• 제목/요약/키워드: Evaluation of the Digital Products

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온라인 사용후기 내용분석을 통한 디지털 제품에 대한 구매자의 평가와 감성체험 분석 (Buyer's Evaluation and Emotional Experience Analysis on Digital Products by Using the Content Analysis of On-line Reviews)

  • 정윤선;서정희;허은정
    • 한국생활과학회지
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    • 제18권5호
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    • pp.1063-1075
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    • 2009
  • This study intends to provide foundational data for enhancing the welfare of customers purchasing digital products through analyzing the notes from written on-line reviews. The data used for the analysis are 6,342 on-line reviews for cell phones and digital cameras released from November, 2007 until April, 2008, which was posted on Naver Knowledge Shopping from November, 2007 until June, 2008. Through the on-line reviews, this article analyzed the evaluations on the digital products' hardware, software, design, service, price, and other criteria and the customers' emotional experience in the process of purchase, use, and possession. According to the results of the analysis, negative evaluation and emotional experience were originated from the company's information provision methods and purchase process. In addition, insufficient information searches in the process of online purchases, consumers' low right consciousness, and impolite on-line reviews were also problematic. Customers' evaluations and emotional experiences on digital products were conducted in a complex way. Based on that, this research makes suggestions in the company's marketing, customer education, and theoretical aspect.

대안적 유형의 디지털 신제품 수용에 관한 연구 - 태블릿 PC 미사용자의 사용의도를 중심으로 - (A Study on Acceptance of Alternative Types of New Digital Product: Focusing on the Intentions of Nonusers of Tablet PC)

  • 임양환
    • 디지털산업정보학회논문지
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    • 제9권3호
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    • pp.173-185
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    • 2013
  • In this study, the relationships of factors influencing the ways alternative types of new digital products are accepted into the market will be structuralized. On the basis of previous research, it is assumed that customers intend to use alternative types of new digital products when they have a higher value than existing products. The consumer's feeling of attraction toward the product is another factor included in the evaluation of its quality. And the attraction of the products that the consumers feel is also included in the evaluation of the qualities of the product. The results of the study indicate first that a product's value affects its attraction, but not the usage intention of the customer. Second, the benefits of the product affect the customer's recognition of its value, while cost does not. Third, environment affects recognition by the customer of the product's attraction, while knowledge of the product does not. By structuralizing the factors that influence the customer's usage intention about alternative types of new digital devices, the causal relationships of the factors involved in the acceptance of new products into the market and their success can be comprehended.

손가락 고정구를 이용한 휴대용 전자제품의 증강현실기반 감각형 상호작용 (AR-based Tangible Interaction Using a Finger Fixture for Digital Handheld Products)

  • 박형준;문희철
    • 한국CDE학회논문집
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    • 제16권1호
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    • pp.1-10
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    • 2011
  • In this paper, we propose an AR-based tangible interaction using a finger fixture for virtual evaluation of digital handheld products. To realize tangible interaction between a user and a product in a computer-vision based AR environment, we uses two types of tangible objects: a product-type object and a finger fixture. The product-type object is used to acquire the position and orientation of the product, and the finger fixture is used to recognize the position of a finger tip. The two objects are fabricated by RP technology and AR markers are attached to them. The finger fixture is designed to satisfy various requirements with an ultimate goal that the user holding the finger fixture in his or her index finger can create HMI events by touching specified regions (buttons or sliders) of the product-type object with the finger tip. By assessing the accuracy of the proposed interaction, we have found that it can be applied to a wide variety of digital handheld products whose button size is not less than 6 mm. After performing the design evaluation of several handheld products using the proposed AR-based tangible interaction, we received highly encouraging feedback from users since the proposed interaction is intuitive and tangible enough to provide a feeling like manipulating products with human hands.

문화콘텐츠 가치평가의 평가모형에 관한 연구 (A Study of Evaluation Model for Culture Contents' Value Evaluation)

  • 권지혁;백승국;손기동
    • 디지털산업정보학회논문지
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    • 제9권3호
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    • pp.129-144
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    • 2013
  • Recognizing a limits on quantitative evaluation of cultural contents' and for its betterment, study aims developing a qualitative evaluation model. For this study, Reception Theory, Semiotics and Psychology were derived for epistemological dimension to contemplate culture contents' essential attribute. To be concrete, cultural contents was examined as experiential products, emotional products, rememberable products and texts. Also, codes of fun, emotion and culture were discussed as intrinsic attributes for cultural contents and how those attributes were expressed or composed in cultural contents was discussed as well. Evaluation items were extracted based on final discussion at the epistemic level, set up the final evaluation model by taking experts' advices on each items. With all those outcomes, qualitative evaluation model for cultural contents was developed. For the importance of each index in the model, priority was granted by weighting on each index. Lastly, evaluation scale was developed for each index. The culture contents' evaluation model developed in study is meaningful not only in drawing qualitative evaluation items of video(image) contents and developing the index and model for the first time, but also its possibility of wide use for other genres.

컨버전스 제품의 인식 및 평가에 대한 실증적 연구 : 결합 개념 이론을 중심으로 (Empirical Studies on the Conceptual Combination of Digital Convergence Products)

  • 김진우;윤지은;이인성;이기호;최보름
    • 경영과학
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    • 제25권3호
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    • pp.101-122
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    • 2008
  • A wide variety of convergent digital products are emerging through the combination of multiple independent digital technologies. Digital convergence provides new revenue sources for businesses and new ways of satisfying individual needs of consumers. Despite its business and consumer implications, little research has addressed how people perceive or evaluate convergent products. This study aims at understanding how consumers interpret and evaluate convergent digital products by conducting two consecutive studies. Firstly, a survey was conducted to understand how people interpret convergent products in three ways suggested by the conceptual combination theory based in cognitive science. Secondly, an experiment was conducted to investigate the impact of combination strategies and product similarities on user evaluation of convergent products. Study results indicate that similarity of constituent products has a substantial effect on the interpretation of concept combination strategies. Moreover, combination strategy and product similarity were found to have substantial effects on user comprehension, perceived newness, and preferences for convergent products. This paper ends with an examination of the implications and limitations of the study results.

Development Of Fashion Cultural Products using Traditional Korean Culture to Enhance Global Competition - Study on Face/Human Images for Digital Textile Printing -

  • Kim, Min-Ja;Lim, Ji-Ah;Yi, Jae-Yoon;Choi, Kyung-Hee
    • International Journal of Costume and Fashion
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    • 제6권2호
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    • pp.11-27
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    • 2006
  • The purpose of this study is to develop highly valued fashion cultural items using Korean face and human images to enhance global competition. The methods of this study include: historical study on the face/human images which appear on the dress; design by stage according to Lamb & Kallal's apparel design process; development of products using digital textile printing technology; and case study by objective evaluation through Grant's alpha-beta model. The procedure and the results of this study are as follows: First, in the problem identification stage, the need to develop fashion cultural products of Korean face/human images which are symbolic, aesthetic, and functional was recognized in order to enhance global competition. Second, in the preliminary idea stage, the fashion cultural products and the components that meet the above 3 standards for design were determined and first design was drawn up. The source of the design was extrapolated from face/human images, which appeared on the murals of the ancient Korea, the portraits and custom paintings from the Chosun Dynasty. From these images, a total of 7 design series of T-shirts with an "ULGUL" logo, scarves, and artwalls were developed using "obangsaek" which are five Korean traditional colors including red, blue, black. white, and yellow on cottons and silks. Third, in the design refinement stage, based on the preference survey, more varying design methods were used to develop 25 new designs. Fourth, in prototype development stage, based on the preference survey conducted on fashion professionals and general public from the previous stage, which showed preference for T-shirts and scarves, 3 designs on T-shirts and 2 designs on scarves were printed and produced using the DTP (Digital Textile Printing). Fifth, in the evaluation stage, Grant's alpha-beta model was used to perform comparative evaluation on the symbolic, aesthetic, and functional criteria of the new designs over the existing ones. The new designs received excellent results in all three criteria and a special recognition was given to symbolism of the new designs.

디지털 프린터의 보안기능 시험/평가방법론 개발 (Development Testing/Evaluating Methods about Security Functions based on Digital Printer)

  • 조영준;이광우;조성규;박현상;이형섭;이현승;김송이;차욱재;전웅렬;원동호;김승주
    • 정보처리학회논문지C
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    • 제16C권4호
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    • pp.461-476
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    • 2009
  • 현재 기업 및 공공기관에서 주로 사용하고 있는 디지털 프린터는 출력을 비롯하여 복사, 스캔, 팩스 등의 다양한 기능을 통합한 복합 기기로서, 최근에는 산업기술 유출 방지를 위해서 중요 데이터 유출 방지를 위한 보안기능을 구현하고 있다. 이에 일본과 미국에서는 일찍이 디지털 프린터에 대한 공통평가기준(CC, Common Criteria) 평가 인증을 진행하고 있으며, 국내에서도 최근부터 공공기관에 납품되는 제품에 대해 보안적합성 검증을 의무화하고 CC 평가 인증을 시작하고 있다. 하지만, 국내에서는 디지털 프린터에 대한 평가 지식이 부족하여 공통평가기준평가를 준비하는 개발자 및 평가자가 어려움을 겪고 있다. 따라서 차기 평가 수요가 예측되는 디지털 프린터의 보안기능 기반기술 시험방법 및 평가요소기술에 대한 확보가 절실한 상황이다. 이에 본 논문에서는 국내 외 주요 업체들의 디지털 프린터에 포함되어 있는 보안 기능 및 개발 동향을 분석하고, 각 보안기능별 특성을 파악하여 디지털 프린터 보안기능 평가 및 취약성 시험 방법에 대한 가이드라인을 제시한다.

소형 마커를 이용한 손가락 터치 기반 감각형 증강현실 상호작용 방안 (Tangible AR Interaction based on Fingertip Touch Using Small-Sized Markers)

  • 정호균;박형준
    • 한국CDE학회논문집
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    • 제18권5호
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    • pp.374-383
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    • 2013
  • Various interaction techniques have been studied for providing the feeling of touch and improve immersion in augmented reality (AR) environments. Tangible AR interaction exploiting two types (product-type and pointer-type) of simple objects has earned great interest for cost-effective design evaluation of digital handheld products. When the sizes of markers attached to the objects are kept big to obtain better marker recognition, the pointer-type object frequently and significantly occludes the product-type object, which deteriorates natural visualization and level of immersion in an AR environment. In this paper, in order to overcome such problems, we propose tangible AR interaction using fingertip touch combined with small-sized markers. The proposed approach facilitates the use of convex polygons to recover the boundaries of AR markers which are partially occluded. It also properly enlarges the pattern area of each AR marker to reduce the sizes of AR markers without sacrificing the quality of marker detection. We empirically verified the quality of the proposed approach, and applied it in the process of design evaluation of digital products. From experimental results, we found that the approach is comparably accurate enough to be applied to the design evaluation process and tangible enough to provide a pseudo feeling of manipulating virtual products with human hands.

간호정보시스템의 시험평가에 관한 연구 (A Study On Related to Test and Evaluation of Nursing Information System)

  • 오송자;양해술
    • 디지털융복합연구
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    • 제11권9호
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    • pp.45-54
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    • 2013
  • 현재 국내 간호정보시스템 소프트웨어 제품은 다수의 업체들이 참여하고 경쟁적으로 개발함으로써 양적인 발전과 높은 부가가치를 창출하고 있다. 그러나 이러한 양적인 발전에 질적인 향상이 병행할 수 있는 연구가 그동안 미흡했던 것이 사실이다. 간호정보시스템 소프트웨어 분야에서 국제적인 경쟁력을 확보하려면, 간호정보시스템 소프트웨어에 대한 품질 요구사항을 확립하고 이에 기반으로 간호정보시스템 소프트웨어 제품에 대한 평가체계 확립이 필요하다. 본 연구에서는 간호정보시스템의 동향과 기술을 분석하여 요구사항 도출을 통해 간호정보시스템의 시험 평가체계를 확립하고자 한다.

Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평 (Web-based 3D Virtual Experience using Unity and Leap Motion)

  • 정호균;박형준
    • 한국CDE학회논문집
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    • 제21권2호
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    • pp.159-169
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    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.