• Title/Summary/Keyword: Cognitive information design

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Research On Development of Usability Evaluation Contents and Weight of Importance for the Fire Detector Product (화재감지기 제품디자인 사용성 평가항목 개발 및 이해관계자 가중치평가 연구)

  • Jung, Ji-Yoon;Lee, Sang-Ki;Kim, Ji-Hyang;Yun, Su-Ji;Jang, Gi-Yong;Lee, Sung-Pil
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.404-412
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    • 2019
  • The purpose of this study is to develop the usability evaluation contents based on the needs of different stakeholder's related to the usability of the product, and to derive the design direction and apply it as the evaluation standard by applying the product design based on the results. I created a stakeholder map for a fire detector product and identified stakeholders related to usability. Based on 3 factors(Physical, cognitive, emotional) of the usability evaluation, I conducted survey on the building users and the building managers who have different requirements. There are 12 directions (ease of installation, durability, maintainability, additional functionality, effectiveness, attractiveness, visibility, consistency of information, environmental harmony, consistency, Image suitability, reliability). Through weighted analysis of three usability evaluation factors, I found factors were ranked in the same order of importance, but they were different in importance figure. Based on the results of the survey, overall product usability aspects were improved but effectiveness and environmental coordination aspects needed to be improved.

Digital Transformation Based on Chatbot in Legacy Environment (챗봇을 이용한 Legacy 환경의 Digital Transformation)

  • Jang, Jeong-ho;Kim, Jin-soo;Lee, Kang-Yoon
    • The Journal of Bigdata
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    • v.3 no.2
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    • pp.79-85
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    • 2018
  • As the utilization of chatbots grows and the AI market grows, many companies are interested. And everybody is spurring growth by offering chatbot build services so that they can create chatbots. This makes chatbots easier to service on the messenger platform, which is changing the existing application market. In this paper, we present a methodology for designing and implementing existing DB-based applications as instant messenger platform-based applications, and summarize what to consider in actual implementation to provide an optimal system structure. According to this methodology, we design and implement a chatbot that serves as an teaching advisor who provides information to the students in the curriculum. The implemented application objectively visualizes the user's desired information from the user's point of view and delivers it through the interactive interface quickly and intuitively. By implementing these services and real service, it is predicted that DB-based information providing applications will be implemented as chatbots and will be changed to bi-directional communication through an interactive interface. it is predicted that DB-based information providing applications will be implemented as chatbots and will be changed to bi-directional communication through an interactive interface. Enterprise legacy application will take chatbot technology as one of important digital transformation initiative.

A study on the readability of web interface for the elderly user -Focused on readability of Typeface- (고령사용자를 위한 웹 인터페이스에서의 가독성에 관한 연구 -Typeface의 가독성을 중심으로-)

  • Lee, Hyun-Ju;Woo, Seo-Hye;Park, Eun-Young;Suh, Hye-Young;Back, Seung-Chul
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.315-324
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    • 2007
  • The fast development of the information technology makes Korea one of the most advanced countries in information communication in the world in a short period of time. However, the gap between the aged and the young has been seriously increased. Those who are less than 10% of the older adults are using the internet at present. It means the elderly has many difficulties in using the internet because of their physical and cognitive differences. The purpose of this study is that the aged can easily achieve and use information by developing a guidelines for the Korean typography in the web interface. A literature search was conducted on the web interface design guidelines for older adults. These guidelines were classified by interface component and the study subjects needed for the Korean internet environment were selected. The subjects are a more comfortably readable typeface according to the sizes, a proper text size of Gulim and Batang, a more comfortably readable leading size, the appropriate letter spacing, the proper line length of body, the suitable size proportion between a title and a body, and a more comfortably readable text alignment. Survey questions were made and these Questions were improved after the pretest. Both online and offline survey programs were written and the aged and the young were tested with these programs. The result of this survey shows that there are satisfaction differences between the aged and the young in the readability and legibility of the web contents. Therefore these universal guidelines to be used in the Korean typographical environment for the future aged population were specified. It is expected that this study will be used as basic data for the universal web interface where the older adults can easily use and acquire information.

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Study on Determinants of Intention to Watch Movie Applying the Theory of Planned Behavior: Focused on Role of Presentation Format of Movie Poster (계획행동 이론을 적용한 영화관람 의도의 결정요인에 관한 연구: 영화포스터 표현형식의 조절역할을 중심으로)

  • Jo, Sung geun;Kim, Jong Geun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.177-186
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    • 2015
  • This study is related to determination of the intention to watch a movie, which is affected by various emotional, environmental, and behavioral factors. In case of personal factors, personal taste formed on the basis of previously experienced movie related information affects selection of movies, while environmental factors are affected mostly by residental community experience, cognitive attitude, subjective norms, as well as the view of values. In this study, the determinants on decision to watch movie have been analyzed applying the theory of planned behavior. Taking into consideration that the determination, based on either personal factors or environmental factors, of consuming movie products stars from reasonable information collecting and that movie poster has been the primary source of information on movie products since the inception of the movie industry, this study analyzed tastes of movie watchers and many variables of movie poster format on determination of intention to watch movie. The results from this empirical study indicate that movie poster is effective means of low cost marketing inducing movie watching in terms of consuming minimum time and space with high speed of delivery while satisfying primary interest on the movie product. It is suggested movie posters should be prepared to make appeal to each generation of target consumers and be put on the market as a product of artistic work.

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A Study on the Visual Attention of Popular Animation Characters Utilizing Eye Tracking (아이트래킹을 활용한 인기 애니메이션 캐릭터의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Park, Min-Hee;Yin, Shuo-Han
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.214-221
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    • 2019
  • Visual perception information acquired through human eyes contains much information on how to view visual stimuli using eye tracking technology, it is possible to acquire and analyze consumer visual information as quantitative data. These measurements can be used to measure emotions that customers feel unconsciously, and they can be directly collected by numerically quantifying the character's search response through eye tracking. In this study, we traced the character's area of interest (AOI) and found that the average of fixation duration, count, average of visit duration, count, and finally the time to first fixation was analyzed. As a result of analysis, it was found that there were many cognitive processing processes on the face than the character's body, and the visual attention was high. The visual attention of attraction factor has also been able to verify that attraction is being presented as an important factor in determining preferences for characters. Based on the results of this study, further studies of more characters will be conducted and quantitative interpretation methods can be used as basic data for character development and factors to be considered in determining character design.

Design of Algorithm for Collision Avoidance with VRU Using V2X Information (V2X 정보를 활용한 VRU 충돌 회피 알고리즘 개발)

  • Jang, Seono;Lee, Sangyeop;Park, Kihong;Shin, Jaekon;Eom, Sungwook;Cho, Sungwoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.1
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    • pp.240-257
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    • 2022
  • Autonomous vehicles use various local sensors such as camera, radar, and lidar to perceive the surrounding environment. However, it is difficult to predict the movement of vulnerable road users using only local sensors that are subject to limits in cognitive range. This is true especially when these users are blocked from view by obstacles. Hence, this paper developed an algorithm for collision avoidance with VRU using V2X information. The main purpose of this collision avoidance system is to overcome the limitations of the local sensors. The algorithm first evaluates the risk of collision, based on the current driving condition and the V2X information of the VRU. Subsequently, the algorithm takes one of four evasive actions; steering, braking, steering after braking, and braking after steering. A simulation was performed under various conditions. The results of the simulation confirmed that the algorithm could significantly improve the performance of the collision avoidance system while securing vehicle stability during evasive maneuvers.

A Study on the Crime Prevention Design and Consumer Perception (CPTED) of Multi-Family Housing in China (중국 공동주택의 범죄 예방을 위한 디자인과 소비자의 인식에 관한 연구)

  • Kong, De Xin;Lee, Dong Hun;Park, Hae Rim
    • Journal of Service Research and Studies
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    • v.14 no.1
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    • pp.63-76
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    • 2024
  • Multi-family housing plays a crucial role as a living and experiencing space, and its environment has a direct impact on the well-being and stability of its residents. Therefore, Crime Prevention Design (CPTED) for multi-family housing is of utmost importance. However, crime-related data in China is not disclosed to the public because of its specificity, making it difficult for researchers to conduct further in-depth studies based on accurate crime data. As a result, the establishment and application of CPTED theory in terms of crime prevention is limited and delayed. This study aims to explore three aspects of CPTED in multi-family housing as perceived by home-buying consumers. It investigated consumer perception of the CPTED, the importance of each element and ways to increase awareness of CPTED in multifamily housing in order to effectively improve multifamily crime prevention design principles and further enhance public safety. This study examined the current state and future trends of CPTED in China by analyzing relevant research reports and literature, aiming to gain insights into the crime prevention awareness of Chinese homeowners. In addition, a survey was conducted on Chinese consumers to unravel the importance of CPTED and increase awareness of its various elements in multifamily-family. This study used a Likert scale and SPSS reliability analysis to determine the cognitive status of multi-family CPTED, the importance of each element, and proposed an improvement plan based on the analysis results. As this study was limited by the difficulty of implementation and the lack of validation of its practical effectiveness, it is recommended that future research needs to validate the effectiveness of crime prevention designs and produce more practical results. Furthermore, it is crucial to utilize this study to inform the implementation of security solutions that are tailored to the unique characteristics of each district. Additionally, it is important to offer guidance on how to enhance community safety by increasing residents' awareness of security through education and information dissemination. The author hopes that the representative multi-family CPTED awareness, the importance of each element, and plans for improvement shall be summarized from this study, and provide foundational data for the future development of CPTED based on the Chinese region.

An Analysis of Research Trends in Forest Play Activities for Children (유아를 대상으로 한 숲놀이 활동의 연구 동향 분석)

  • Kim, Mi Jin;Jandg, Hyun Hee;Yun, Suk Yonng;Choi, Byung Jin
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.13-24
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    • 2019
  • The purpose of this study was to analyze research papers related to forest play of children's and present future research directions and basic data. 174 out of the forest play papers for children's provided to the research information sharing service (www. riss. kr) from 2009 to 2018 were studied. The number of papers according to the study was 114 published for children. Looking at the research method of forest play papers for children, 55.17% for experimental papers, 9.77% for observation papers, 17.82% for research papers, 5.75% for case studies, 6.32% for literature review papers and 5.17% for other papers. Looking at trends by target age, in the case of the papers which studied on the single age, the number of papers researching on age 3.51%) for 2 years old, 2.63% for the 3 years old, 9.65% for the 4 years old, 35.96% for the 5 years old. A total of 40.36% consisted of children aged between 2 and 5 years. A total of 7.89% were published for infants and children with handicapped. The number of theses that studied emotional development accounted for 30.7%, social development was 25.44%, cognitive development was 16.67%, self concept development was 14.04%, physical development was 6.14%, language development was 3.51% and other development was 3.51%. As a result of the above analysis, it was necessary to study the language development and the forest play.

The Mediating Effect of Learning Flow on Affective Outcomes in Software Education Using Games (게임을 활용한 SW교육의 정의적 성과에 대한 학습몰입의 매개 효과)

  • Kang, Myunghee;Park, Juyeon;Yoon, Seonghye;Kang, Minjeng;Jang, JeeEun
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.475-486
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    • 2016
  • As software transforms the structure of industry, it becomes a key measure in determining market competitiveness. Therefore, various educational efforts have been attempted in Korea to cultivate software professionals to secure software competitiveness. While previous studies had focused mainly on the cognitive effectiveness of software education, the authors tried to focus on affective perspectives. The authors, therefore, aimed to analyze the predictive power of the recognition of software importance and learning flow on affective outcomes, such as efficacy of computational thinking skills, and attitude toward, and satisfaction with, software education. The data were collected from 103 sixth grade students who participated in a software education. Results show that software importance and learning flow had significant predictive power on affective outcomes; Learning flow mediated the relationship between software importance and affective outcomes. This study provides practical implications for improving affective outcomes in the design and implementation of software education.

Web Cogmulator : The Web Design Simulator Using Fuzzy Cognitive Map (Web Cogmulator : 퍼지 인식도를 이용한 웹 디자인 시뮬레이터에 관한 연구)

  • 이건창;정남호;조형래
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2000.04a
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    • pp.357-364
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    • 2000
  • 기존의 웹 디자인은 웹이라는 매체의 특성 상 디자인적인 요소가 매우 중요함에도 불구하고 디자인은 위한 구체적인 방법론이 미약하다. 특히, 많은 소비자들을 유인하고 구매를 촉발시켜야 하는 인터넷 쇼핑몰의 경우에는 더욱 더 그럼하에도 불구하고 이를 위한 전략적인 방법론이 부족하다. 즉, 기존 연구들은 제품의 다양성, 서비스, 촉진, 항해량, 편리성, 사용자 인터페이스 등이 중요하다고 하였지만 실제 인터넷 쇼핑몰을 디자인하는 입장에서는 활용하기가 상당히 애매하다. 그 이유는 이들 요인들은 서로 영향관계를 가지고 있어서 사용자 인터페이스가 복잡하면 항해량이 늘어나 편리성이 감소하고, 제품이 늘어나더라도 검색엔진을 사용하면 상대적으로 항해량이 감소하게 되어 편리성이 증가한다. 따라서, 이들 요인을 활용하여 인터넷 쇼핑몰을 구축하려면 요인간의 영향관계를 면밀히 파악하고 이 영향요인이 소비자의 구매행동에 어떠한 영향을 주는지가 충분히 검토되어야 한다.이에 본 연구에서는 퍼지인식도를 이용하여 인터넷 쇼핑몰 상에서 소비자의 구매행동에 영향을 주는 요인을 추출하고 이들 요인간의 인과관계를 도출하여 보다 구체적이고 전략적으로 인터넷 쇼핑몰을 디자인할 수 있는 방법으로 web-Cogmulator를 제시한다. Web-Cogmulator는 소비자의 쇼핑몰에 대한 암묵지식 형태의 구매행동을 형태지식화하여 지식베이스 형태로 가지고 있기 때문에 인터넷 쇼핑몰의 다양한 요인의 변화에 따른 소비자의 구매행동을 추론 시뮬레이션하는 것이 가능하다. 이에 본 연구에서는 기본적인 인터넷 쇼핑몰 시나리오를 바탕으로 추론 시뮬레이션을 실시하여 Web-Cogmulator의 유용성을 검증하였다.를, 지지도(support), 신뢰도(confidence), 리프트(lift), 컨빅션(conviction)등의 관계를 통해 다양한 방법으로 모색해본다. 이 연구에서 제안하는 이러한 개념계층상의 흥미로운 부분의 탐색은, 전자 상거래에서의 CRM(Customer Relationship Management)나 틈새시장(niche market) 마케팅 등에 적용가능하리라 여겨진다.선의 효과가 나타났다. 표본기업들을 훈련과 시험용으로 구분하여 분석한 결과는 전체적으로 재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data buffer without complexity of computati

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