• Title/Summary/Keyword: Experience device

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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.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

Taxonomy of Performance Shaping Factors for Human Error Analysis of Railway Accidents (철도사고의 인적오류 분석을 위한 수행도 영향인자 분류)

  • Baek, Dong-Hyun;Koo, Lock-Jo;Lee, Kyung-Sun;Kim, Dong-San;Shin, Min-Ju;Yoon, Wan-Chul;Jung, Myung-Chul
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.31 no.1
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    • pp.41-48
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    • 2008
  • Enhanced machine reliability has dramatically reduced the rate and number of railway accidents but for further reduction human error should be considered together that accounts for about 20% of the accidents. Therefore, the objective of this study was to suggest a new taxonomy of performance shaping factors (PSFs) that could be utilized to identify the causes of a human error associated with railway accidents. Four categories of human factor, task factor, environment factor, and organization factor and 14 sub-categories of physical state, psychological state, knowledge/experience/ability, information/communication, regulation/procedure, specific character of task, infrastructure, device/MMI, working environment, external environment, education, direction/management, system/atmosphere, and welfare/opportunity along with 131 specific factors was suggested by carefully reviewing 8 representative published taxonomy of Casualty Analysis Methodology for Maritime Operations (CASMET), Cognitive Reliability and Error Analysis Method (CREAM), Human Factors Analysis and Classification System (HFACS), Integrated Safety Investigation Methodology (ISIM), Korea-Human Performance Enhancement System (K-HPES), Rail safety and Standards Board (RSSB), $TapRoot^{(R)}$, and Technique for Retrospective and Predictive Analysis of Cognitive Errors (TRACEr). Then these were applied to the case of the railway accident occurred between Komo and Kyungsan stations in 2003 for verification. Both cause decision chart and why-because tree were developed and modified to aid the analyst to find causal factors from the suggested taxonomy. The taxonomy was well suited so that eight causes were found to explain the driver's error in the accident. The taxonomy of PSFs suggested in this study could cover from latent factors to direct causes of human errors related with railway accidents with systematic categorization.

Study on the Relationship Between EEG of Brain Laterality and Personality Traits (좌·우뇌 비대칭 뇌파와 성격특성요인의 관계에 대한 연구)

  • Hur, Mi-ra;Lee, A-Ra
    • Science of Emotion and Sensibility
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    • v.19 no.1
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    • pp.83-94
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    • 2016
  • The purpose of this study is to find out the relationships of brain laterality, active EEG over all brain regions and personality traits by measuring EEG signals on the basis of the counseling psychology personality theories. For this study, the EEG of ninety-six college students as measured by an eight channel EEG device and analyzed through the computer and the data of their Big Five Personality Test were analyzed by statistical analysis. The result was that when theta's laterality at the prefrontal lobe is bigger, neuroticism is higher in the personality factors. On each of the brain regions, theta's activity on the left of the prefrontal lobe makes higher neuroticism but lower conscientiousness, and beta's activity on the left of the frontal lobe makes lower extroversion and openness to experience. These results showed that there are statistically meaningful relationships between the brain region activated specific EEG and individual personality or psychological traits. This study branched out into theta band while most previous studies measured in alpha and beta band. Also from these results it suggested the counseling strategy with the brain and follow-up studies.

Endotracheal intubation by inexperienced trainees using the Clarus Video System: learning curve and orodental trauma perspectives

  • Moon, Young-Jin;Kim, Juyoung;Seo, Dong-Woo;Kim, Jae-Won;Jung, Hye-Won;Suk, Eun-Ha;Ha, Seung-Il;Kim, Sung-Hoon;Kim, Joung-Uk
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.15 no.4
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    • pp.207-212
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    • 2015
  • Background: The ideal alternative airway device should be intuitive to use, yielding proficiency after only a few trials. The Clarus Video System (CVS) is a novel optical stylet with a semi-rigid tip; however, the learning curve and associated orodental trauma are poorly understood. Methods: Two novice practitioners with no CVS experience performed 30 intubations each. Each trial was divided into learning (first 10 intubations) and standard phases (remaining 20 intubations). Total time to achieve successful intubation, number of intubation attempts, ease of use, and orodental trauma were recorded. Results: Intubation was successful in all patients. In 51 patients (85%), intubation was accomplished in the first attempt. Nine patients required two or three intubation attempts; six were with the first 10 patients. Learning and standard phases differed significantly in terms of success at first attempt, number of attempts, and intubation time (70% vs. 93%, $1.4 {\pm}0.7$ vs. $1.1{\pm}0.3$, and $71.4{\pm}92.3s$ vs. $24.6{\pm}21.9s$, respectively). The first five patients required longer intubation times than the subsequent five patients ($106.8{\pm}120.3s$ vs. $36.0{\pm}26.8s$); however, the number of attempts was similar. Sequential subgroups of five patients in the standard phase did not differ in the number of attempts or intubation time. Dental trauma, lip laceration, or mucosal bleeding were absent. Conclusions: Ten intubations are sufficient to learn CVS utilization properly without causing any orodental trauma. A relatively small number of experiences are required in the learning curve compared with other devices.

The Study on the Interface Design for supporting the Exhibition Viewing (전시환경을 위한 전시관람 지원 인터페이스 디자인에 관한 연구)

  • Choi, Ji-Eun;Jung, Ji-Hong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.81-88
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    • 2006
  • With the introduction of the digital technology in the exhibition environment, the information of the exhibit has come to be transmitted through diverse media. The visitors desire has been increased from the simple viewing of the exhibition to the active participation in the exhibition viewing and the utilization of the exhibit information. Subsequently, the study on the service to effectively support the viewing experience and provide the information by utilizing the internet and mobile device for visitors in movement has become important in terms of the exhibition environment. Accordingly, in this study, the current condition in studying the service supporting the exhibition environment and the exhibition viewing, which are being changed into a digital network environment, was examined through the literature and case studies. In order to find out the viewing situation and viewing type of visitors, the visitors behaviors of viewing the exhibition were observed. By analyzing the contents observed, the viewing type and keyword were drawn in accordance with the visitors behaviors of viewing. On the basis of this, visitors needs and problems occurring in case of the exhibition viewing were found out via in-depth interview. The service factors of supporting the exhibition viewing were proposed on the basis of the factors by which visitors needs and problems could be solved via interface in the circumstance when visitors would move round the exhibition hall and view the exhibition. In terms of the service factors, the method to resolve was presented on the basis of the relationship between the exhibit and the space in case of selecting and viewing the exhibit. This was applied into the mobile PDA with the example of the exhibition environment in the national museum. Through the scenario of using, the usefulness of the service proposed and the relevant possibility of utilization were reviewed.

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gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.67-76
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    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

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A study on the relationship of general characteristics to behavioral reaction toward oral malodor (영역별 특성에 따른 구취발생시 행동대처에 관한 연구)

  • Jang, Gye-Won;Park, Sung-Suk
    • Journal of Korean society of Dental Hygiene
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    • v.9 no.3
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    • pp.493-506
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    • 2009
  • The purpose of this study was to examine the awareness of people in general characteristics about oral malodor. The subjects in this study are 184 people who visited the clinical practice lab at J health college to get their teeth scaled. After conducting a survey from May 1 to June 3, 2008, we selected four different ares and then analyzed the answer sheets from 179 respondents including smoking/nonsmoking, scaling experience, toothbrushing frequency and the use of oral hygiene supplies. SPSS WIN 12.0 program was used to make a frequency analysis and cross analysis. The findings of the study are as follows: 1. Concerning an intention of treatment for oral malodor, 37.4% didn't intend to receive treatment even in case of having bad breath. 28.5% didn't yet have any definite idea about that, and 20.7% had no mind to do that at all. 10.6% had an intention to receive treatment, and 2.8% want to receive treatment. 2. As for how to cope with oral malodor in case of suffering from it, 47.5% chewed gums or ate candy. 25.1% scarcely care about that, and 15.6% covered their mouth whenever they spoke. 9.5% had little confidence about talking to others, and 2.2% found it difficult to build an amicable interpersonal relationship. 3. Concerning what to do about another person's oral malodor, 40.8% did nothing, and 19% talked to the person about that. 17.3% gave him or her chewing gum. Among their oral health characteristics, toothbrushing frequency made a significant difference to the way they responded to another person's oral malodor(p<.05). 4. As to subjective feelings about another person's oral malodor, 41.9% just found it bearable. 36.9% were a little displeased, and 9.5% never felt bad about another person's bad breath. 8.9% tried to avoid the person, and 2.8% advised him or her to chew gum. 5. Regarding an intention of participating in a oral malodor program, 46.9% had no idea about that. 31.3% intended to participate in the program, and 13.4% wanted to do that without fail. 6.1% had no mind for that, and 2.2% were never going to do that. Among characteristics of the user oral hygiene device made a significant difference whether to participating in the oral malodor program(p<.05).

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Study on Reliability of Interpretation and Reproducibility of a Pulse Analyser (맥진기 판독의 신뢰도 및 파형의 재현성 연구)

  • Park, Seung-Chan;Lee, Ji-Hye;Lee, Hye-Yoon;Cho, Min-Kyoung;Kim, Do-Hyung;Kim, So-Yeon;Choi, Jun-Yong;Han, Chang-Woo;Park, Seong-Ha;Hong, Jin-Woo;Lee, In;Kwon, Jung-Nam
    • The Journal of Internal Korean Medicine
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    • v.34 no.3
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    • pp.231-239
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    • 2013
  • Objectives : This study was performed to evaluate inter-rater and intra-rater reliability of interpretation and reproducibility of a pulse analyser (MAXMAC27-Plus). Methods : 38 of 40 volunteers completed the pulse analysis consecutively. Three Korean medical doctors who had at least 2 years of clinical experience interpreted the pulse waves for 3 aspects of size, depth and shape, then inter-rater reliability and crude agreement was obtained. Reinterpretation was done 2 weeks later and intra-rater reliability and crude agreement was obtained. Intra-rater reliability and crude agreement between 1st and 2nd measurement was calculated. Cohen's weighted kappa for size, Cohen's kappa for depth and shape were used as statistical analysis. Results : Inter-rater reliability of size, depth and shape among 3 raters was 0.598, 0.604, and 0.312, respectively, showing moderate to substantial agreement. Average intra-rater reliability between 1st and 2nd interpretation of size, depth and shape was 0.806, 0.705, and 0.638, respectively, showing substantial to almost perfect agreement. However, intra-rater reliability between consecutive measurements of size, depth and shape was 0.221, 0.121, and 0.194, respectively, which showed only poor to fair agreement. Conclusions : Intra-rater and inter-rater reliability of one pulse wave showed relatively high concordance. Training by a clinical expert may effect better concordance among raters. Test-retest reliability showed poor agreement. Improvement of measurement technique and device performance will be needed.

Proposal for a Responsive User Interface System based on MPEG-UD (MPEG-UD 기반 사용자 인터페이스 생성 시스템 제안)

  • Moon, Jaewon;Lim, Tae-Beom;Kum, Seungwoo;Kim, Taeyang;Shin, Dong-Hee
    • Journal of Internet Computing and Services
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    • v.15 no.5
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    • pp.83-93
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    • 2014
  • Providing personalized services customized to users' needs and preferences becomes highlighted as a key area of user-context computing. It is essential for context-aware technology to be developed more intelligent and meaningful services by being widely applied to a variety of sectors and domains. SDO (Standard Development Organization) such as MPEG and W3C has been actively developed to be standardized services and to improve context-awareness services. Yet current standards related to context-aware technology, such as MPEG-7, MPEG-21, MPEG-V, and emotionML, are not capable enough to support various systems and diverse services. Against this backdrop, the MPEG User Description, referred to also as MPEG-UD Standard, is to ensure interoperability among recommendation services, which take into account user's context when generating recommendations to users. In this light, we introduce standards related to the user context and propose the structure for RD-Engine and the Remote Responsive User Interface(RRUI) system in reference to MPEG-UD. This system collects unit resources matching specific condition according to the user's contexts described by MPEG-UD. In so doing, it improves adaptive user interface considering device features in real-time. By automatically generating adaptive user interfaces tailored to an individual's contexts, the proposed system aims to achieve high-quality user experience for a complex service.