• 제목/요약/키워드: Content usability

검색결과 244건 처리시간 0.027초

AR/VR 콘텐츠의 사용성 평가 체계 개발 (Development of Evaluation Scheme for Usability of AR/VR Contents)

  • 한수민;정한일;이회준;이재영
    • 융합정보논문지
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    • 제11권3호
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    • pp.236-249
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    • 2021
  • AR/VR 헤드셋의 대중화로 인하여 AR/VR 콘텐츠 산업이 많은 관심을 받고 있으나, 콘텐츠의 사용성을 저해하는 불편함이 산업의 성장에 나쁜 영향을 주고 있다. 본 연구는 이를 개선하기 위하여 AR/VR 콘텐츠의 사용성 평가를 위한 체계를 설계하고 해당 체계를 구동하기 위한 프로토타입 시스템의 구축을 시도하였다. 제안된 평가체계는 AR/VR 콘텐츠의 사용성에 연관된 다양한 항목을 개별적으로 평가한 후, 이를 종합하여 통합 사용성을 평가하는 체계이다. 이를 위하여 사용성에 관련된 항목을 안전성과 편의성 및 세부 항목에 맞추어 분류하고, 각 항목을 평가하기 위한 기준과 각 항목 및 요소의 중요도를 도출하는 방법, 그리고 이를 통합하여 최종 사용성을 평가하는 프로세스를 제안하였으며, 체계적 평가 수행을 위한 프로토타입 시스템을 구축하였다. 본 연구의 결과는 AR/VR 콘텐츠의 사용성 검증 기능 외에도 콘텐츠 제작 지침으로 작동하여 산업의 진흥에 크게 이바지할 수 있을 것으로 기대된다.

웹사이트의 구조와 정보량 및 사용자 과업 복잡도가 사용성에 미치는 영향 (The Effects of Web Site Architecture, Web Site Content Quantity and User Task Complexity on Usability)

  • 고석하;김주성;김영기
    • Journal of Information Technology Applications and Management
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    • 제12권2호
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    • pp.145-161
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    • 2005
  • In this paper, we present an experiment conducted to examine how the web site's architecture, content quantity and the user task complexity affect its usability. The experiment was performed in two phases on college students to visit existing web sites which are readily accessible via the Internet. The results of experiment show that the web site's architecture significantly affects the efficiency and the effectiveness interactively with its content quantity and the user task's complexity. On the other hand, none of the above three factors show significant effects on the satisfaction and the learnability. In particular, the web site's content quantity does not have any statistically significant effects on the satisfaction and the learnability. It implies that the factors affecting the satisfaction and the learnability are different from those affecting the efficiency and the effectiveness. The analysis reassures that it is essential to consider the context of use in designing a web site.

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모바일 교육 콘텐츠의 사용성 평가요인 분석: 사이버대학을 중심으로 (Analysis of usability factors for Educational Mobile application)

  • 최은영
    • 만화애니메이션 연구
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    • 통권50호
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    • pp.453-478
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    • 2018
  • 디지털 기기의 확산으로 모바일을 이용하여 교육서비스를 제공하는 모바일 러닝이 확대되고 있다. 특히 PC중심의 온라인 교육에서 모바일 교육으로의 전환은 언제 어디서나 모바일 기기를 이용하여 온라인 교육이 이루어질 수 있도록 교육 서비스를 제공하고 있다. 하지만 이러한 모바일 기기를 이용한 모바일러닝의 확산에도 불구하고 사용자 중심의 콘텐츠 설계가 부족한 아쉬움이 있다. 이에 본 연구에서는 사용자 중심의 콘텐츠 설계를 위한 사용성 평가항목을 도출하고자한다. 이를 위하여 기존의 사용성 평가 및 교육 콘텐츠의 특성을 반영하기 위한 문헌조사를 실시하였으며, 문헌고찰을 이용하여 교육용 모바일 특성에 맞는 평가항목을 도출하고자 하였다. 교육용 모바일 앱은 교육서비스의 특징과 모바일 디바이스 특징을 동시에 가지고 있으므로 교육적 사용성 항목으로 대표할 수 있으며, 이는 학습효과를 높이기 위한 시스템과 콘텐츠 영역으로 나누어 평가항목을 도출할 수 있다. 델 파이 기법을 통해 전문가 15명을 대상으로 사용성과 관련한 설문을 진행하였다. 분석결과, 조작용이성, 학습효율성, 심미성, 학습용이성이 교육적 사용성 평가항목으로 나타났다. 본 연구 결과는 모바일 기반 학습자의 사용성을 향상시킬 수 있는 기반이 될 것으로 기대된다.

라이프로깅 애플리케이션 사용성 평가 (Usability Evaluation for Life-logging Application)

  • 이조은;권지은
    • 한국콘텐츠학회논문지
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    • 제16권12호
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    • pp.43-49
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    • 2016
  • 사용자 중심 디자인과 콘텐츠 개발이 대두되면서 사용성 평가에 대한 연구와 항목 정립이 중요해지고 있다. 그렇지만, 모바일 애플리케이션이나 특정 분야에 대한 디지털 시스템에 대한 사용성 평가에 대한 연구는 미비한 상태이다. 최근 웨어러블 기기와 스마트 폰의 발달로 자기 정량화(Quantified-self) 또는 라이프 로깅에 대한 사용과 콘텐츠 개발이 급증하고 있다. 본 논문은 라이프로깅 서비스를 지원하는 애플리케이션에 대한 사용성 평가 항목과 요인을 정립하고자 하는데 있다. 본 연구를 위하여 첫째, 라이프로깅 애플리케이션의 사용성 평가 요인을 정립하기 위하여 기존의 사용성 평가 항목을 수집하고 FGI(Focus Group Interview)를 통해 초기 항목을 선정하였다. 둘째, 선정된 초기 항목에 대한 사용성 평가 설문을 진행하여 그 결과에 대해 신뢰도 분석과 탐색적 요인분석을 실시히였다. 셋째, 통계 분석 결과를 통해 28가지 사용성 평가 항목과 4가지 요인인 인식성, 기능성, 심미성, 만족성을 정립하였다. 마지막으로 정립된 사용성 평가에 대한 활용 기대와 한계점을 논의할 것이다. 본 논문의 결과는 계속 증가하고있는 라이프로깅 애플리케이션의 사용성 평가 시 가이드라인으로 활용되어 효과적인 콘텐츠 개발에 기여할 것이다.

Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.163-168
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    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.

Usability Testing of a Prototype Personal Digital Assistant (PDA)-based Decision Support System for the Management of Obesity

  • Lee, Nam-Ju;Bakken, Suzanne
    • Perspectives in Nursing Science
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    • 제5권1호
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    • pp.17-31
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    • 2008
  • Purpose: The purpose of this study was to evaluate the usability of a prototype personal digital assistant (PDA)-based decision support system for the management of obesity through usability testing with end-users (Advanced Practice Nurses [APNs]) prior to its implementation in clinical settings. Methods: This descriptive study used observational and think aloud techniques to address the research question: what usability problems are perceived by end-users? Five APNs were provided with the scenarios and the list of tasks to evaluate the application. Their verbalizations were recorded through Morae usabil ity software. Data analysis was based on the data captured through Morae, transcriptions, notes, and the end-user survey. Results: End-users completed all the required tasks without encountering a severe usability problem, and agreed that the system was easy to use. clear, concise, and useful. Usability issues that were unrecognized by the developer or usability experts were identified by APNs. The usability problems were categorized according to positive characteristics, negative characteristics, and recommendations. The usability issues were discussed with the project team members, and solutions were suggested to improve the user interface of the PDA-based decision support system before the final implementation. Conclusions: This approach had an important impact on making the system easier to use and more useful from the perspective of design and content. The results of this evaluation provided iterative feedback regarding the design and implementation of the PDA-based decision support system for the management of obesity.

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모바일 분노조절훈련 애플리케이션의 사용성 평가 연구 (Study on the Usability Evaluation of Mobile Anger Control Training Applications)

  • 유경한;강지안;최지은;조재희
    • 한국멀티미디어학회논문지
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    • 제25권11호
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    • pp.1621-1633
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    • 2022
  • The present study aims to design an application for anger control training of individuals and test its practical usability with the goal of encouraging preventive training in daily life. This study also investigates, through usability evaluation, whether users can use the application to carry out the actual anger management training program, whether it is useful and convenient, and whether it produces adequate learning effects. In order to conduct usability evaluation, a usability evaluation scale comprised of six factors-utility, reuse intention, learning, error, and reflectivity-was derived, and survey items tailored to each factor were produced. The association between usability evaluation elements, user demographic parameters, mobile usage behavior, and state anger was also examined. The result demonstrated that additional menus and features are necessary to increase the usability of the application for anger management. The result also revealed that it is vital to build an intuitive application interface that users unfamiliar with mobile app functionality can easily navigate, as well as to add entertaining components in the content, as users may be somewhat bored. On the basis of the findings, ideas of modifying and creating anger management training programs were discussed.

A Study on the Improvement of Korean Journal Citation Index Service

  • Kim, Suntae
    • International Journal of Knowledge Content Development & Technology
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    • 제11권3호
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    • pp.63-79
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    • 2021
  • The KJC and KCI services operated by the National Research Foundation of Korea (NRF) need to refer to the global citation index database to set the service direction that researchers want and develop new functions. Therefore, in this study, the usability of Korea's KJC and KCI web databases was evaluated. In addition, FGI verification was performed for a group of experts on KJC and KCI improvement measures derived by academic information experts. The evaluation committee consisted of the researcher group, the society related group, the publisher (academic information distribution organization) group, and the policy-making organization group. A total of 16 experts performed usability evaluation and service improvement proposals for KJC and KCI services. As a result of usability evaluation of KJC and KCI web database using SUS measurement tool, KJC service was evaluated as 73.44, and KCI service was evaluated as good as 64.38. KJC improvement proposals were evaluated positively with 4 points or more for all improvement items, and KCI improvement proposals were positively evaluated with 3.5 points or more for all improvement items. Overall, KJC and KCI error improvements were evaluated with a score of 4 or more, showing strong affirmations. In the future, it is hoped that the improvement proposals and improvements proposed in this study will be applied to the development of KJC and KCI services, so that more quality services will be used by domestic researchers.

Ergonomic content creation for 3D display

  • Kawai, Takashi
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2006년도 6th International Meeting on Information Display
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    • pp.86-91
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    • 2006
  • This paper introduces two systems for editing and evaluating 3D content. The systems, a non-linear editing system and an evaluation system, were developed to improve viewing safety and comfort for 3D content observers and provide better usability for the creators from the viewpoint of ergonomics.

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유아교육기관에서의 교사보조 로봇에 대한 유아의 경험과 인식 (The Usability of a Robot as an Educational Assistant in a Kindergarten and Young Children's Perceptions of their Relationship with the Robot)

  • 현은자;박현경;장시경;연혜민
    • 아동학회지
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    • 제31권1호
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    • pp.267-282
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    • 2010
  • The purpose of this study was to examine the usability of a robot in kindergartens and the children's perceptions of that robot. In order to answer these questions, a field study, picture drawing and interviews were conducted over twelve days in a kindergarten located in Seoul. Our results indicated that children were likely to use the robot in a group and girls tended to use it more than boys. Children's affection towards the robot was positive and they perceived the robot mostly in terms of a friend. Finally, the picture drawing activity differed according to the usability level. Children who were in the high usability level grouping engaged more with educational content and storytelling while the low usability level grouping utilized the robot for singing in a large group.