• Title/Summary/Keyword: 사용자 유형

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KHistory: A System for Automatic Generation of Multiple Choice Questions on the History of Korea (KHistory: 한국사 객관식 문제 자동 생성 시스템)

  • Kim, Seong-Won;Jung, Hae-Seong;Jin, Jae-Hwan;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.253-263
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    • 2017
  • As needs for knowledge on Korean history and the attention of the people are rapidly increasing, various smartphone applications for learning the history have appeared during recent years. These applications provide multiple choice questions to users through their own problem banks. But, since these questions are selected from the fixed set of problems that are stored previously, the learning efficiency of users is inevitably decreased when they use the applications repeatedly. In this paper, we present a question generation system named K-History which generates multiple choice questions in an automatic way using the database on the history of Korea. In addition, we also describe the development of the application Korean History Infinite Challenge as a learning application for Korean history. To develop K-History, we classify typical types of learning problems through various problems based on Korean history learning materials, proposing algorithms to generate problems according to the types found. Through the developed techniques, various learning systems can reduce the cost for creating questions, while increasing the learning efficiency of users.

Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

The Influence of Altering Mobile Phone Interface on the Generation of Mental Model (모바일 폰의 인터페이스 변경이 멘탈모델 형성에 미치는 영향)

  • Park, Ye-Jin;Kim, Bon-Han
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.575-588
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    • 2008
  • This study is to inquire respective patterns of mental models caused by wrongful usages which can be experienced when a user who is used to a keypad-based mobile phone starts using a touch screen mobile phone and to find out the features of the user's logical process of correcting such wrongful usages to a new mental model. In addition, design improvement to be considered for easy generation of the mental model regarding touch screen mobile phones was reviewed in this study. We set up test subjects for the most frequently used seven high priority functions among touch screen phone functions and carried out the subject assessment together with interview surveys after the video observation experiment. Our test results show that test subjects who were used to keypad-based mobile phones tend to use operation knowledge related to the computer operational system(Window) or the web browse, navigation including Tap or Double Tap in order to correct the mental model when a wrongful usage is made. In addition, the result of comparison and analysis of the subject assessment and the video observation experiment data shows that wrongful usages of touch screen mobile phones mostly occurred in the field of 'information feedback' and 'navigation' among mobile phone components.

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Development of Template for Automatic Generation of Presentation Layer in J2EE-Based Web Applications (J2EE기반의 웹 애플리케이션을 위한 프리젠테이션 계층 자동생성 템플릿 개발)

  • 유철중;채정화;김송주;장옥배
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.2
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    • pp.133-145
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    • 2003
  • Web applications based on J2EE($Java^{TM}$ 2 Platform, Enterprise Edition) were occurred for solution to overcome the limitations in time and space that the former applications had. Recently, lots of solutions using frameworks are being suggested to develope applications more quickly and efficiently. In this paper, we propose the template for several processes and types, which should be taken in presentation layer of web applications. This idea was based on the fact that web applications developers can concentrate on their specific tasks with independent manner in layered architecture. This template is XML-typed document that shows information about presentation layer of Web applications, which the user wants to compose. This template is inputted to the code generator. After then, the code generator generates skeleton code in presentation layer automatically after parsing information of XML documents. It means that we can develope Web applications more efficiently, by constructing skeleton code which inherits from hot spot classes of framework. Using this template and code generator, developer can develop Web applications with little practice and also is easy to cooperate with other developers to develop them just in time with distributing the standard development process.

Detection of Gaze Direction for the Hearing-impaired in the Intelligent Space (지능형 공간에서 청각장애인의 시선 방향 검출)

  • Oh, Young-Joon;Hong, Kwang-Jin;Kim, Jong-In;Jung, Kee-Chul
    • The KIPS Transactions:PartB
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    • v.18B no.6
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    • pp.333-340
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    • 2011
  • The Human-Computer Interaction(HCI) is a study of the method for interaction between human and computers that merges the ergonomics and the information technology. The intelligent space, which is a part of the HCI, is an important area to provide effective user interface for the disabled, who are alienated from the information-oriented society. In the intelligent space for the disabled, the method supporting information depends on types of disability. In this paper, we only support the hearing-impaired. It is material to the gaze direction detection method because it is very efficient information provide method to present information on gazing direction point, except for the information provide location perception method through directly contact with the hearing-impaired. We proposed the gaze direction detection method must be necessary in order to provide the residence life application to the hearing-impaired like this. The proposed method detects the region of the user from multi-view camera images, generates candidates for directions of gaze for horizontal and vertical from each camera, and calculates the gaze direction of the user through the comparison with the size of each candidate. In experimental results, the proposed method showed high detection rate with gaze direction and foot sensing rate with user's position, and showed the performance possibility of the scenario for the disabled.

A Proposal of Educational 3D Modelling Software Development Type Via User Experience Analysis of Open Source 3D Modelling Software (무료공개 3D모델링 소프트웨어 사용자 경험 분석을 통한 교육용 3D모델링 소프트웨어 개발유형 제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.87-102
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    • 2017
  • With increasing interest in 3D printing, the interest in the 3D modelling training that should precede the 3D printing is increasing. However, the existing 3D modelling software is developed mostly by foreign brands. Thus, the interfaces are all in English. 3D modelling software training for Korean novices who are not familiar with these terms has constraints. This study aims to explore what to consider when developing a Korean model for 3D modelling educational software for 3D printing in the face of such reality. For this goal, after having novices with no experience in 3D modeling to perform a house building task using either 12D Design or Tinker CAD, we conducted a survey. It was found in the result that more users favored Tinker CAD over 123D Design, and the errors involved while working with the Tinker CAD were less than those with the 123D Design, and the ratio of people who completed the task with the Tinker CAD was higher than that with the 123D Design. In general discussion, an introductory level educational 3D modeling software development is proposed which utilize characteristics of Tinker CAD (easy modelling is possible by three-dimensional figures) and web-based method. Also, a beginner/intermediate level educational 3D modeling software development is proposed which utilize characteristics of 123D Design (with finer measurement manipulations and figure alignment) and Windows-based method.

Evaluating the Reaction Force of Office Chair Backrest for Different Joint Structures (사무용 의자의 조인트 구조에 따른 등판 반발력 분석)

  • Hyeong, Joon Ho;Kim, Sa Yup;Roh, Jong Ryun;Park, Seong Bin;Chung, Kyung Ryul
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.39 no.6
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    • pp.535-540
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    • 2015
  • The location of the pivot between the backrest and seat pan of a reclining chair should be identical to the hip joint center to prevent unpleasant user experiences during tilting motion. However, mechanical friction occurs in the pin-in-slot joints that are installed under the seat pan as an alternative to the hinge joint. This reduces the reaction force between the backrest and the occupant's back when reclining and returning to an upright position, which causes the occupant's discomfort. In this study, bearings, rollers, and sliders were suggested as alternatives for the pin component, and the percentage of the reaction force on the backrest was measured while reclining the backrest and subsequently returning it to an upright position. The results show when bearings, rollers, and sliders were used for the pin-in-slot joint, the percentages of the reaction force were $59.7{\pm}10.3$, $47.2{\pm}13.6$, and $30.3{\pm}18.1$, respectively, indicating that the friction of the bearing was the lowest among the three pin components. Because the three alternatives have different manufacturing costs, synthetic judgment requires the consideration of not only mechanical friction but also user experience.

A Study on the Development and Adaption of Open Innovation Analysis Model (특허기반 개방형 혁신 분석 모델 개발 및 적용 연구)

  • Yun, Jin-Hyo Joseph;Kwon, Oh-Jin;Park, Jin-Seo;Jeong, Eui-Seob
    • Journal of Korea Technology Innovation Society
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    • v.13 no.1
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    • pp.99-123
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    • 2010
  • We develop Open Innovation Analysis Method in the Patent analysis field and applies it to analyze Deagu-Gyung-buk Cases. After Chesbrough researches the open innovation situation about U. S. company Cases, many researchers began to study about Open Innovation of Companies. And Hippel participated in User Innovation research about Medical equipments and extreme sporting equipments. He pointed out that user innovation occurred new products. I call it User based Open Innovation. But the methods for Open Innovation are limited such as Case study, Survey analysis, and Quality study. So, we need to develop objective analysis method for open innovation of any firm. In this study, we want to develop new objective analysis method for open innovation and apply it to analyze rocal cases and global comparative studies. We will develop the Chesbrough's patent analysis method about open innovation.We apply this new open innovation analysis method to analyze medical equipment and fuel cell industries in Daegu and Gyung-buk Province. faembedded structure of the cooperative research network of innovation We also will apply this method to analyze Samsung and Nokia Mobile industry, and Hyundae and Toyota automobile industry.

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A Study of Chatbot Personality based on the Purposes of Chatbot (사용목적에 따라 선호하는 챗봇의 성격에 관한 연구)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.319-329
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    • 2018
  • With rapid development of technology for strong AI chatbot, the role of chatbot has been extended from conducting simple tasks to being a friend or counsellor. For this newly emerging purpose of chatbot, endowment of personality is important to make the chatbot regarded as a human being. Nevertheless I found that there are few guides about it. Thus, this study identifies the proper personality of chatbot depending on the purpose of services and user types. The purposes of chatbot services are divided into three types such as leisure-time, counselling, and task. The DISC theory is used for categorizing personality, which consists of 4 types such as dominance(D), inducement(I), submission(S), and compliance(C). An interview and survey were conducted to investigate the preferred personality of chatbot and contents for leisure-time. As results, people tend to prefer people-oriented types such as I, S for their leisure time, task-oriented types such as D,C for their task, and slow types such as C,S for counselling. Women prone to prefer neutral gender except for counselling and men tend to prefer female in all chatbot services. Preferred chatbot age is either same or younger age for leisure-time, same or older for counselling, and 30's for tasks. Preferred contents for leisure-time are mostly recent information but many 20's want fun contents and 50-70's want emphatic conversation. 30-50's want honorific but 20's and 60-70's don't care. The research results useful guide on proper personality of AI chatbot for each purpose of its service.

Literature Review on Communication Assessment Scales for AAC User (보완대체의사소통체계 사용자를 위한 의사소통 측정도구 문헌분석)

  • Jeong, So-Young;Kim, Sam-Sup
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.818-828
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    • 2014
  • The purpose of this study was to investigate targets to use measurement tools to communicate developed in Korea and factors consisting of questions, to examine how measurement tools to communicate applied for AAC subjects were. In the case of measuring language and communication skills targeting people with disabilities, aphasia was out of common, in the case of applying to different types of failures, it showed rare. While factors consisting of questions on measurement tools to communicate had many factors on communication limitations and many factors on impairments in body functions that limit communication, they didn't have a lot of factors on restrictions in participation caused by communication limitations and lots of environmental factors that serve as barriers or facilitators for communication. AAC intervention was applied in the order of physical disabilities, autistic disorder, mental retardation, developmental disabilities, communication disorders, although "PPVT-R", "REVT" were widely used as measurement tools to communicate used in AAC intervention experiment, there were much more cases of relying on observation than standardized tools. Based on the results, we discussed that the need of evaluating to provide ACC application and individualized education(IEP)'s grounds and the research on evaluation criteria and measurement questions should be tried.