• Title/Summary/Keyword: Ease-of-Use

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The Effect of Attribute Alignability and Certainty on Consumer Preference (제품속성의 정렬 가능성과 확실성이 제품 선호도에 미치는 영향)

  • Kim, Soo-Young;Song, Ju-Hun;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.153-172
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    • 2008
  • Products can maintain a high level of market share for many years by succeeding early in the development of a market. To overcome the benefit of pioneering a market, late entrants to the market can use differentiation strategies: developing novel attributes or enhancing preexisted attributes. In general, preexisted attributes are more memorable, but novel attributes can be weighted as heavily as preexisted attributes by contextual constraints. Based on the research of appraisal-congruent judgement, certainty appraisal dimension may affect the degree to which people engage in systematic or heuristic processing. This study examines the effects of alignability (the ease with which the attributes of one object can be aligned or mapped onto another object) of product attributes and certainty on consumer preferences for late entrants. Participants were induced to experience certainty and then completed a questionnaire. As predicted, participants induced certainty were likely to engage in heuristic processing, while participants induced uncertainty were likely to engage in systematic processing. This study provides an implication that companies should additionally consider consumers' feeling of certainty when launching a new brand.

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Information Hiding Technique in Smart Phone for the Implementation of GIS Web-Map Service (GIS 웹 맵 서비스 구현을 위한 스마트 폰에서의 정보은닉 기법)

  • Kim, Jin-Ho;Seo, Yong-Su;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.710-721
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    • 2010
  • Recently, for the advancement of embedded technology about mobile device, a new kind of service, mash-up is appeared. It is service or application combining multimedia content making tool or device and web-GIS(geographic information system) service in the mobile environment. This service can be ease to use for casual user and can apply in various ways. So, It is served in web 2.0 environment actively. But, in the mashup service, because generated multimedia contents linked with web map are new type of multimedia contents which include user's migration routes in the space such as GPS coordinates. Thus, there are no protection ways for intellectual property created by GIS web-map service users and user's privacy. In this paper, we proposed a location and user information hiding scheme for GIS web-map service. This scheme embeds location and user information into a picture that is taken by camera module on the mobile phone. It is not only protecting way for user's privacy but is also tracing way against illegal photographer who is peeping person through hidden camera. And than, we also realized proposed scheme on the mobile smart phone. For minimizing margin of error about location coordinate value against contents manipulating attacks, GPS information is embedded into chrominance signal of contents considering weight of each digit about binary type of GPS coordinate value. And for tracing illegal photographer, user information such as serial number of mobile phone, phone number and photographing date is embedded into frequency spectrum of contents luminance signal. In the experimental results, we confirmed that the error of extracted information against various image processing attacks is within reliable tolerance. And after file format translation attack, we extracted embedded information from the attacked contents without no damage. Using similarity between extracted one and original templete, we also extracted whole information from damaged chrominance signal of contents by various image processing attacks.

Potential Use of 3D Course Material as a Pedagogical Tool for Laboratory Courses with respect to Assembly/Disassembly of the Combustion Chamber in Vocational High Schools (항공고등학교 실습교육에서 연소실 분해 조립을 중심으로 고찰한 3D 학습 자료의 활용 방안)

  • Lee, Tae-gyoon;Kim, Jong-Seong
    • Journal of Internet Computing and Services
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    • v.17 no.3
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    • pp.33-43
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    • 2016
  • In this study, 3D-image based course material has been suggested as a potential pedagogical tool for laboratory courses for aviational maintenance in vocational high schools. With a special focus on assembly/disassembly of the combustion chamber, 3D contents described here are created by Soildworks 2014 based on the textbook widely used in aviational high schools. By analyzing several textbooks currently adopted at various schools, we have clearly shown that the current text-based teaching method is far from being effective regarding providing adequate learning environment for high school students who study aviational maintenance. From the analysis of the conventional textbooks, it is seen that it is urgent that we should come up with more effective and efficient way of teaching methods for these topics at vocational high schools. Using Solidworks, we have developed very vivid 3D image-based course material for topics related to a combustion chamber in the airplane. Newly developed 3D material is seen to clearly show step by step procedures of assembly and disassembly of the combustion chamber which has crucial importance in the aviational laboratory courses. Especially the transparent feature in Solidworks could make it possible to observe the parts covered by outer casing, which can not be seen even in any laboratory class with real objects. 3D animated views could provided unprecedented learning environment for students to acquire core knowledge with ease for the maintenance of a combustion chamber. In order to provide easy access for students to this 3D-based course material, the exclusive viewer is also developed using MS office powerpoint 2007. An example of a learning plan using 3d course material is suggested as well.

A Study on the Pattern Analysis Method using the User Log on the CMS (CMS의 사용자 로그를 이용한 패턴 분석 방법 연구)

  • Moon, Dong-Yeol;Park, Koo-Rack;Kim, Dong-Hyun;Jung, Jin-Young
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.275-281
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    • 2016
  • In modern society, which boomed it became easier to obtain the necessary information to the emergence of a variety of smart devices. Due to this, the frequency of using the content based on the Web is growing rapidly. In addition, companies are turning into a production and modify the content using the CMS under the web-based. It can be a very important part to provide users with the content. Currently web services are designing a UI to the device and provided. To improve the ease of use, they are enhancing services only by survey and analysis of the patterns of all users. Most are designed without considering the UX only in the technical aspects. In this paper, to break the limits that apply to all users of the Web service pattern analysis, we propose a visualization system via the animation based on the individual user's movement patterns and usage patterns. Through this convergence is expected to be able to transform the web from the central manager to the user UX and the planning aspects researchers.

Comparative analysis of the digital circuit designing ability of ChatGPT (ChatGPT을 활용한 디지털회로 설계 능력에 대한 비교 분석)

  • Kihun Nam
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.967-971
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    • 2023
  • Recently, a variety of AI-based platform services are available, and one of them is ChatGPT that processes a large quantity of data in the natural language and generates an answer after self-learning. ChatGPT can perform various tasks including software programming in the IT sector. Particularly, it may help generate a simple program and correct errors using C Language, which is a major programming language. Accordingly, it is expected that ChatGPT is capable of effectively using Verilog HDL, which is a hardware language created in C Language. Verilog HDL synthesis, however, is to generate imperative sentences in a logical circuit form and thus it needs to be verified whether the products are executed properly. In this paper, we aim to select small-scale logical circuits for ease of experimentation and to verify the results of circuits generated by ChatGPT and human-designed circuits. As to experimental environments, Xilinx ISE 14.7 was used for module modeling, and the xc3s1000 FPGA chip was used for module embodiment. Comparative analysis was performed on the use area and processing time of FPGA to compare the performance of ChatGPT products and Verilog HDL products.

A Study on Construction of Optimal Wireless Sensor System for Enhancing Organization Security Level on Industry Convergence Environment (산업융합환경에서 조직의 보안성 향상을 위한 센싱시스템 구축 연구)

  • Na, Onechul;Lee, Hyojik;Sung, Soyoung;Chang, Hangbae
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.139-146
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    • 2015
  • WSN has been utilized in various directions from basic infrastructure of environment composition to business models including corporate inventory, production and distribution management. However, as energy organizations' private information, which should be protected safely, has been integrated with ICT such as WSN to be informatization, it is placed at potential risk of leaking out with ease. Accordingly, it is time to need secure sensor node deployment strategies for stable enterprise business. Establishment of fragmentary security enhancement strategies without considering energy organizations' security status has a great effect on energy organizations' business sustainability in the event of a security accident. However, most of the existing security level evaluation models for diagnosing energy organizations' security use technology-centered measurement methods, and there are very insufficient studies on managerial and environmental factors. Therefore, this study would like to diagnose energy organizations' security and to look into how to accordingly establish strategies for planning secure sensor node deployment strategies.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

A Study of the Factors Affecting User Acceptance of Smart TVs (스마트TV 사용자 수용에 영향을 미치는 요인 연구)

  • Kim, Su-Yeon;Lee, Sang Hoon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1652-1662
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    • 2013
  • As smart devices like smartphones and smart pads are prevalent recently, dramatic changes so called 'smart evolution' deployed in many socioeconomic areas. These changes lead the TV industry to develop a smart TV differentiated from a conventional TV by enabling internet connectivity and applications execution. In this study the factors affecting the acceptance of a smart TV are extracted by reviewing the previous works and the structural relationships among these factors are analyzed. Adding 'Social Influence' to consider an environmental factor and 'Innovativeness' for personal characteristics, we build an extended Technology Acceptance Model and analyzed the structural relationships among the factors in the model using Structural Equation Model. In the results we can find that the environmental factors affect the perceived characteristics. The moderating effects of gender and level of experience in smart devices have also been investigated. No difference is found between gender groups. In much-experienced group, Innovativeness affects Perceived Usefulness and acceptance of a smart TV. In less-experienced group, however, Innovativeness affects Perceived Ease of Use, Expected Enjoyment and finally acceptance of a smart TV.

On the Use of SysML Models in the Conceptual Design of Unmanned Aerial Vehicles (무인항공기체계의 개념설계에서 SysML 모델의 활용에 관한 연구)

  • Kim, Young-Min;Lee, Jae-Chon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.2C
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    • pp.206-216
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    • 2012
  • Today's war fields can be characterized by net-centric wars where a variety of independent weapon systems are operated in connection with each other via networks. As such, weapon systems become dramatically advanced in terms of complexity, functionality, precision and so on. It is then obvious that the defense R&D of those requires systematic and efficient development tools enabling the effective management of the complexity, budget/cost, development time, and risk all together. One viable approach is known to be the development methods based on systems engineering, which is already proved to successful in U.S. In this paper, a systems engineering approach is studied to be used in the conceptual design of advanced weapon systems. The approach is utilizing some graphical models in the design phase. As a target system, an unmanned aerial vehicle system is considered and the standard SysML is also used as a modeling language to create models. The generated models have several known merits such as ease of understanding and communication. The interrelationships between the models and the design artifacts are identified, which should be useful in the generation of some design documents that are required in the defense R&D. The result reported here could be utilized in the further study that can eventually lead to a full-scale model-based systems engineering method.

A Collecting and Record of Wide Area Cultural Resources : the Case of Asian Cotton Cultural Resources (광역 문화자원의 수집과 기록 : 아시아 목화문화자원을 중심으로)

  • Noh, Shi-Hun
    • The Korean Journal of Archival Studies
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    • no.28
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    • pp.123-153
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    • 2011
  • In Asia, when cotton and cotton fabrics cultivated and produced in India of Southern Asia had spread to the whole Asia area by land and by sea, the Cotton Road and cotton fabric cultural area could be formed. In Korea, the traditional cotton (Gossypium arboreum) brought by Moon Ik-Jeom in 1363 was cultivated and then the Upland cotton (Gossypium hirsutum) brought via Japan could be produced from 1904. Especially, Gwangju/Jeonnam was the most active place in producing traditional cotton, and eventually became the center of cotton cultivation and fabric production after bringing in Upland cotton. In order to collect and record the cotton cultural resources in the broad area, the Cultural Resources Set, classified its component parts should be made first and then the collecting objects should be investigated. The collecting areas are selected based on the spreading paths and the regional significance of cotton. Since its difficulty of collecting the relevant resources from all of the places in Asia, it should be planned to share the resources through exchanges and cooperation among private, institution and organization. The relevant experts from the various fields should participate in the interdisciplinary researches which are necessary for collecting and recording of wide area cultural resources. Considering the collecting limitation of genuine relics, the digital archives should be established and then offered through a web site that everyone can use them freely by remote. It also needs to plan to display on and off-line for users to perceive the similarity, difference and interconnections of the resources with ease.