• Title/Summary/Keyword: 사회적 인터페이스

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Design of ATM UI suitable for the elderly through usability evaluation (사용성 평가를 통한 노인에 적합한 ATM UI 설계)

  • Choi, yoo-jung;Choi, hun
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.379-380
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    • 2019
  • 최근 우리나라는 고령화시대로 접어들면서 노인들의 사회적 적응 향상을 위한 노력이 커지고 있다. 본 연구에서는 노인들의 수단적 일상생활활동, 특히 금융활동을 원활하게 수행할 수 있도록 하기 위하여 노인에게 적합한 ATM 인터페이스를 새롭게 디자인하고자 한다. 이를 위해 은행에서 제공되는 실제 ATM 화면과 동일한 디자인 구성과 기능을 하는 태블릿 PC 기반 콘텐츠를 개발하고, 이를 통해 노인들을 대상으로 사용성 평가를 실시한다. 이러한 결과를 바탕으로 노인에게 적합한 ATM UI를 제시하고자 한다.

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A Study on the Development of a Sensory 3D Gate-Ball Game for the Silver Generation (실버세대를 위한 체감형 3D 게이트볼 게임 개발에 관한 연구)

  • Kang, Im-Chul;Joo, Jae-Hong;Kim, Beom-Seok;Yang, Yong-Dae;Lee, Hyun-Cheol
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.572-582
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    • 2009
  • Recently, portion of the aged population has been increased, and aging became the biggest issue that we will be facing in the future. As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests the Sensory 3D Gate-Ball game for silver generation's leisure and health maintaining along with the easy-to-use interface.

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A Recommended Guideline of Mobile Internet User Interface for Visually Handicapped (시각장애인을 위한 무선 인테넷 사용자 인터페이스 설계 지침)

  • 최재하;윤양택
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.2
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    • pp.131-138
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    • 2004
  • Considering international trends and foreign cases, it can be easily expected that web accessibility issue is becoming more and more important. While information technology has changed Korean society rapidly and widely, there are many People who have difficulties in using information services such as the elderly and persons with disabilities. One of the big barriers they face is the lack of accessibility of web services. These social problems have been rarely studied in Korea but surface as very import subjects to be addressed concerning IT and welfare policy. The objective of this study is to ensure web accessibility right for visually handicapped and reduce digital divide through development of a recommendation guideline of mobile internet user interface. In this study the trends of politics and laws related to web accessibility in developed countries are surveyed and some advisable recommendation guidelines of mobile internet user interface for visually handicapped to improve web accessibility are proposed.

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A Study on Interface Security Enhancement (조직의 실시간 보안관리 체계 확립을 위한 '인터페이스 보안' 강화에 대한 연구)

  • Park, Joon-Jeong;Kim, Sora;Ahn, SooHyun;Lim, Chae-Ho;Kim, Kwangjo
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.5
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    • pp.171-176
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    • 2015
  • Because the specific security technology alone can not cope with sophisticated attacks, various security management models are applied. But, they do not focus on the vulnerability of the highest part because they offer so many common security management criteria. By analyzing the main information and confidential leakage cases inflicting enormous damage to our society, we found that attackers are using mainly an interface vulnerabilities - the paths that connect the internal and external of the organization, such as e-mail, web server, portable devices, and subcontractor employees. Considering the reality that time and resources to invest in security domain are limited, we point out the interface security vulnerabilities the possibility of attackers to exploit and present a convergence method of security measures. Finally, based of ROI(Return on Investment), we propose the real-time security management system through the intensive and continuous management.

A Family Outdoor Game Development based on Large Screen Display: Punch Punch Diet (대형스크린 기반 가족형 아웃도어 게임 개발: 펀치 펀치 다이어트)

  • Kim, Si-Jung;Choi, Yun-Bum;Lee, Juck-Sik
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1313-1318
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    • 2006
  • 게임이 생활의 일부분과 산업구조상 핵심산업으로 자리하면서 그 사용빈도가 점점 증가하고 있으나 그 주 사용층이 젊은층이고 온라인 형태의 게임컨텐츠가 주를 이루면서 사용자들의 체력저하 및 개인화, 그리고 그들 가족간의 대화시간이 줄어들고 있다. 본 논문에서는 개인화되는 온라인 게임을 탈피하여 게임의 장르를 가족형 게임 (Family Game), 아웃도어 (Outdoor) 그리고 협력(Cooperation)의 개념으로 설정하고, 게임 소재를 사회적 문제점으로 떠오르고 있는 다이어트로 함으로써 새로운 시각에서 가족 구성원 모두가 게임에 참여할 수 있는 다수 참여형 인터렉티브 게임, 펀치 펀치 다이어트 (Punch Punch Diet)를 구현하였다. 본 논문에서 구현한 펀치펀치다이어트 게임은 대형스크린을 기반으로 한 가족형 게임에 관한 것으로, 컴퓨터 비전을 이용하여 게임참여자의 특정색상 및 패턴검출을 함으로써 기존의 마우스와 조이스틱등이 가지고 있던 정적인 입력인터페이스 방식을 탈피하여 게임 참여자 모두가 몸의 위치를 입력으로 이용하는 직관적 사용자 입력 인터페이스를 사용하였다. 펀치펀치 다이어트 게임은 기존 게임이 가지고 있던 "사람-(물리적 입력장치)-게임"의 관계를 "사람-(비접촉 입력장치)-게임"의 관계로 매핑한 게임으로 게임에 참여하는 사용자가 특별한 컴퓨터 입력장치 조작에 관련된 지식없이도 능동적으로 게임에 참여할 수 있도록 하였다.

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Designing Researcher Information Retrieval Interface based on Ontological Analysis (온톨로지 기반의 연구자정보 검색 인터페이스 설계)

  • Seo, Eun-Gyoung;Park, Mi-Hyang
    • Journal of the Korean Society for information Management
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    • v.26 no.2
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    • pp.173-194
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    • 2009
  • Recently, semantic search techniques which are based on information space as consisting of nonambiguous, non-redundant, formal pieces of ontological knowledge have been developed so that users do exploit large knowledge bases. The purpose of the study is to design more user-friendly and smarter retrieval interface based on ontological analysis, which can provide more precise information by reducing semantic ambiguity or more rich linked information based on well-defined relationships. Therefore, this study, first of all, focuses on ontological analysis on researcher information as selecting descriptive elements, defining classes and properties of descriptive elements, and identifying relationships between the properties and their restriction between relationships. Next, the study designs the prototypical retrieval interface based on ontology-based representation, which supports to semantic searching and browsing regarding researchers as a full-fledged domain. On the proposed retrieval interface, users can search various facts for researcher information such as research outputs or the personal information, or carrier history and browse the social connection of the researchers such as researcher group that is lecturing or researching on the same subject or involving in the same intellectual communication.

The Emergence of General Programming Channels and the Formation of Entertaining Media-Political Sphere A New Pattern of Structural Coupling between the Political and the Media Systems (종합편성채널의 부상과 오락적 정론장(政論場)의 형성 정치-미디어 체계 간 구조적 접속의 새로운 양상)

  • Jung, Junehee
    • Korean journal of communication and information
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    • v.77
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    • pp.73-107
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    • 2016
  • The general programming channels, newly introduced around the beginning of the 2010s, have grown into powerful journalistic agencies, the far-reaching social influences of which are not confined by the economic effects within the South Korean media industry. They are now rendered to become part of major socio-political institutions that try to secure their privileges based on broadcast journalism, and to widen their business opportunities through those special kind of social practices. This research has taken a path of theoretical endeavour to devise a conceptual framework that will effectively lead to a series of academic investigation into the socio-political characteristics of general programming channels. To this end, specific attention is paid to such theoretical and conceptual resources as the instrumentalization of media by the politics, the political sociology of media power, media-political parallelism, and the structural coupling between the political and the media systems. This paper suggests that general programming channels have emerged as a new interface that accommodates and actualizes the structural coupling between the two societal subsystems, and in the course of that, they undercut the vulnerable basis of media public sphere, effectively replacing it with entertaining media-political sphere constructed and managed by themselves. This sphere is where the media system's logic and the poltical system's logic are intertwined, simutaneously accelerating not only the mediatization of the politics but also the politicization of the media.

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Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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A Study on Preprocessing for Elderly Voice Recognition (노인음성인식을 위한 전처리에 관한 연구)

  • Park, Ji-Woong;Lee, Seoung-Jun;Kwon, Soonil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1646-1648
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    • 2013
  • 고령화 되어 가는 현대 사회에서 노인들이 일반 성인과 동등한 수준에서 정보를 접근 가능하도록 스마트기기의 손쉬운 인터페이스 방법이 요구된다. 음성 인터페이스는 노인들의 스마트기기 활용도를 높여 줄 수 있지만, 성능이 평균적 성인연령 대의 발성행태에 최적화되어 있어, 노인들이 사용할 경우 음성인식률 저하를 초래한다. 그래서 노인 친화형 음성 인터페이스를 개발하기 위한 일환으로 노인음성에 대한 인식률을 향상시켜 줄 수 있는 전처리 알고리즘을 개발하고자 한다. 이를 위해 노인층과 청년층을 대상으로 음성샘플을 수집하여 분석하였고, 그 결과 노인이 청년에 비해 발성속도가 느리며 이는 스마트기기의 음성인식 기능저하로 이어진다는 것을 확인할 수 있었다.

A Comparison Analysis among Structural Equation Modeling (AMOS, LISREL and PLS) using the Same Data (동일 데이터를 이용한 구조방정식(AMOS, LISREL and PLS) 툴 간의 비교분석)

  • Nam, Soo-tai;Kim, Do-goan;Jin, Chan-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.131-134
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    • 2018
  • Structural equation modeling is pointing to statistical procedures that simultaneously perform path analysis and confirmatory factor analysis. Today, this statistical procedure is an essential tool for researchers in the social sciences. There are as (AMOS, LISREL and PLS) representative tools that can perform structural equation modeling analysis. AMOS provides a convenient graphical user interface for beginners to use. PLS has the advantage of not having a constraint on normal distribution as well as a graphical user interface. Therefore, we compared and analyzed the three most commonly used tools in social sciences. This study suggests practical and theoretical implications based on the results.

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