• Title/Summary/Keyword: Features of User Experience

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A study on smart launcher features in terms of UX (UX 관점에서의 스마트 런처 특징연구)

  • Lee, Jung-Ae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.463-468
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    • 2015
  • A study on how a launcher as smart phone application was utilized as brand communication by deriving a characteristic element that could be changed into an extended function which carried out brand communication function going beyond the basic function of launcher pre-installed for the purpose of UI differentiation according to each device brand. In the results of analyzing the items and features of brand communication shown in each detailed item after classifying properties of launcher components into that of home component and personalization function element, (1) brand image identity element and (2) service marketing commitment element was derived.

A Study on User Switching Intention from Contact Center-oriented to AI Chatbot-Oriented Customer Services (컨택센터 중심에서 인공지능 챗봇 중심 고객 서비스로의 사용자 전환의도에 관한 연구)

  • Ann Seunggyu;Ahn Hyunchul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.1
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    • pp.57-76
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    • 2023
  • This study analyzes the factors and effects on the users' intention to switch from contact center-oriented to AI chatbot-oriented customer services by combining Push-Pull-Mooring Model and provides insights for companies considering the adoption of AI chatbots. To test the model, we surveyed users with experience using chatbots at least once across different age groups. Finally, we analyzed 176 cases for the analysis using IBM SPSS Statistics and SmartPLS 4.0. The results of hypotheses testing rejected the hypotheses for variables of inconsistent quality and low availability of push factors and low switching cost of mooring factor while accepting the hypotheses for the tardy response of push factors and all pull factors. Therefore, these findings provide important implications for researchers and practitioners who wish to conduct research or adopt AI chatbots. In conclusion, users do not feel inconvenienced by the contact center-oriented service but also perceive high trust and convenience with AI chatbot-oriented service. However, despite low switching costs, users consider chatbots a complementary tool rather than an alternative. So, companies adopting AI chatbots should consider what features the users expect from AI chatbots and facilitate these features when implementing AI chatbots.

A Study on the Influential Factors of Purchase Intention of Wrist Wearable Device (손목형 웨어러블 디바이스 구매의도에 영향을 미치는 요인에 관한 연구)

  • Shin, Myeong-Seob;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.498-506
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    • 2015
  • As smart phone market has been rapidly saturated, wearable devices have been emerging as a new growth power in the post smart phone era. This study aims to comprehend the influential factors of purchasing intention of product features(perceived usefulness, perceived ease of use) and individual characteristics(innovation, fashion leadership, self-efficacy, concern for health) of wrist wearable device. The result shows that fashion leadership and health concern among consumers' individuality, and perceived usefulness and perceived usability among product features are proved to be significant factors. This means that both usefulness and usability have significant impacts on purchase intention of wearable device and product development should be made to enhance user experience.

A Study on the Characteristics of Color for Peter Eisenman Architecture (피터 아이젠만 건축의 색채사용특성에 관한 연구)

  • Lee, Seon-Min;You, Yeon-Sook
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.61-70
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    • 2009
  • Architectural color would be understood as a essential tool to be reflected the architect's value criteria, thinking process and the specific methodology. This study was established the characteristics of color use correlated with Eisenman's architectural features based on his point of view. At first, it could be organized with data and use the color in view points with the becomming process. Especially it would be expressed the color as a trace of unsynchronized formation. Second, it was introduced the color by graphics engaged with form, to be expressed the dividing, folding, reiteration for deliver of escape from graphic thinking process. Third, it was analyzed to be imported the color to have a multi-lateral space experience in center of user's space recognition and behavior by introduction of color. Finally, it could be inducted the consistent color by viewpoint of interfacial between interior and exterior environment, communicated with strong meaning by conversion from interior elements to color from these processes. A characteristics of Eisenman's architecture color is reflected his thinking process in architecture color as it is and can be understand of 'becomming process use of color' as a tool that is corresponded in form creation. Specially, it would be kept continuous viewpoint of interior and exterior space, giving user color as a viewpoint of linking space, enable many-sidedness experiences through space.

Design of Virtual Reality content for supervising abusement

  • Kim, Minji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.9-15
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    • 2019
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

Congestion Detection for QoS-enabled Wireless Networks and its Potential Applications

  • Ramneek, Ramneek;Hosein, Patrick;Choi, Wonjun;Seok, Woojin
    • Journal of Communications and Networks
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    • v.18 no.3
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    • pp.513-522
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    • 2016
  • We propose a mechanism for monitoring load in quality of service (QoS)-enabled wireless networks and show how it can be used for network management as well as for dynamic pricing. Mobile network traffic, especially video, has grown exponentially over the last few years and it is anticipated that this trend will continue into the future. Driving factors include the availability of new affordable, smart devices, such as smart-phones and tablets, together with the expectation of high quality user experience for video as one would obtain at home. Although new technologies such as long term evolution (LTE) are expected to help satisfy this demand, the fact is that several other mechanisms will be needed to manage overload and congestion in the network. Therefore, the efficient management of the expected huge data traffic demands is critical if operators are to maintain acceptable service quality while making a profit. In the current work, we address this issue by first investigating how the network load can be accurately monitored and then we show how this load metric can then be used to provide creative pricing plans. In addition, we describe its applications to features like traffic offloading and user satisfaction tracking.

Interactive 3D VR Content Design for Close Encounter of Social Issue

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.270-275
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    • 2023
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

A Study on Smart Tourism Based on Face Recognition Using Smartphone

  • Ryu, Ki-Hwan;Lee, Myoung-Su
    • International Journal of Internet, Broadcasting and Communication
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    • v.8 no.4
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    • pp.39-47
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    • 2016
  • This study is a smart tourism research based on face recognition applied system that manages individual information of foreign tourists to smartphone. It is a way to authenticate by using face recognition, which is biometric information, as a technology applied to identification inquiry, immigration control, etc. and it is designed so that tourism companies can provide customized service to customers by applying algorism to smartphone. The smart tourism system based on face recognition is a system that prepares the reception service by sending the information to smartphone of tourist service company guide in real time after taking faces of foreign tourists who enter Korea for the first time with glasses attached to the camera. The smart tourism based on face recognition is personal information recognition technology, speech recognition technology, sensing technology, artificial intelligence personal information recognition technology, etc. Especially, artificial intelligence personal information recognition technology is a system that enables the tourism service company to implement the self-promotion function to commemorate the visit of foreign tourists and that enables tourists to participate in events and experience them directly. Since the application of smart tourism based on face recognition can utilize unique facial data and image features, it can be beneficially utilized for service companies that require accurate user authentication and service companies that prioritize security. However, in terms of sharing information by government organizations and private companies, preemptive measures such as the introduction of security systems should be taken.

An Efficient Object Augmentation Scheme for Supporting Pervasiveness in a Mobile Augmented Reality

  • Jang, Sung-Bong;Ko, Young-Woong
    • Journal of Information Processing Systems
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    • v.16 no.5
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    • pp.1214-1222
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    • 2020
  • Pervasive augmented reality (AR) technology can be used to efficiently search for the required information regarding products in stores through text augmentation in an Internet of Things (IoT) environment. The evolution of context awareness and image processing technologies are the main driving forces that realize this type of AR service. One of the problems to be addressed in the service is that augmented objects are fixed and cannot be replaced efficiently in real time. To address this problem, a real-time mobile AR framework is proposed. In this framework, an optimal object to be augmented is selected based on object similarity comparison, and the augmented objects are efficiently managed using distributed metadata servers to adapt to the user requirements, in a given situation. To evaluate the feasibility of the proposed framework, a prototype system was implemented, and a qualitative evaluation based on questionnaires was conducted. The experimental results show that the proposed framework provides a better user experience than existing features in smartphones, and through fast AR service, the users are able to conveniently obtain additional information on products or objects.

A Study on Aspects of Transmedial Enjoyment of Game Users (게임 사용자의 트랜스미디어적 향유 양상 연구)

  • Ahn, Jin-Kyoung
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.119-128
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    • 2021
  • This study defines the integrated game experience of game users that across internal and external media of game as the transmedia enjoyment of game. This study categorizes the cases and analyze features. Game users have four types of transmedial enjoyment. The expansion type is characterized by the user's desire to solve the uncertainty, and the transmission type is characterized by the emergence of alternative play spaces. In the permeation type and the circulation type, it is observed users participate more in the content can be re-contextualized and based on real world knowledge.