSP 게임, 모바일 게임으로 각 플랫폼에서 상용화되어 있는 교육용 게임을 일정 시간 경험하여 보도록 하되, 한 집단에는 내러티브가 제공되고, 다른 집단에는 내러티브가 제공되지 않도록 하여 각 집단 및 플랫폼간의 차이를 비교분석하였다.

  • PDF

The effect of white noise on relaxation (White Noise를 혼합한 음향의 이완효과에 관한 연구)

  • Kim, Jong-Hwa;Hwang, Min-Cheol;U, Jin-Cheol;Kim, Jong-Seo;Choe, Won-Min;Yun, Jung-Sam;Hwang, Byeong-Cheol
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2008.10a
    • /
    • pp.62-65
    • /
    • 2008
  • White Noise는 일반적으로 이완의 감성을 유발한다고 알려져 있다. 본 논문에서는 두 종류의 음향에 White Noise를 혼합하였을 때 사용자에게 이완의 감성을 유발시킬 수 있는지 실험을 통하여 검증하였다. 실험은 20명의 피험자를 대상으로 원본 음향과 White Noise가 추가된 음향을 들려주고, 각성-이완에 대한 주관적 설문과 중추신경계 반응 그리고 자율신경계 반응을 측정하였다. 실험결과는 t-test를 통하여 음향 별 감성평가 유의성 검증을 실시하였다. 분석 결과 White Noise가 혼합된 음향은 그렇지 않은 음향에 비해 이완감성 측정값이 큰 것으로 나타났다. 따라서 White Noise가 혼합된 음향은 이완 유발 효과가 크다고 할 수 있다.

  • PDF

Developing Scenario for Implementation of Counseling Chatbot and Verifying Usefulness (상담 챗봇 구현을 위한 시나리오 개발 및 유용성 검증)

  • Lee, Ji-Won;Yang, Hyunjung;Kim, Ji-Geun
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.4
    • /
    • pp.12-29
    • /
    • 2019
  • The purpose of this study is to develop the scenario for implementation of the rule-based counseling chatbot and to verify its usefulness. For this purpose, counseling scenario for exploring problems triggering depression and establishing early counseling relationships was built and user evaluations for the rule-base counseling chatbot were conducted on 10 counseling psychologists. As a result, clear counseling structuring, appropriate use of selective and narrative responses, and active listening were identified as important components of counseling chatbot. To the next step, the usefulness of counseling chatbot developed in the previous step was examined with 78 college students. As a result, active listening was found to be an important factor in improving user satisfaction and positive mood change. In addition, through qualitative analysis of user evaluation, the unique advantages of counseling chatbot were identified and the limitations of counseling chatbot that should be overcome were identified. Based on the results of the study, the implications of the study and suggestions for future research were discussed.

Comparative Evaluation of Electromyography Activity and User-perceived Level with Crutch Design Variations (목발 디자인에 따른 근육 활성도 및 사용자 인식 비교 연구)

  • Yang, Sung Ho
    • Design Convergence Study
    • /
    • v.14 no.5
    • /
    • pp.157-169
    • /
    • 2015
  • In this study, three axillary crutches(Mobilegs, KM crutch, Pro In-motion) were tested with 12 healthy male subjects by measuring the EMG activity of the latissimus dorsi and gastrocnemius and the user-perceived levels focusing on the comfort and ease of use. The result showed that the EMG activity of the gastrocnemius was significantly reduced during ambulation using Mobilegs and Pro In-motion compared with the ambulation using KM crutch, a conventional crutch. However, no statistically significant difference was found for EMG activity of the latissimus dorsi. Subjects perceived the Mobilegs to be more comfortable and easy to use than the other crutches. Theses result may delivered mostly from the characteristics of spring-loaded axillary pad and ergonomic crutch handle. The results indicate that ambulation using the spring-loaded crutch is much easy with asking less exertion at gastrocnemius. In addition, the characteristics of crutch design, such as embedded spring, makes muscles to consume less energy. When the reasonable structure and form of the axillary pad and crutch handle are applied herein, the ambulation using the crutches are perceived to comfort.

Design and Implementation of Analysis System for Answer Dataset with Data Mining (데이터 마이닝을 이용한 시험 응답데이터 분석시스템 설계 및 구현)

  • Kwak, Eun-Young;Kim, Hyeoncheol
    • The Journal of Korean Association of Computer Education
    • /
    • v.11 no.1
    • /
    • pp.65-74
    • /
    • 2008
  • In this paper, we introduce an analysis system for answer dataset by using a data mining method. We analyze students' answer data collected from a test including multiple choice question items, and find associations between the items. Analysis of evaluation results based on our system will not only provide correct information on students' achievement levels but also provides a basis for modifying weaknesses of the evaluation procedures, question items, or teaching/learning procedures. Furthermore, it will enable us to improve the quality of question items for future use so that we can secure itemsets of high quality.

  • PDF

A Study on Cloud Service Quality by Using Importance-Performance Analysis (IPA 기법을 적용한 클라우드 서비스 품질 분석)

  • Park, So Hyun;Lee, Kuk Hie;Park, Sung Sik
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.21 no.2
    • /
    • pp.73-91
    • /
    • 2016
  • This study sheds light on the quality aspect of cloud computing services as next IT platform. Three tasks of the research are to extract the quality factors of cloud service from the user's viewpoint, empirically analyze the perceptual differences between the user group and the provider group by applying the IPA technique, and suggest some quality factors that need to be improved. Based on the previous researches and focus group evaluation, 13 quality factors have been established. Two field surveys have been performed respectively to collect the perceptual importance and satisfaction level of the users and the providers. It is shown that the quality satisfaction of the user group is lower than the quality perceived by the providers. And there exist significant differences between two groups in respect to quality importance level and IPA matrix. In conclusion, 6 quality factors that need to be improved are suggested such as service functionality, service availability, interoperability, scalability, confidentiality, and provider's responsiveness.

A Study on the Applicability of Facial Action Coding System for Product Design Process (제품 디자인 프로세스를 위한 표정 부호화 시스템(FACS) 적용성에 대한 연구)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.3
    • /
    • pp.80-88
    • /
    • 2019
  • With more emphasis on emotional communication with users in product design field, designers' clear and prompt grasp of user's emotion has become the core activity in product design research. To increase the flexibility applying emotion measurement in the process of product design, this study has used Facial Action Coding System (FACS) of behavioral emotion measurement method in product design evaluation. To select specimens, it has flexibly used the emotional product Image Map. Then this study has selected six product irritants inducing positive, negative and neutral emotions, and conducted FACS experiment with ordinary product users of 20 generations as the experimental subject, and analyzed users' emotional state in response to the irritants through their facial expressions. It also analyzes the advantages and disadvantages of FACS in the process of product design, such as "recording users' unconscious facial expressions" and puts forward some applicable schemes, such as "choosing a product stimulus with high user response". It is expected that this paper can be helpful to the flexibility of FACS as a method to predict user's emotion in advance at the trial stage of product design before launching them to the market.

Experimental Study on Interaction Inducement to Trigger Active User Engagement in Situated Public Display Environments (공공 디스플레이 환경에서 사용자의 적극적 상호작용을 촉발하는 인터랙션 유도에 관한 실험적 연구)

  • Joong Ho Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.6
    • /
    • pp.765-770
    • /
    • 2024
  • Successful deployment of a situated public display relies on its ability to engage many users steadily and for a considerable length of time. Despite an abundance of valuable findings from previous studies, questions remain as to the keys to such success. In this work, to evaluate its ability to actively entice users to participate in an interactive public display, we compared 3 types of touch-based interaction modes on a multi-touch based public display, the Wall of Quiz, each mode providing, respectively, (1) a funny video clip, (2) a quiz game, (3) a quiz with an encouraging message for 10 consecutive correct answers. We videotaped user behavior in the wild, having developed the Mensecond as an evaluation index, and found that mode (3) resulted in a significantly higher Mensecond rate. This result implies that the provision of motivation leads to in-depth engagement in display content, which may in turn result in successful delivery of such information as ads, notices, campaigns, and so on.

A Study on the Approach Method of Product Form by User Mental -Concentrated on Implicit & Explicit memory- (사용자 심리적 연상에 의한 제품형태 접근 방법에 관한연구 -암묵기억과 외현기억을 중심으로-)

  • 안철홍;정도성
    • Archives of design research
    • /
    • v.15 no.1
    • /
    • pp.27-36
    • /
    • 2002
  • To do this, study of human memory and theoretical approach on form in general is carried out to compare the types of memories and the stage of perceive theoretically to discover the relationship between psychological perceive and form. In the second please, scenario of form recognition in cultural aspect is studied through various written records to obtain unbiased critics on what a person can feel from a form through various analysis and experiment. Examples will be given on products designed on the basis of correlation with form through analysis. Through this procedure, elements of reactions on implicit and explicit is derived (Data obtained from experiments on computers and inquiries are used) Analyzed elements are than divided into, general knowledge, memories of reality and subconsciousness memories and basic mental image and user mental image and mental image of form of each products are analyzed. In the third phase, the way of adapting of the elements obtained from the analysis of implicit and explicit reaction to the field of design is predicted. Together with this, future theme this the study will be suggested. Confusions obtained from this study can be listed as below.

  • PDF