• Title/Summary/Keyword: 사용자 중심 시나리오

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A Study on Remote Usability Test & Evaluation for Web Sites -with emphasis on the development of remote interaction observation & analysis software (웹사이트 원격 사용성 테스트에 관한 연구 - 원격 사용자 인터랙션 관찰 및 분석 도구의 개발을 중심으로)

  • 오기태;이건표
    • Archives of design research
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    • v.17 no.3
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    • pp.147-156
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    • 2004
  • Currently, usability tests for web sites with representative users are conducted in laboratory environment that disturbs subjects' natural behavior. These test methods are inefficient for tests that require large number of subjects, because experimenters and subjects should be located in the same place at the same time during the test. In this study, a remote usability test tool, called 'RIO' has been developed to cope with these laboratory-based experiment problems - the 'synchronism' and the 'unnatural environment'. The tool is separated into three parts: 'Project Manager', 'Remote Interaction Observer', and 'Interaction Analyzer'. 'Project Manager' sets up overall experimental parameters and actual tasks to be peformed by subjects. 'Remote Interaction Observer', endued with Microsoft Internet Explorer Control, is a modified Web Browser which records user interactions, screen images and elaborate browser events while subject performs given tasks. This module is distributed to subjects as an installable software package. When they finish all the tasks, the captured interaction data is compressed and sent to 'Interaction Data Server' automatically. 'Interaction Analyzer' visualizes interaction data from the 'Interaction Data Server'. It also generates project-scope statistics which facilitate discovering peculiar cases among interaction submissions.

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A Design of Management Architecture and Ubiquitous Profile Based on CC/PP for Content Adaptation in Ubiquitous Environment (유비쿼터스 환경에서 콘텐츠 적응화를 위한 CC/PP 기반의 유비쿼터스 프로파일 및 운영 아키텍쳐 설계)

  • Kim Kyung-Sik;Lee Jae-Dong
    • The KIPS Transactions:PartC
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    • v.13C no.4 s.107
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    • pp.491-500
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    • 2006
  • In this paper, the management architecture and the ubiquitous profile based on CC/PP for contents adaptation in the ubiquitous environment is designed. The components and the attributes of the ubiquitous profile are defined based on the services scenario of contents adaptation in the ubiquitous environment. The ubiquitous profile was applied to techniques such as standard vocabulary, CC/PP structure, RDF schema and RDF to use effectively in the ubiquitous environment during the design. Also we design and propose the another management architecture based on ideas such as the dynamic constitution method, the metadata constitution method using a repository and the management method of gateway on center for the effective management of the ubiquitous profile. The result of performance evaluation for the proposed management architecture is more effective compared with the previous management method of the profile. The proposed the ubiquitous profile and the management architecture has provided the foundation of the research for a user to adaptation contents services in the ubiquitous environment.

A Study on Operational Index Calculation for Water Management of the Region (지역의 물관리를 위한 운영지수 산정에 관한 연구)

  • Gwon, Yong Hyeon;Jung, Sung Eun;Jung, Ji Won;Yum, Kyung Taek
    • Proceedings of the Korea Water Resources Association Conference
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    • 2015.05a
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    • pp.641-641
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    • 2015
  • 수자원 관리의 새로운 패러다임으로 스마트워터그리드가 이슈화되고 있다. 스마트워터그리드는 현재 직면해 있는 물 문제를 ICT기술을 활용하여 효율적으로 관리 및 운영할 수 있는 기술이다. 가뭄과 홍수 등을 대응하기 위한 분산형 수자원, 그리고 수량과 수질등의 통합 관리를 지향하는 물관리 패러다임과 ICT와 물산업을 융복합화하여 양방향 실시간 운영을 통한 네트워크 구성, 그리고 대규모 수원개발과 장거리 수송방식으로부터 지역단위의 부존된 수자원인 다중수원을 효율적으로 활용하고, 이들 수원의 최적 블랜딩 기술 및 멀티워터루프를 이용한 수요자 중심의 물관리에 초점을 맞추고 있다. 이에 본 연구에서는 지역의 부존된 수자원을 효율적으로 관리하기 위한 운영지수를 산정함으로써 지역의 평상시 물관리 운영과 상수공급차단, 다중수원에 오염물질 유입, 가뭄발생 등 비상시 상황에 물관리가 원활히 이루어지도록 하였다. 스마트워터그리드에서 사용되는 물관리 운영지수는 비상시 지역간 플랫폼에 정상적으로 물공급이 어렵거나, 예상되어 유량 확보가 필요시 원활하게 유량 확보가 가능하도록 주변 지역간의 운영지수를 산정하여 최적의 조건을 도출하여 우선순위를 시나리오에 나타내어 사용자가 플랫폼에 물공급이 가능하도록 제시한 운영지수이다. 물관리 운영지수는 중회귀분석 기법을 이용하여 종속변수에 선형적인 영향을 미치는 유량, 수질, 이송거리, 전력비용, 경제적인 영향 등을 고려하여 종속변수의 값을 예측하고 통계적인 기법으로 유량, 수질, 이송거리, 전력비용, 경제적인 영향 등에 대한 장래추정치를 부여하여 회귀모델을 구축하여 물관리 운영지수를 산정하였다. 이를 활용하여 평상시에는 물수요 공급량을 정확히 관리하여 지역간의 수자원 불균형을 해소하고 비상시에는 상황을 대처하여 지역의 물부족 문제를 해소할 수 있을 것으로 판단된다.

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Implementation of Cloud-Based Artificial Intelligence Education Platform (클라우드 기반 인공지능 교육 플랫폼 구현)

  • Wi, Woo-Jin;Moon, Hyung-Jin;Ryu, Gab-Sang
    • Journal of Internet of Things and Convergence
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    • v.8 no.6
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    • pp.85-92
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    • 2022
  • Demand for big data analysis and AI developers is increasing, but there is a lack of an education base to supply them. In this paper, by developing a cloud-based artificial intelligence education platform, the goal was to establish an environment in which practical practical training can be efficiently learned at low cost at educational institutions and IT companies. The development of the education platform was carried out by planning scenarios for each user, architecture design, screen design, implementation of development functions, and hardware construction. This training platform consists of a containerized workload, service management platform, lecture and development platform for instructors and students, and secured cloud stability through real-time alarm system and age test, CI/CD development environment, and reliability through docker image distribution. The development of this education platform is expected to expand opportunities to enter new businesses in the education field and contribute to fostering working-level human resources in the AI and big data fields.

Designing learning service in real life contexts using smart device - focused on science learning - (스마트 디바이스를 활용한 일상생활 속 맥락 기반의 학습 서비스 디자인 - 과학 학습을 중심으로 -)

  • Choi, Hojeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.4
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    • pp.151-167
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    • 2015
  • This research suggests scenarios of learning in real life contexts with smart devices and provides user interface prototypes to show their characteristics more effectively. For this, literature review was conducted to understand the strength and limitations of current learning in which real life contexts are used. Then, the characteristics of smart devices as a support tool of learning service was reviewed. With such understand, a user research was executed to establish 10 design guidelines for learning service in real life contexts. Finally, this paper suggested two scenarios that shows learning in real life contexts as case studies and their detailed user interface protypes.

Case Study on Realistic Content Development Process of Public Enterprise - Focus on case of Korea Industrial Complex Corporation Gallery - (공기업의 실감콘텐츠 개발 프로세스 사례연구 - 한국산업단지공단 홍보관 사례를 중심으로-)

  • Chung, Hae Won;Cho, Woo Ri
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.91-97
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    • 2024
  • Recently, with the rapid development of digital media technology, Realistic content that stimulates users' five senses is being used in various fields. This study focused on the case of the development of the Korea Industrial Complex Corporation's public relations center as the subject of the study to study the realistic content development process of public enterprises. First, the realistic content development process was divided into 10 stages and practical guidelines were presented to help develop realistic content in the future by presenting important development points and methods at each stage. Second, among the realistic content development processes, the importance of storytelling was analyzed at the scenario stage. Third, various methods of displaying content were analyzed. In the case of the Korea Industrial Complex Corporation's public relations center, it was proposed in three ways: story video, experience video, and media wall. It is suggested that the role of branding, promotion, and PR can be performed in one public relations center through an effective development process.

Study on the resignation backgrounds of female workers leaving work after parental leave (육아휴직 후 퇴사한 여성의 퇴사과정과 유형에 관한 탐색적 연구 : 여성의 일-가정 양립을 방해하는 배경을 중심으로)

  • Seo, Jungmi;Kim, Suyoun
    • Korean Journal of Social Welfare Studies
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    • v.47 no.4
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    • pp.5-42
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    • 2016
  • This study investigates why some female workers come to decide to leave work after their taking parental leave and subsequently classifies their resignation backgrounds into four ideal types. The current debates on parental leave have mostly focused on clarifying the factors that influence on workers' usage of parental leave. But given that the final goal of parental leave is to help workers return to work after temporary rest for parenting, it is very important to inquire why some workers fail in reverting to their companies after parental leave. Based on in-depth interviews with 8 female workers who leave work after parental leave, this study analyses and compares their previous work-family conditions, reasons for taking parental leave and withdrawing from work, and behavioral patterns after resignation. This article then typifies four ideal types of resignation backgrounds (i.e. penalty by company, evasion from work, decision by family, choice for family). At the conclusion, this paper suggests policy alternatives to diminish female workers' resignation after parental leave and to heighten their work-family balance.

Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.

The Mobile Game Using a Jeju's Traditional Raft 'Tewoo': 'TewooGwang' (제주 전통 떼배인 '테우'를 이용한모바일 게임 : 테우광)

  • Oh, Jae-Hyuk;Lim, Ji-Hoon;Ko, Seok-Ha;Kim, Dong-Yun;Kim, Keun-Hyung;Kim, Seong-Baeg
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.176-179
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    • 2006
  • Tewoo refers to a traditional group of Jeju's rafts for fishing in the rough Jeju sea in the past. We propose a mobile game called 'TewooGwang' based on a fishing boat called 'Tewoo', which has a scenario of conquering the Jeju sea using unique characters symbolizing the Jeju's ocean culture. This game is a new game, which uses a character of the fishing boat 'Tewoo', the background based on only Jeju's features, the high portability of PDA, and multimedia technology. It is different from simple sports games and has various game scenarios according to interactions of Tewoo character. The structure of this game represents a storytelling, which integrates Jeju culture into cyberspace. There are stories in this game and users also can make their own stories. Thus, this game enables hi-directional communications. It presents an imaginative space, which can induce a conflictive structure made by each user, and spatial provability. Many young Jeju tourists will enjoy it because this game provides a dynamic story. Furthermore, we can contribute to serving the value-added Jeju culture of being upgraded one step through this Jeju culture based game.

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Design and Analysis of Ubiquitous Social Network Management Service Model: u-Recruiting Service Model (유비쿼터스 사회연결망관리 서비스 모델 설계 및 분석: u-구인 구직 서비스 모델을 중심으로)

  • Oh, Jae-Suhp;Lee, Kyoung-Jun;Kim, Jae-Kyeong
    • Information Systems Review
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    • v.13 no.1
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    • pp.33-59
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    • 2011
  • Although online social network services widely used in human networking and recruiting industries, it is showing off its limitations in followings-it's hard to reach the status of seamless connection between offline and online; the incompletion and low credibility of the information came from non-face-to-face profile exchange; and the restraint of user autonomy due to centralized control. This paper defines the ubiquitous social network management which enables the seamless real-time face-to-face social interactions of the users based on WPAN (Wireless Personal Area Network) who share the same interest in real word and deduces a ubiquitous social network management framework based on it. As an instance of ubiquitous social network management, u-Recruiting service model will be designed and analyzed. The Analysis using the business model will be followed by the possible scenario of service model. The role, value proposition and potential benefits of the each participants in this service model and will be given as well. In order to evaluate relative advantages of the model suggested by this study, 6 cases will be compared.