• Title/Summary/Keyword: 사용자 유형

Search Result 1,154, Processing Time 0.04 seconds

Design of the emotion expression in multimodal conversation interaction of companion robot (컴패니언 로봇의 멀티 모달 대화 인터랙션에서의 감정 표현 디자인 연구)

  • Lee, Seul Bi;Yoo, Seung Hun
    • Design Convergence Study
    • /
    • v.16 no.6
    • /
    • pp.137-152
    • /
    • 2017
  • This research aims to develop the companion robot experience design for elderly in korea based on needs-function deploy matrix of robot and emotion expression research of robot in multimodal interaction. First, Elder users' main needs were categorized into 4 groups based on ethnographic research. Second, the functional elements and physical actuators of robot were mapped to user needs in function- needs deploy matrix. The final UX design prototype was implemented with a robot type that has a verbal non-touch multi modal interface with emotional facial expression based on Ekman's Facial Action Coding System (FACS). The proposed robot prototype was validated through a user test session to analyze the influence of the robot interaction on the cognition and emotion of users by Story Recall Test and face emotion analysis software; Emotion API when the robot changes facial expression corresponds to the emotion of the delivered information by the robot and when the robot initiated interaction cycle voluntarily. The group with emotional robot showed a relatively high recall rate in the delayed recall test and In the facial expression analysis, the facial expression and the interaction initiation of the robot affected on emotion and preference of the elderly participants.

Human Primitive Motion Recognition Based on the Hidden Markov Models (은닉 마르코프 모델 기반 동작 인식 방법)

  • Kim, Jong-Ho;Yun, Yo-Seop;Kim, Tae-Young;Lim, Cheol-Su
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.4
    • /
    • pp.521-529
    • /
    • 2009
  • In this paper, we present a vision-based human primitive motion recognition method. It models the reference motion patterns, recognizes a user's motion, and measures the similarity between the reference action and the user's one. In order to recognize a motion, we provide a pattern modeling method based on the Hidden Markov Models. In addition, we provide a similarity measurement method between the reference motion and the user's one using the editing distance algorithm. Experimental results show that the recognition rate of ours is above 93%. Our method can be used in the motion recognizable games, the motion recognizable postures, and the rehabilitation training systems.

  • PDF

Design & Evaluation of an Intelligent Model for Extracting the Web User' Preference (웹 사용자의 선호도 추출을 위한 지능모델 설계 및 평가)

  • Kim, Kwang-Nam;Yoon, Hee-Byung;Kim, Hwa-Soo
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.15 no.4
    • /
    • pp.443-450
    • /
    • 2005
  • In this paper, we propose an intelligent model lot extraction of the web user's preference and present the results of evaluation. For this purpose, we analyze shortcomings of current information retrieval engine being used and reflect preference weights on learner. As it doesn't depend on frequency of each word but intelligently learns patterns of user behavior, the mechanism Provides the appropriate set of results about user's questions. Then, we propose the concept of preference trend and its considerations and present an algorithm for extracting preference with examples. Also, we design an intelligent model for extraction of behavior patterns and propose HTML index and process of intelligent learning for preference decision. Finally, we validate the proposed model by comparing estimated results(after applying the Preference) of document ranking measurement.

The Influence of Online Information on a Consumer's Purchase at Social Commerce Websites (온라인 정보가 소셜커머스 구매에 미치는 영향)

  • Kim, Jin Baek
    • Informatization Policy
    • /
    • v.21 no.4
    • /
    • pp.40-58
    • /
    • 2014
  • This study investigated how online information affected consumers' purchases at social commerce websites. In the online purchase process, consumers use two types of online information: user generated content(UGC) and vendor generated content(VGC). These information types may influence consumers'purchase intention differently because each information builds entity trust and content trust, which play mediation roles between online information and purchase intention. According to the analysis results, general transactional information and safe transaction information of VGC and reputation information of UGC significantly affected entity trust. But content trust was affected only from general transactional information of VGC. And entity trust significantly affected content trust as well as purchase intention. These findings imply that social commerce vendors should focus mainly on entity trust for enhancing consumers' purchase intention. To achieve this objective, in the short term perspective, they should endeavor how to enhance general transaction information and safe transaction information qualities because these information types are easily controlled and improved by vendors. In the long term perspective, they should focus on reputation formation because reputation takes long time.

A study on the navigation methods according to the types of website and task (웹사이트 종류와 태스크 타입에 따른 사용자의 네비게이션 유형에 대한 연구)

  • 김소영;이건표
    • Archives of design research
    • /
    • v.16 no.1
    • /
    • pp.261-270
    • /
    • 2003
  • This paper focuses on the navigation methods which users select in different websites or for different tasks. Identifying the preferred navigation methods used for each case would help developers to construct the structure of website more effectively and confidently. To achieve the goal, this paper presents a framework on the classification of links as S_link and C_link. Then experiment is designed in order to evaluate the type of preferred link in each case. For the experiment, two different types of prototype websites such as news sites and shopping sites were constructed for which two different types of tasks such as goal-centered tasks and process-centered tasks were given to users. Particularly, to minimize the effects of visual elements and technical difference, prototype websites were produced with only HTML, not JavaScript nor Shockwave Flash. The result showed dearly that type of tasks had more significant effects on users navigation patterns than type of website. And users are more dependent on the S_link in the goal-centered task and on the C_link in the process-centered task. These findings were more apparent at the Qualitative test which was conducted for the comparative analysis between prototype site and real site.

  • PDF

Interactivity in Virtual Worlds - Focused on VR Interactivity for On-line Design - (가상 현실 세계에서의 인터렉티비티 - 온라인 디자인을 위한 VR 인터렉티티를 중심으로 -)

  • 천진향
    • Archives of design research
    • /
    • v.11 no.1
    • /
    • pp.303-312
    • /
    • 1998
  • Recently, with the excessive uses of Internet, virtual spaces for the on-line introduced VRML are emerging. The inhabited virtual world includes a complex process and human experiences. The VR interactivity is now being examined, and it is the important aspect for creating VR application which may include navigating the virtual world, turning features on and off, and interacting with other users. Therefore, the study of this field is favored with a competitive advantage to the present and future multimedia designer. Thus, the subject of this thesis is for the design of virtual world, focusing on interactivity. The contents include the types of the VR interactivity, and their classifying and studying, according to the existing theories based on the literature and web sites. The types are for the user navigation, for the user interactions with other users and objects, and for the creation of metaphors. As the results of this study, it is suggested the effective application and the proposal.

  • PDF

A case study on Metaphor forms of User Interface in HMD based Virtual reality FPS games (HMD기반 가상현실 FPS게임 인터페이스의 메타포 유형 분석 연구)

  • Kim, Bo-Yeon;Suk, Hae-Jung
    • Journal of Korea Game Society
    • /
    • v.18 no.1
    • /
    • pp.27-38
    • /
    • 2018
  • Today, the field that actively utilizes HMD, which is a representative implementation device of virtual reality, is game. We have frequently used interface design using metaphor to user interface of HMD based virtual reality game. The purpose of this study is to find out the metaphor types that appear in the game interface of the virtual reality FPS genre of HMD devices, which is a new medium. As a result of research, the metaphor types appearing on multiple interfaces have navigation, predictability-based, familiarizing, and physical world metaphor in terms of information perception and predictability-based and familiarizing metaphor in term of control action. It is considered possible to construct a correct mental model. It is expected that the stability-based metaphor to prevent user mistakes and the presentation metaphor to identify the identity of information space will be needed in the future.

Moodle's Cloze type quiz editor development by using Javascript (Javascript를 이용한 Moodle의 Cloze 유형 문항 생성기 개발)

  • Park, Hyo-Won;Lee, Sun-Heum;Choi, Kwan-Sun;Kim, Dong-Sik;Kim, Won-Kyum
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.10 no.3
    • /
    • pp.547-553
    • /
    • 2009
  • Moodle is a web-based open-source LMS. This system provides the effective functions for making a various types of quizzes easily. Any interface for making a Cloze-type quiz conveniently, however, are not provided in the Moodle. In this paper, a web-based program has been developed which helps users make the Cloze-type quizzes easily. The program provides a convenient interface and achieved the considerable reduction in time-cost of making the Cloze-type quiz. The program is very helpful for users to try to make a variety of quizzes by using the Cloze-type.

Exploring the Applicability of Voice-based Psychological Counseling Agent (음성 기반 심리상담 에이전트의 활용 가능성 탐색 연구)

  • Kim, Ji Geun;Yang, Hyunjung;Lee, Ji-Won
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.7
    • /
    • pp.144-156
    • /
    • 2021
  • This study was conducted to explore important factors to consider when designing voice-based psychological counseling agents amid the increasing use of conversational agents in counseling and psychotherapy. 48 participants selected their preferred agent's voice among four types (young women and men, middle-aged women and men) and had a conversation with a psychological counseling agent. They also evaluated the reasons for voice selection, mood changes, perception of the agent's characteristics, and counseling outcomes. As a results, the agent's voice type selected according to the user's gender was not statistically significant. However, the qualitative analysis showed 'comfort' of the voice was an important factor. Next, the user's mood improved significantly after the conversation with the agent, which confirmed the intervention effect. Finally, it was found that expertness and attractiveness perceptions toward the agent contributed to the counseling outcomes. The implications of the study and suggestions for future research were discussed.