• Title/Summary/Keyword: 사용자 중심 시나리오

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Stakeholder Oriented Economical Efficiency Analysis on the Scenario to Implement Smart Transportation Services (지능형 운송 서비스 구축 시나리오에 대한 이해관계자 중심 경제성 분석)

  • Shin, KwangSup;Moon, Yongma;Hur, Wonchang;Kim, Woo Je
    • Journal of the Korea Society for Simulation
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    • v.24 no.1
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    • pp.35-43
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    • 2015
  • This research proposed a new method to evaluate the objective validity to launch smart transportation services that various stakeholders are complicatedly inter-connected. First of all, we have designed the fundamental business model to form the smart transportation services and defined the stakeholders taking part in the services. Also, the criteria to evaluate the economical validity has been proposed based on the relationship among stakeholders. Especially, in the case EV drivers and charging service providers, the economical validity depends on the scale of spreading. Therefore, we have compared the two extreme scenarios, the poor and stable level of EV spreading. According to the result, it may be said that EV drivers and charging service providers cannot be guaranteed the economical validity due to the burden of initial investment. On the contrary to this, suppliers of EV and charging gears may secure more than a certain level of profit. In addition, the government may have great profit due to reducing the CO2 emission and cost for importing energy sources. Therefore, it is needed to enhance the level of supporting EV drivers and charging service providers at the first stage. Also, the impact of the ratio of EV and charging service stations on the economical validity of smart transportation should be further investigated.

A Study on UX of Shared Electric Scooters Using Gamification: Focusing on User Engagement and Motivation (게이미피케이션을 이용한 공유 전동킥보드 서비스 UX 연구: 사용자 참여와 동기 부여 향상을 중심으로)

  • Lee, Ja-Eun;Kim, Dongwhan
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.173-186
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    • 2022
  • The purpose of this study is to investigate the influence of gamification strategies on improving participation and motivation of shared electric scooter users. To this end, this study derived the user type through the first research question of how the shared electric scooter usage behavior and pulse are, and derived user tasks and scenarios. The second research question, a shared electric kickboard app with gamification, was tested by users to see if it helps increase user participation and form motivation. As a result of the analysis, it was found that users were induced to be considerate of other users by using a combination of the motivational, relational, and self-expression strategies of gamification. Second, it was found that the use of motivation, achievement and reward, and reward visualization strategy elements promotes user's voluntary behavior. Third, through relationship, achievement, and reward strategies, users participated to create a positive culture of shared electric scooters, drawing immediate feedback, indicating that convenience has increased. In conclusion, it was found that the user helped to play a positive role in voluntary participation and motivation through the use of the shared electric kickboard service with gamification.

Designing Password Input System Resistant on Shoulder Surfing Attack with Statistical Analysis (Shoulder Surfing 공격을 고려한 패스워드 입력 시스템 구현 및 통계적 검증)

  • Lim, Soo Min;Kim, Hyoung Joong;Kim, Seong Kee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.9
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    • pp.215-224
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    • 2012
  • Using password on system is easy to build and shorten the access time to authorize user, which is high in use for vary system that requires users' authorization. Many input device are able to perform the password system easily, such as PC, smart-phone, tablet PC, etc. Beside the high usability of password, physical attack occurs when user put their password on the device, known as Shoulder Surfing attack. It used to be formed in numbers, characters or mix of different kinds, but new kind of password arose. Exploiting image or making scenarios are those kinds which are able to reflect users' intentions. Not many estimation exists for new password, so there's need to be standard for those new password for highlighting usability and accessability. In this paper, we propose password system with simple image and switching key-board to test statistical method to estimate usability on the password.

Effect of Anthropomorphic Chatbot's Self-disclosure and Emotional Expression on User Experience - Focused on Conversational Error in Financial Service (의인화된 챗봇의 자기노출과 감정표현이 사용자 경험에 미치는 영향 - 금융서비스에서의 대화 오류 상황을 중심으로)

  • Kim, Hwanju;Kim, Jiyeon;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.445-455
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    • 2022
  • Financial service chatbots are hindering user experience with conversational errors and machine-like responses. This study aims to examine the effect of self-disclosure and emotional expression of an anthropomorphic chatbot on user experience before conversation errors occur in financial services. In financial inquiries, scenarios were designed based on self-disclosure type (positive vs. negative) and emotional expression level(high confident vs. low confident), and online experiments were conducted. The result revealed that when anthropomorphic chatbot provided self-disclosure and emotional expression, the main effect has been shown on trust, annoyance, service recovery, and intention to continuous use. In addition, interaction effects were significant in trust and annoyance. In conclusion, this paper demonstrated that anthropomorphic chatbot's positive self-disclosure and confident emotional expression influenced trust and annoyance.

Ubiquitous Virtual Reality Framework and Its Application for Fostering Sustainable Content Ecosystem (지속 가능한 콘텐츠 생태계 조성을 위한 유비쿼터스 가상현실 프레임워크 및 응용)

  • Shin, Choon-Sung;Ha, Tae-Jin;Kim, Ki-Young;Lee, Won-Woo;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.123-134
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    • 2010
  • In this paper we propose ubiquitous virtual reality framework and its application for fostering a sustainable content ecosystem in the convergence space of virtual reality and real space. The ubiquitous virtual reality framework supports fundamental infrastructure which consists of platforms for end-users and service providers and dual space management. The platform for the service provider allows experts to generate contents related to real objects while the platform for the end-users allows to consume, share and regenerate the contents contextually augmented over real objects. The dual space management stores, visualizes and provides the contents generated and extended by them for connecting different users and service providers. The proposed framework allows users to continuously generate, share and extend the contents and thus contribute to making multimedia service environment. We also implemented and evaluated the framework consisting of a desktop authoring platform, mobile authoring platform and a dual space management server. We then introduced a promising application scenario to show how the content ecosystem is empowered by ubiquitous virtual reality framework and is realized in our life. Consequently, we are expecting that the ubiquitous virtual reality technology will play a vital role in building continuously evolving multimedia service environment for the future computing environment.

Analysis of MMORPG's Item Crafting Contents Using Game Theory: Leatherworking in 'World of Warcraft' (게임이론을 활용한 MMORPG 아이템 제작 콘텐츠 분석: 'World of Warcraft'의 가죽세공 전문기술을 중심으로)

  • Gu, Ja-Won;Moon, Eun-Jung
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.13-26
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    • 2020
  • This study analyzed the crafting contents that have a great influence on the communication activation in MMORPG. Four situations were set by combining the factors that would affect the game world. The set of behaviors selected by the virtual player according to each situation is defined as a player scenario. As a result, we found problems such as bias of contents using and barriers of skill growth. This study is meaningful in that it presents a basic analysis method appling at the MMORPG developing and reveals the factors to be considered in the designing crafting contents.

Security Policy Framework for Home Network (홈 네트워크 보안 정책 프레임워크)

  • Kim, Geon-Woo;Kim, Do-Woo;Lee, Jun-Ho;Han, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.839-842
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    • 2005
  • As various mobile technologies, sensor technologies, and remote control technologies are growing and quality of life is enhanced, researches and developments on home network are actively on going. Currently, some network service providers and construction corporations are going to provide home network service, but neither secure nor efficient, So, in this paper, we propose a security framework for providing various secure user authentication mechanisms and efficiently controlling services in home network. Namely, we are going to provide active home network security services with home gateway-based security policy, which locates on the gateway of each home.

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A Real-Time Motion Recognition Algorithm for a Rehabilitation Service (재활 훈련 서비스를 위한 실시간 모션인식 알고리즘)

  • Choi, Wan;Lim, Cheol-Su;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.10 no.9
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    • pp.1143-1152
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    • 2007
  • The objective of this paper is to develop the real time motion recognition method for the rehabilitation program of the people with physical disabilities. Using the infrared ray LED, this method gets the Teal time information of the user's motion and tells the difference between the information we get and the pre-defined information. In order to get the fast recognition and comparison, this method positions the specific coordinates of infrared ray LED in the pre-classified sector which keeps certain distance and angle from the point of origin. The result In our experiment shows the speed over 20 frames per second in every motion, and we are satisfied the rate for the recognition of the motions which is near 98%.

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Design and experiment for prototype of safety route service for passenger ships considering quality in use (사용상 품질을 고려한 여객선 안전항로 서비스 프로토타입 설계 및 실험)

  • Kim, Kilyong;Lee, Seojeong
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2015.10a
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    • pp.45-46
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    • 2015
  • The guideline on software quality assurance and human-centered design for e-Navigation was approved as IMO circular June 2015. e-Navigation software systems are characterized by a high proportion of data quality and quality in use. The purpose of this paper is to improve the quality in use of the maritime software quality assurance for the safety route guiding service. In this study, we added the stage which the stockholders such as a project manager, software developers, and end-users use the prototype that was developed based on the scenarios before the stage of design and development. Through this, we could review the requirement about the quality in use for a limited time at the beginning of the project. also we could raise understanding the concept of this project and goal system.

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Healthcare Service Design Using Gamification Techniques - Focused on Office Environment - (게이미피케이션을 활용한 헬스케어서비스 디자인 - 오피스 환경을 중심으로 -)

  • Kim, Su Jin;Ryoo, Han Young
    • Design Convergence Study
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    • v.15 no.5
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    • pp.185-197
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    • 2016
  • The purpose of this paper is to propose office healthcare UX scenarios using gamification techniques. Today, there is increased recognition of office workers' health, and gamification can be a great method to enhance their health. To design effective healthcare service for office workers, first, two levels of gamification design were identified―interface design level and gameplay experience design level. Second, office workers' health problems resulting from office work were collected from their blogs and 13 insights were derived by analyzing the collected data. Finally, 2 UX scenario implementing gamification in the workplace was proposed to promote healthy lifestyle behaviors for office workers.