• Title/Summary/Keyword: 사용자 반응 평가

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The global response to K-POP idol group's New Hanbok: The case of Black Pink Fashion (K-POP 아이돌 그룹 신한복 스타일에 대한 글로벌 반응: 블랙핑크 패션 사례)

  • Choi, Yeong-Hyeon;Chen, Tianyi;Lee, Kyu-Hye
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.533-541
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    • 2020
  • This study aims for investigating the consumers' reaction to the New Hanbok Style of K-pop idol groups. We collected YouTube videos and user comments that include 'Black Pink New Hanbok' as a keyword, applying social network analysis and sentiment analysis. First, the New Hanbok of Black Pink was designed as a mini-dress to make it easier to dance and turned out that it reinterpreted traditional elements modernly. Second, the issue about revealing costumes appeared as a keyword in domestic reactions, it did not appear in international reaction. Third, as a result of sentiment analysis, international audience viewed New Hanbok outfit more positively than domestic audience. This study is significant in that it suggests the direction to which New Hanbok should head to by investigating extensive consumers' reaction and finding out the positive and negative elements of New Hanbok.

Improvement on Similarity Calculation in Collaborative Filtering Recommendation using Demographic Information (인구 통계 정보를 이용한 협업 여과 추천의 유사도 개선 기법)

  • 이용준;이세훈;왕창종
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.5
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    • pp.521-529
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    • 2003
  • In this paper we present an improved method by using demographic information for overcoming the similarity miss-calculation from the sparsity problem in collaborative filtering recommendation systems. The similarity between a pair of users is only determined by the ratings given to co-rated items, so items that have not been rated by both users are ignored. To solve this problem, we add virtual neighbor's rating using demographic information of neighbors for improving prediction accuracy. It is one kind of extentions of traditional collaborative filtering methods using the peason correlation coefficient. We used the Grouplens movie rating data in experiment and we have compared the proposed method with the collaborative filtering methods by the mean absolute error and receive operating characteristic values. The results show that the proposed method is more efficient than the collaborative filtering methods using the pearson correlation coefficient about 9% in MAE and 13% in sensitivity of ROC.

Development of An Integrated Monitoring System Using The Client Information (발신자 정보기반 통합 모니터링 시스템의 설계 및 개발)

  • Kim, Hyun-Ju;Kim, Chang-Gun;Kim, Wan-Kyoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.1077-1080
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    • 2005
  • Using wireless communication that has been developed, it has activated electronic commerce. Thus in this kind of commercial dealing, it is more important to provide user's friendly relation rather than providers mechanical reaction to be one of the important factors. So in this paper, it describes about the development of Client Information Monitoring System(CiMoS) that accumulate user's information during the electronic commerce(wire-less) and evaluate to make server to use it in real time.

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A Study on Wearable Augmented Reality-Based Experiential Content: Focusing on AR Stone Tower Content (착용형 증강현실 기반 체험형 콘텐츠 연구: AR 돌탑 콘텐츠를 중심으로)

  • Inyoung Choi;Hieyong Jeong;Choonsung Shin
    • Smart Media Journal
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    • v.13 no.4
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    • pp.114-123
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    • 2024
  • This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.

A Project on Help Service Application for Foreign Students in Gwangju (광주 내 외국인 학생들을 위한 도움 서비스 어플리케이션에 관한 프로젝트)

  • Gyu-Min Lee;Hieyong Jeong
    • Annual Conference of KIPS
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    • 2024.10a
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    • pp.1130-1131
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    • 2024
  • 광주시내 외국인 유학생 및 근로자들의 수가 증가하고 있다. 하지만 여전히 행정과 실생활에 필요한 자국어 설명 등의 제공 서비스는 제공되고 있지 않다. 외국인들의 좀 더 안정된 정착을 위해서는 생활하는데 반드시 필요한 행정 등의 자국어 설명이 실시간으로 제공되는 것이 필요하다. 이에 본 연구에서는 외국인들에게 도움이 되는 통역 어플리케이션을 개발하고 그 성능을 검증하는 것을 목적으로 하였다. 시스템은 자발성, 자율성, 사회성, 반응성을 갖는 독립된 프로그램인 에이전트를 조합하여 구성되는 시스템으로 일반 사용자에게 편리하고 자연스러운 메타포를 제공한다. 외국인 학생들을 통한 정적인 평가 결과 뿐만 아니라 센서 기반 측정 데이터를 통한 정량적인 평가 결과를 통하여 개발한 어플리케이션의 유효성을 확인할 수 있었다.

A Research on the User's Cognitive Stress According To Font Size displaying on PDA. (PDA의 정보 표시부에 표시되는 문자 크기와 생리적 부담)

  • Kwon O-Jae
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.321-332
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    • 2005
  • This study is about the effect on the user's cognitive stress by font size when they read on PDA (Personal Digital Assistant). The evaluation was done through both subjective evaluation and physiological one, which is brain wave test, while the research and analysis were focused on the relationship between the user's cognitive stress and font, size. The two final results were found out as follows. 1) Font sizes, which were tested, were 8, 10, 12, 14, and 16points. Among theses, font size 14 was the least stressful for the users. while the most stressful size was found out 8 points. 2) The cerebral cortex reaction according to the font size activated occipital lobe, parietal lobe of occipital visual area. Here we could come to a very important conclusion that the smaller font size on mobile information appliances mate users the more stressed.

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A Study on Interactive Sound Installation and User Intention Analysis - Focusing on an Installation: Color note (인터렉티브 사운드 설치와 사용자 의도 분석에 관한 연구 - 작품 Color note 를 중심으로)

  • Han, Yoon-Jung;Han, Byeong-Jun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.268-273
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    • 2008
  • This work defines user intention according to intention range, and also proposes an interactive sound installation which reflects and varies above features. User intention consists of several decomposition concepts, which are elemental intentions, partial intentions, and a universal intention. And also, each concept is defined as inclusion/affiliation relationship with other concepts. For the representation of elemental intention, we implemented an musical interface, Color note, which represents the colors and notes according to response of participants. We also propose Harmonic Defragmentation (HD), which arranges the partial intentions with harmonic rule. Finally, the universal intention is inferred to the comprehensive direction of elemental intentions. We used Karhunen-Lo$\`{e}$ve(K-L) Transform for the inference. For verifying the validity of our proposed interface, the "Color Note," and the various techniques, we installed our work and surveyed various users for the evaluation of HD and statistical techniques. Also, we commissioned another survey to find out satisfaction measurement which was used for expressing universal intention.

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Development of a Method of Cybersickness Evaluation with the Use of 128-Channel Electroencephalography (128 채널 뇌파를 이용한 사이버멀미 평가법 개발)

  • Han, Dong-Uk;Lee, Dong-Hyun;Ji, Kyoung-Ha;Ahn, Bong-Yeong;Lim, Hyun-Kyoon
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.3-20
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    • 2019
  • With advancements in technology of virtual reality, it is used for various purposes in many fields such as medical care and healthcare, but as the same time there are also increasing reports of nausea, eye fatigue, dizziness, and headache from users. These symptoms of motion sickness are referred to as cybersickness, and various researches are under way to solve the cybersickness problem because it can cause inconvenience to the user and cause adverse effects such as discomfort or stress. However, there is no official standard for the causes and solutions of cybersickness at present. This is also related to the absence of tools to quantitatively measure the cybersickness. In order to overcome these limitations, this study proposed quantitative and objective cybersickness evaluation method. We measured 128-channel EEG waves from ten participants experiencing visually stimulated virtual reality. We calculated the relative power of delta and alpha in 11 regions (left, middle, right frontal, parietal, occipital and left, right temporal lobe). Multiple regression models were obtained in a stepwise manner with the motion sickness susceptibility questionnaire (MSSQ) scores indicating the susceptibility of the subject to the motion sickness. A multiple regression model with the highest under the area ROC curve (AUC) was derived. In the multiple regression model derived from this study, it was possible to distinguish cybersickness by accuracy of 95.1% with 11 explanatory variables (PD.MF, PD.LP, PD.MP, PD.RP, PD.MO, PA.LF, PA.MF, PA.RF, PA.LP, PA.RP, PA.MO). In summary, in this study, objective response to cybersickness was confirmed through 128 channels of EEG. The analysis results showed that there was a clearly distinguished reaction at a specific part of the brain. Using the results and analytical methods of this study, it is expected that it will be useful for the future studies related to the cybersickness.

A Usability Testing for the Verification of User Mental Model in Using Multifunction Printer (프린터 복합기의 사용자 심성모형 검증을 위한 사용성 평가)

  • Chung, Sung-Jae;Kim, Bong-Gun;Ha, Kwang-Soo;Jung, Hye-Heon;Lim, Bong-Uk
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.1-10
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    • 2010
  • This study is about what process and methodology could make UI designer be able to achieve the interface which considers user's mental model through implementing corporate line-up model, when people design an interface between product of multi-function printer and user. The most important concern of UI designers who are dealing with an interface between product and user is how they can make product system image match user's mental model so that users can utilize products without any confusion and discomfort. If concept model which designers bring up and mental model which users expect and recognize could be of one accord, then users can feel ease of use toward products. The understanding and observation for user behavior and use pattern is prerequisite to develop user-centered interface between product and user. However, UI designers do design interface from their own perspective and assumption in many business areas, and users do not react as designers assumed and intended in many cases or examples. This study is to find inappropriate system images against users' mental model on basic function of multi-function printer, and the relationship of system image and user's mental model is diagramed to build up a hypothesis. The hypothesis from this study is validated through evaluation of domestic and international users. In addition, two suggestions to improve usability problems revealed from user test are proposed. The optimal solution is designed based on the result of user evaluation and consideration of many user environments, and then it is implemented to line-up product. In conclusion, this study considers how UI designers can create system image which is close to user's mental model.

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Performance Evaluation of Synchronization Algorithms for Multi-play Real-Time Strategy Simulation Games (멀티플레이 실시간 전략 시뮬레이션 게임을 위한 동기화 알고리즘들의 성능 평가)

  • Min Seok Kang;Kyung Sik Kim;Sam Kweon Oh
    • Annual Conference of KIPS
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    • 2008.11a
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    • pp.1280-1283
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    • 2008
  • The network performance of MOGs(Multiplayer Online Games) can be measured by the amount of network loads and the response times on user inputs. This paper introduces a frame locking algorithm and a game turn algorithm that have been used for game synchronization in the area of RTS(Real-time Strategy Simulation) Games, a kind of MOG; the results of performance evaluation of these two algorithms are also given. In addition, a server architecture for MOG servers in which replacing synchronization algorithms can be done easily for pursuing efficient performance evaluation, is also introduced.