• Title/Summary/Keyword: 사용자 선호도 조사

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Design and Implementation of Today Poll System for the Social Poll System Environment (Social Poll 시스템 환경을 위한 Today Poll 시스템의 설계 및 구현)

  • Park, Ji-Ho;Park, Sung-Wook;Lee, Sun-Ho;Lee, Im-Yeong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.815-818
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    • 2011
  • 모바일 인터넷 통신망의 급속한 발전과 스마트폰 보급률이 늘어남에 따라 언제 어디서나 빠르게 인터넷에 접속할 수 있는 정보 인프라가 갖추어졌다. 더불어 이를 이용하는 사용자 간의 사회적 네트워크 소통 시스템이 최근 주목받고 있다. 하지만 단순한 메시지나 사진, 음성이나 동영상 등의 데이터를 교환하는데 그치고 있다. 이러한 시스템 환경에서는 다른 사용자의 피드백이 필요한 질문이나 설문, 투표와 같은 요청이 발생하였을 때 만족스러운 결과를 얻기까지 여러 번의 복잡한 메시지 교환이 이루어져야 한다. 본 논문에서는 이러한 불편을 해결하기 위하여 질문자의 물음에 답변하는 일반적인 설문조사 방식이 아닌 투표 할 수 있는 후보에 대한 추천을 응답자들이 직접 하는 것이 가능하도록 하는 시스템을 설계 및 구현하였다.

An Analysis on Achievement-assessing Style for Serious Game (기능성게임의 성취도 평가 유형 분석)

  • Yoon, Seon-Jeong
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.15-24
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    • 2012
  • Serious games are purposive game. So game-developers want to achieve the desired purposes, and game-users also want to play to achieve the goals of playing games. The function of achievement-assessing is an important area of serious game. In this study, achievement-assessing style was defined as three types, that is, 'all-in-one', 'complex', and 'separation'. Accordingly, we analyzed which type of serious games use which type of achievement-assessing style. As a result, the survey shows that those who want to play game itself preferred 'all-in-one' above all, and those who want to stick to the purpose of game preferred 'separation' or 'complex'. In addition, the investigation of preference of achievement-assessing function shows that users, as a whole, preferred 'all-in-one'. We hope this study will be useful data to design of achievement-assessing function which achieve the purpose of game and provide users with higher satisfaction.

Content Analysis of Articles on the Mobile Based Tourism Information (모바일 관광정보 연구논문에 관한 내용분석)

  • Ko, YoungKwan;Kim, Mincheol
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.203-214
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    • 2012
  • As users of mobile devices such as smart phone are rapidly growing owing to the development of information technology, interest for information retrieval and a variety of services using mobile devices is gradually increasing. Users want to get the tourist information service through the use of mobile devices and accordingly, Korea local governments are trying to provide a variety of services on the mobile tourist information via smart phone. As more interest and requirements on mobile tourist information service, researches on types and preferences of mobile tourist information, measurement of the quality of service, the user's satisfaction and re-use is currently being done. However, meanwhile, the research on the content analysis classified and investigated a wide variety of numerical rating scale such as research topics of research papers, research methodology is wholly lacking. Thus, in terms of the research need on a systematic study of the domestic mobile tourist information, this study presented the research tendencies and implications of yearly research trends, research subjects, statistical analysis techniques, research methods, research models and theories related to the mobile tourist information focusing on journals listed on the National Research Foundation of Korea.

A Proposal on Digital Cable TV Menu for 20's (20대 사용자를 위한 디지털 케이블 TV 메뉴 제안)

  • Kim, Yong-Seong;Noh, Ji-Hye;Park, Su-Bin;An, So-Hyeon;Yeoun, Myeong-Heum
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1053-1058
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    • 2009
  • Digital cable TV(DCATV) is totally different with a existing TV which is passive, and can pick the contents anytime we want. It is very popular in many houses and we can see bright future with this. This study will show a standard that is a suitable and convenient VOD menu category for 20's through a various usability test. Moreover it will be provided new menu style and GUI through the preferences. For this, we found expected problems first through the heuristic analysis and did iterative usability test to verify and improve these problems. As a result of that, we improved errors of VOD menu structure and suggested new menu style including metaphor, colour and icon users can recognize easily. That is, VOD categories should be grouped among definite meanings. And we found using convenience is more important than new discovery of method on menu style for experienced users. This study can be not only based data when DCATV menu is renewed but also can be used as a reference data when designing other DCATV menu.

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Development of the Multi-Path Finding Model Using Kalman Filter and Space Syntax based on GIS (Kalman Filter와 Space Syntax를 이용한 GIS 기반 다중경로제공 시스템 개발)

  • Ryu, Seung-Kyu;Lee, Seung-Jae;Ahn, Woo-Young
    • Journal of Korean Society of Transportation
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    • v.23 no.7 s.85
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    • pp.149-158
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    • 2005
  • The object of this paper is to develop the shortest path algorithm. The existing shortest path algorithm models are developed while considering travel time and travel distance. A few problems occur in these shortest path algorithm models, which have paid no regard to cognition of users, such as when user who doesn't have complete information about the trip meets a strange road or when the route searched from the shortest path algorithm model is not commonly used by users in real network. This paper develops a shortest path algorithm model to provide ideal route that many people actually prefer. In order to provide the ideal shortest path with the consideration of travel time, travel distance and road cognition, travel time is predicted by using Kalman filtering and travel distance is predicted by using GIS attributions. The road cognition is considered by using space data of GIS. Optimal routes provided from this paper are shortest distance path, shortest time path, shortest path considering distance and cognition and shortest path considering time and cognition.

A study on the application of on-line card game Avatar (온라인 카드게임 아바타 활용에 관한 연구)

  • Lee, Mi-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.133-142
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    • 2005
  • Recently, on-line users prefer image and sense that are deviated from standardization pattern. Also, they need instant and mutual exchangeable communication forms. Developing the various Avatars is required to apply it to various situations. It is due to that the Avatar is used as a card in the on-line communication to represent the user's character visually. The Avatar in the on-line game, such as poker or go-stop which are the most popular nowadays, does not have different character from general community site. Therefore, it dose not satisfy owner who needs sensitive and various character of the Avatar. In this paper, we will be analysis the card game Avatar service, character and desire of the user in existing game petal sites. Also, we'll provide service method which can satisfy the user's requirements. For this, we survey recognition and design preference of users on the card game Avatar.

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Study on floating action button's use and its application (Floating Action Button의 사용 실태와 올바른 사용법)

  • Kang, Hyo Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.261-266
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    • 2019
  • The purpose of this study is to assess usage of floating action button, a component of Google's Material Design. Case studies were conducted to overview the component's current usage and qualities, followed by eye-tracking experiments and in-depth interviews conducted to 12 subjects. Results have shown that while floating button can promote an action by catching viewers' attention with its striking visual, users tend to look at top more, thus preferring top placement for interfaces. To give positive user experience, designers should consider factors such as the amount of content covered by the button, the way users interact with the application, etc. This study aims to provide proper guidelines for the component's application.

Familiarity and Preference on Korean Typefaces by Serif and Square-Frame (한글 글꼴의 세리프 및 네모틀 여부에 따른 친숙성과 선호도)

  • Lee, Haeun;Hyun, Joo-Seok
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.29-38
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    • 2021
  • Korean typefaces are characterized on two axes: a font is either serifed or non-serifed, and it is either square-frame or non-squared. A serifed font entails small strokes that are regularly attached to the ends of larger strokes. Conversely, fonts without these marks are termed sans-serif. One of the exclusive features of Korean typeface of the square-frame type is that in such fonts, vowels and consonants often with their final vowels, are harmonically placed within the boundaries of the virtual square. We hypothesize that serifed and squared-frame typefaces are more popular and preferred owing to their widespread use throughout history. A survey incorporating Korean pangrams written with serif, sans-serif, squared, and non-squared typefaces was designed to test the present hypothesis. We found that people typically preferred and were more familiar with squared typefaces compared to non-squared typefaces. However, no difference was observed between serifed and san-serif typefaces. Furthermore, a positive correlation was found between familiarity and preference ratings only where the typefaces had squared and serifed features. The results revealed that Korean typefaces with the squared feature were more well-known and, therefore, more preferred to the typefaces without it. The results further indicated that Korean typefaces with the squared feature can be recommended for people's familiarity to it and the comfort it provides, and their emotional relevance and sensibility enhanced if serifs are added.

Analysis of User Preferences in the Use of E-book Readers: Feature-Setting Options and Touchscreen Actions in a Smartphone Environment (스마트폰 환경에서 전자책 리더 기능 설정 옵션 및 터치스크린 동작 사용에 관한 사용자 선호도 분석)

  • Kim, Mihye
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.141-152
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    • 2014
  • The user interfaces of electronic-book (e-book) readers in the e-book market are highly diverse, and this has led to major usability issues. In this paper, we analyze user preferences in terms of feature-setting options and the use of touchscreen actions in the six most commonly used e-book readers for smartphnoes. We identify alternatives for these features, which can enhance the usability of e-book readers, based on these user preferences. The survey results for the feature-setting options show that it is desirable to support at least eight background colors, as well as the ability to specify the color of the background icons. Adjusting the screen brightness using a setting bar with the support of an auto-brightness option is desirable, as in using +/- buttons to adjust the font size, as well as approximately 10 font faces. We find that it is desirable to support fade, slide, scroll and curl page-turing options, in addition to a simple non-animated page-turning effect, and that page movement should be accomplished using a scroll bar with the support of the page movement features by entering a page number, and by using the table of contents as well as bookmarks. The survey results on the use of touchscreen options indicated that it is useful to be able to configure the screen layout of an e-book reader by dividing it into three areas: left, right, and center. And then, when users briefly touch the left and right areas, it is ideal to move to the previous and subsequent pages, respectively; and when they briefly touch the center region, it is desirable to display a touch feature menu. We believe that the results of this study may provide guidance in the design of user interfaces for e-book readers.

Survey study on the Preference of Dental Medical Personnel for Dental CAD/CAM Milling Machines (치과용 CAD/CAM 밀링기에 대한 치과의료종사자들의 선호도 조사)

  • Song, Eun Sung;Kim, Bongju;Lim, Young-Joon;Lee, Jun Jae
    • The Journal of Korean Academy of Prosthodontics
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    • v.56 no.3
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    • pp.188-198
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    • 2018
  • Purpose: Recently, according to the development of digital technology, computer aided design/computer aided manufacture (CAD/CAM) system is widely used for fabrication of various dental prostheses in the field of dentistry. This study aims to survey the present state and awareness of CAD/CAM system on domestic dental field, and to supply the advice for the application of the new system. Materials and methods: In this questionnaire survey was conducted for a total of 298 dentists, dental hygienist and dental technicians of the whole country including the dental hospital of Seoul National University for two months from November to December, 2016 through mail. Results: The most important purpose to consider when purchasing a dental CAD/CAM milling machine were the performance of the milling machine (64.43%) and the use of milling machine was the highest with 49.33% of manufacturing for dental prosthesis and customized implant abutment. In addition, more than 60% of respondents answered positively about the purchase of new milling machine if the CAD/CAM milling machine was improved to satisfactory performance. Conclusion: This survey results show that the improved CAD/CAM milling machine would be play an important role in the dental industry in preparation for digitization and the 4th industrial revolution.