• Title/Summary/Keyword: Developer and User

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Development of Context Awareness and Service Reasoning Technique for Handicapped People (장애인을 위한 상황인식 및 서비스 추론기술 개발)

  • Ko, Kwang-Eun;Shin, Dong-Jun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.4
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    • pp.512-517
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    • 2008
  • It is show that increasing of aged and handicapped people requires development of Ubiquitous computing technique to offer the specialized service for handicapped-people. For this, we need a development of Context Awareness and Service Reasoning Technique that the technique is supplied interaction between user and U-environment instead of the old unilateral relation. The old research of context awareness needed probabilistic presentation model like a Bayesian Network based on expert Systems for recognize given circumstance by a domain of uncertain real world. In this article, we define a domain of disorder activity assistant service application and context model based on ontology in diversified environment and minimized intervention of user and developer. By use this context model, we apply the structure learning of Bayesian Network and decide the service and activity to development of application service for handicapped people. Finally, we define the proper Conditional Probability Table of the structured Bayesian Network and if random situation is given to user, then present state variable of Activity and Service by given Causal relation of Bayesian Network based on Conditional Probability Table and it can be result of context awareness.

The Method of User Experience Evaluation for Virtual Living Space (가상현실 주거공간을 위한 사용자경험 평가 방법)

  • Kim, Mi-Sun;Paek, Hee-Won;Seo, Hye-Ran;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.795-806
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    • 2017
  • In this paper, we propose a user experience evaluation method for virtual reality living space contents and apply it to prototype simulations to measure user experience. The user evaluation method proposed in this paper is based on the existing user evaluation methodology, but it is established by changing the experience and evaluation factors to match the characteristics of the virtual reality living space. The generated virtual reality living space simulation is configured similar to real space and is placed real objects that the user actually uses in each space, so that users can feel reality. The subjects performed the tasks according to the given scenarios and then evaluated the simulation. As a result of the evaluation, the main goal of the simulation, the items that make the users feel realistic, were lower than our expectations. This means that future simulations need to be modified in a way that adds or expands elements that enhance the realism. In this way, the UX evaluation method proposed in this paper is expected to provide a more objective indicator to the content developer or designer in order to grasp the user's demand in the virtual reality living space.

The Development of the Mobile HomeNetwork Components (모바일 홈네트워크 컴포넌트 개발)

  • Kim, Chi-Su;Kim, Young-Tae;Kong, Heon-Tag;Lim, Jae-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.1860-1868
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    • 2009
  • As general use of Mobile devices, the integration operations between the Home network is active. For popularization of Home network interface of normalizing in user's use convenience offer must, and developer must be able to cope sensitively in change development and requirement, hereafter such as maintenance with normalized interface environment. In the case of Home network, because several terminal information devices have to be used to a Home server, user establishment and exclusion should be easy and should adapt fast in requirement alteration and maintenance. In this paper, we designed and implemented mobile home network components with applied efficient information transmission interface that can be applied to the various application of OSGi platform. These components can respond quickly of user requirements and maintenance and that can be reuse and evolved.

Clip Toaster : Pastejacking Attack Detection and Response Technique (클립 토스터 : 페이스트재킹 공격 탐지 및 대응 기술)

  • Lee, Eun-young;Kil, Ye-Seul;Lee, Il-Gu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.192-194
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    • 2022
  • This paper analyzes the attack method of pastejacking and proposes a clip toaster that can effectively defend it. When programming, developers often copy and paste code from GitHub, Stack Overflow, or blogs. Pastejacking is an attack that injects malicious data into the clipboard when a user copies code posted on the web, resulting in security threats by executing malicious commands that the user does not intend or by inserting dangerous code snippets into the software. In this paper, we propose clip toaster to visualize and alertusers of threats to defend pastejacking that threatens the security of the developer's terminal and program code. Clip Toaster can visualize security threat notifications and effectively detect and respond to attacks without interfering with user actions.

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The Application for the Protection System of Location-based Information on a Smart-phone Environment (스마트폰 환경에서 개인위치정보 보호시스템 응용방안)

  • Kim, In-Jai;Choi, Jae-Won;Kim, Woon-Yoeng
    • The Journal of Society for e-Business Studies
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    • v.17 no.3
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    • pp.129-147
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    • 2012
  • In this paper, we research on the personal information protection system in smart-phone based on mobile environment. This paper proposes the enhanced personal location privacy mechanism in location-based service environment of a smart phone operating system(iOS, Android) for the relevant regulations on location-based protection and utilization. Also, the result verified that possibility on a self-control mechanism of the personal information protection system's subject in the window platform throughout the experiment. Therefore, this study have drew a method that user positively can cope with a protection of personal location information by having a user's self-control method in the system under development or done by illegal location-based service providers and illegal application developer.

Relationship between Design Characteristics, Relationship Quality, and Customer Loyalty of the Mobile Game User Community (모바일게임 유저커뮤니티의 설계특성, 관계품질, 고객충성도와의 관계)

  • Min, Taeki;Oh, Segu
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.94-104
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    • 2021
  • It is no longer special for the gaming industry to provide a community to promote their games. Much prior research related to the community also focuses on the spread of community influence and its importance. In particular, the user community in the gaming industry is having a big impact on the company's revenue creation beyond the simple level of information provision and promotion of friendship. Therefore, providing a community at the same time as the game is released is becoming a common trend in the gaming industry This study attempted to explore factors influencing the design of more effective communities under the assumption that the user community will influence the loyalty of mobile games. The design elements of the community suggested in this study are the provision of interaction tools between users, the provision of information, and communication between the game maker and the users. This study aims to confirm that these design factors affect customer loyalty by reinforcing user empathy and trust in the game within the user community. After collecting data from 251 users active in the mobile game user community, the model presented in this study was empirically analyzed. As a result, the design elements of the game community suggested in this study were found to affect customer loyalty by strengthening the empathy for the game and the trust in the game developer.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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Design of Retrieval API to Analyze Web based Simulation Execution Data (웹기반 시뮬레이션 수행 데이터 검색 API 설계)

  • Jung, Young Jin;Seo, Jerry Hyeon;Yu, Jung-Lok;Jin, Du-Seok;Lee, Jun-Hyung;Lee, JongSuk Ruth;Cho, Kumwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.708-710
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    • 2013
  • Web based simulation service is utilized to computationally analyze various phenomena in real world according to the progress of network and computing technology. To provide suitable simulation service, web based simulation service will be improved by analyzing execution data. Especially, an API for data retrieval is designed, because every analyst needs different data. In this paper, we design the retrieval API for a user to analyze the web based simulation execution data, which is used on CFD (Cumputational Fluid Dynamics) and Chemistry. The designed retrieval API provides an simulation execution data depending on an user requirement such as a user type, an execution period, and an affiliation, which is based on the core information such as an user, a simulation program, and a cyberlab. Besides, a developer can provides a suitable information for a user to execute a simulation well such as a simulation statistics, an execution trend, and a frequent error.

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Design and Performance Evaluation of Software On-Demand Streaming System Providing Virtual Software Execution Environment (가상 소프트웨어 실행 환경을 제공하는 주문형 소프트웨어 스트리밍 시스템 설계 및 성능평가)

  • Kim Young-Man;Park Hong-Jae;Han Wang-Won;Choi Wan;Heo Seong-Jin
    • The KIPS Transactions:PartC
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    • v.13C no.4 s.107
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    • pp.501-510
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    • 2006
  • Software streaming allows the execution of stream-enabled software on desktop or portable computing devices like PC, PDA, laptop, cellular phone, etc., even while the transmission/streaming from the server may still be in progress. In this paper, we present an efficient streaming system called Software On-Demand(SOD) streaming system to transmit stream-enabled applications in addition to automatic installation of program registry, environment variables, configuration files, and related components. In particular, we design and implement a SOD system in Linux to provide the user with the instant look-and-click software execution environment such that software download and installation are internally proceeded in a completely user-transparent way. Therefore, the SOD system relieves the user from the tricky, failure-prone installation business. In addition, the software developer now obtains a new, powerful means to advertise and propagate their software products since the user can use software packages via user-friendly UI window or web browser by look-and-click interactive operation. In the paper, we also make a couple of SOD streaming experiments using a spectrum of popular softwares. Based on the analysis of the experiment results, we also propose two performance improvement schemes.

Test-Driven Development Adoption influence to User Satisfaction on OpenSource Project development (오픈소스 프로젝트의 테스트 주도 개발 채택여부가 사용자만족도에 미치는 영향에 관한 연구)

  • Sohn, Hyo-jung;Lee, Min-gyu;Seong, Baek-min;Kim, Jong-bae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.1075-1078
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    • 2015
  • Three kinds of typical practices to reflect the values of Agile Development Methodology were selected from a previous study. Those were Communicate using Web 2.0 collaboration tools, test-driven development (TDD, Test-Driven Development) method is adopted, and refactoring. In this study, we set up a hypothesis that the adoption of TDD project will make user satisfaction is higher. Select 100 sample projects from SourceForge(sourceforge.net), the most popular open source hosting site, the criteria is we can be determined whether operate in the project (developer least 7 people, bugs can occur more than 100, created the project since 2000). To determine whether the use of automated development tools xUnit of TDD through the CVS and SVN log analysis. Using data from the FLOSSmole and to evaluate the user experience of the project. User satisfaction of each project Rating, bug fix cycle, downloads and pageviews. Through this study, correlates of whether TDD adoption and user satisfaction, we will suggest a reflected the Agile practices new open source development methodology. As a result, it contributes to increase the maturity of the open source community.

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