• Title/Summary/Keyword: 정보콘텐츠디자인

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Development of Casual MMORPG for Pre-Teenagers -Focus on UI- (유소년층 타깃의 캐주얼 MMORPG 개발 -UI를 중심으로-)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.125-131
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    • 2008
  • When developing MMORPG targeting pre-teenagers, developer has to consider the users' psychology and physiology characteristics. In the product of endless decision making in the game play, pre-teenagers make improvised choice and make intuitional decision. Therefore, based on users understanding, the Alpha version of online game has been shown and examined its usability through FGI. In conclusion, the game interface integrating with story-telling based leads the users more into the game. Also, it is more important to post in game screen layout by importance of the information or frequency in using In addition, it is inspected that when users control the interface mentioned above, the response had to be quick and precise.

Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

Meaning of Rating Beyond Recommendation: Explorative Study on the Meaning and Usage of Content Evaluation Based on the User Experience Stages of Personalized Recommender Service (평점의 의미: 개인화 추천 서비스에서 사용자 경험단계에 따른 콘텐츠 평가의 의미와 활용에 대한 탐색적 연구)

  • Hyundong Kim;Hae-jeong Hwang;Kieun Park;Mingu Kang;Jeonghun Kim;Inseong Lee;Jinwoo Kim
    • Information Systems Review
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    • v.18 no.3
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    • pp.155-183
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    • 2016
  • Research on personalized recommender service that uses big data has gained considerable attention given the increasing volume of contents being created. This development indicates the need for service providers to collect personal information and content rating data to personalize content recommendations. Previous studies on this topic proposed algorithms to offer improved recommendations using minimal rating data or service designs and increase the number of ratings. However, limited studies have been conducted on the factors that motivate the ratings input of users, as well as the factors that influence their continuous usage of recommender service. The present study explored the factors that motivate users to enter ratings by conducting in-depth interviews with users who use recommender services. The meanings of these ratings were also explored. Results show that the meaning and usage range of ratings differed based on the stage of a user's with utilization of the service. When users input an initial rating, they treat such a rating as a database to save the impression of a past experience. Such a rating is then used as a tool to reflect the current feeling and thoughts of a user. In the end, users were not only interested in their own rating system, but they also actively sought out the meaning of the rating systems of others and utilized them. Users also expressed mistrust in the recommendations of the service because they were aware of the limitation of the algorithms. This study identified a number of practical implications regarding recommender services.

An Implementation of an Agent for Recommending Sensitive Information on Mobile Environment (감성형 모바일 정보 추천 에이전트 구현)

  • Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.7-15
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    • 2008
  • The paper proposes information system for providing proper well known delicious restaurants as interactions with users. The system calls 'Moloke', which is an agent for recommending sensitive information on mobile environment The proposing agent differs from existing ones that guide the telephone number and the name of the restaurant. The differences are as following goals. First, the agent gets existing from users as interactive communications on mobile devices through the proper requests on each time zone such as morning, afternoon, and evening. Second, the agent also can recommend a specific restaurant for current personal states such as parties, special community meetings, bio-rhythms and so on. Among them, specially the bio-rhythm is used for recommending proper restaurants to each user. In addition to through proposal suitable design for the mobile agent design more effectively. The research used mobile environment for recommendation service and web environment for data management. Server environment for service used Apache, PHP4, Mysql and mobile page was implemented m-html for approach. Mobile Service was optimized Mozilla-1.22, KUN-1.2.3 Browser

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Usefulness Evaluation on Elements for Visualization of Technology Intelligence Service (테크놀로지 인텔리전스 서비스의 시각화 요소 평가 -사용자 평가를 통한 효용성 분석-)

  • Lee, Jin-Hee;Kim, Tae-Hong;Lee, Mi-Kyoung;Kim, Jin-Hyung;Jung, Han-Min;Sung, Won-Kyung;Kim, Do-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.533-542
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    • 2011
  • Visualization elements as the technology to offer information to users effectively have become more important. In this study, we evaluate the usefulness of visualization elements in InSciTe which is a technology intelligence service developed by using Semantic Web technologies and text mining technologies for establishing R&D strategy using papers and patents. We propose design which can be preferred by users and applying methods of visualization elements through the quantitative and qualitative evaluation about each types of service. As a result of evaluation, we conclude that the visualization elements in InSciTe are implemented user-friendly to improve user's cognitive intuition.

A Study on the Influence of the Evaluation Factors of University Library Web Sites on the Satisfaction of Users (대학도서관 웹사이트의 평가요소가 사용자의 만족에 미치는 영향에 관한 연구)

  • Kim, Young-Gon
    • Journal of the Korean Society for information Management
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    • v.25 no.3
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    • pp.99-118
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    • 2008
  • As time gees by, the function and role of website become more important. Therefore, it is very critical to evaluate and improve continuously the website to the purpose. Many previous studies show that some website evaluation factors will influence the user satisfaction and revisit to the website. The website evaluation criteria from the previous studies related to the university library website evaluation were classified into five assessment criteria which are design, contents, user interface, reliability, and site management. In the results, some significant suggestions were found out. User satisfaction is seriously affected by user interface, and user's intention to revisit is influenced by contents and reliability, but there may not be a close connection between them. Besides, the evaluation method in this study may be applicable to the new website-improving approach of website administrators and researchers.

A Study on the Hangul Input Methodology for Eye-gaze Interface (시선 입력 장치에 의한 한글 입력 시스템 설계에 관한 연구)

  • Seo Han-Sok;Kim Chee-Yong
    • Journal of Digital Contents Society
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    • v.5 no.3
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    • pp.239-244
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    • 2004
  • New developments in IT already impact wide segments of a young and mobile population. It is evident that applications of information technology can be of equal benefit to the aged and the disabled. `Eye-Gaze'(EGI) technology was designed for people with paralysis in the upper body. There is a compeling need for a dedicated Korean Language interface for this system. The purpose of this study is to research 'Barrier Free' software using a control group of the mobility impaired to assess the Eye-Gaze Interface in the context of more conventional input methods. TheEGI of this study uses Quick Glance System of Eye Tech Digital Systems. The study will be evaluated on criteria based upon the needs of those with specific disabilities and mobility problems associated with aging. We also intend to explore applications of the Eye-Gaze Interface for English and Japanese devises, based upon our study using the Hangul phonology.

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A Study on Viewers' Subjective Perception of Food TV Program -Focus on Program Planning Intentions- (음식 TV 프로그램에 대한 시청자들의 주관성 연구 -프로그램 기획의도를 중심으로-)

  • Yoon, Sun-Min;Hong, Jang-Sun;Kim, Myung-Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.651-664
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    • 2018
  • With the rising popularity of food shows driven by the development of information and communication technologies, food-incorporated broadcasting programs based on various materials are produced in large numbers. This situation has raised a need for each program to examine viewers' preference factors for planning intentions in order to produce competitive programs. This study thus examined viewers' preference factors for food programs and planning intentions and discovered total three factors. The first factor places importance on practicality and entertainment and enjoys food and food programs as a means of resting. The second factor searches for specialized information and focuses on the essential meanings of food and the delivery of the right information. Finally, The third factor gets satisfaction from interactions with food programs and finds joy in storytelling and communication provided by broadcasting programs. These factors have different tendencies from one another, and the present study proposed a concept design for food broadcasting programs based on them.

A Study on the Development of User Centered Smart City Experience Scenario - Using Local Spatial Information and the Persona Model (스마트시티 사용자 체험 시나리오 도출 연구 지역공간정보 및 페르소나 모델을 활용하여)

  • Kim, So-Yeon;An, Se-Yun
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.333-341
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    • 2018
  • Recently, there has been a growing interest in user-centered smart city services. This study examines the spatial information type to derive a smart city service scenario through space - based communication and aims to establish a direction for user - centered experience factor scenario. The results of this study are meaningful for presenting basic data to suggest a space scenario where citizens can experience smart city as walking map and experience route applicable to future smart city test bed. In particular, we simulated the walking scenarios in the smart city test bed through Walking Map, which is tested the service direction based on user requirements. Through this study, we confirmed that smart city service through existing infrastructure can be used multipurpose. The spatial information and the experience factor linkage model and the walking map through the persona model presented in this study can be utilized as a preliminary scenario applicable to the future smart city test bed.

User Types of Shared Mobility Services and UX Design Strategies: an application of Q Methodology (Q방법론을 적용한 공유 모빌리티 서비스의 이용자 유형 연구 및 모빌리티 서비스 UX 디자인 전략)

  • Hong, Seung-Hye;Byun, Young-Si;Lee, Jeong-Myeong
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.568-580
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    • 2019
  • With mobility-as-a-service(MaaS) drawing attention to its influence and ripple effect around the world, the mobility service market is currently growing rapidly mainly focusing on mobility sharing. In order to preemptively dominate the mobility service market following the full-scale spread of MaaS, it is important to first identify the recognition and experience of users in personal mobility sharing services, which are currently in the early stages of diffusion, and through which to understand the characteristics of potential consumers of the extended mobility service market. Therefore, the study aims to classify the user types of mobility service and establish a future user experience-oriented mobility service strategy using a subjectivity study method, Q methodology.