• 제목/요약/키워드: Features of User Experience

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

  • 안진경
    • 융합정보논문지
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    • 제11권8호
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    • pp.119-128
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    • 2021
  • 본 연구는 게임 사용자가 게임과 외부 미디어를 넘나들며 통합적 게임 경험을 완성해나가는 현상을 게임의 트랜스미디어적 향유로 규정하고, 와스컬의 3P 모델에 따라 유형화해 그 양상을 분석했다. 게임 사용자들은 통합적인 게임 경험을 완성하기 위해 미디어를 횡단하며 원본의 경험을 확장하는 주체이다. 이러한 사용자들의 트랜스미디어적 향유 양상은 정체성의 이동을 전제하며 확장형, 중계형, 침투형과 순환형의 네 가지 방향으로 유형화된다. 확장형은 빈 칸의 불확실성을 해소하고자 하는 사용자 욕망이, 중계형은 대안적 놀이공간의 등장이 특징적이며 침투형과 순환형에서는 재맥락화가 가능한 콘텐츠와 현실의 지식에 기반한 콘텐츠의 사용자 참여가 높다는 점을 확인할 수 있었다.

Generative Interactive Psychotherapy Expert (GIPE) Bot

  • Ayesheh Ahrari Khalaf;Aisha Hassan Abdalla Hashim;Akeem Olowolayemo;Rashidah Funke Olanrewaju
    • International Journal of Computer Science & Network Security
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    • 제23권4호
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    • pp.15-24
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    • 2023
  • One of the objectives and aspirations of scientists and engineers ever since the development of computers has been to interact naturally with machines. Hence features of artificial intelligence (AI) like natural language processing and natural language generation were developed. The field of AI that is thought to be expanding the fastest is interactive conversational systems. Numerous businesses have created various Virtual Personal Assistants (VPAs) using these technologies, including Apple's Siri, Amazon's Alexa, and Google Assistant, among others. Even though many chatbots have been introduced through the years to diagnose or treat psychological disorders, we are yet to have a user-friendly chatbot available. A smart generative cognitive behavioral therapy with spoken dialogue systems support was then developed using a model Persona Perception (P2) bot with Generative Pre-trained Transformer-2 (GPT-2). The model was then implemented using modern technologies in VPAs like voice recognition, Natural Language Understanding (NLU), and text-to-speech. This system is a magnificent device to help with voice-based systems because it can have therapeutic discussions with the users utilizing text and vocal interactive user experience.

능동스피커를 위한 네트워크기반 디지털 크로스오버 (Network-based Digital Crossover for Active Speakers)

  • 김변곤;김관웅;김대익
    • 한국전자통신학회논문지
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    • 제10권2호
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    • pp.227-232
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    • 2015
  • 최근 IT기술의 진보에 힘입어 프로오디오분야에 IT기술이 접목된 혁신적인 제품이 개발되고 있다. DSP는 SR 오디오 장비의 고품질 오디오 신호를 처리하는 중요한 역할을 수행한다. IT기술과 디지털오디오기술의 융합은 프로 오디오산업 종사자들에게 새로운 사용자 경험을 제공한다. 본 논문에서는 능동스피커시스템을 위한 인터넷기술과 DSP기술이 접목된 디지털크로스오버를 소개한다. 본 논문에서 구현된 디지털크로스오버는 디지털오디오신호를 처리하기 위한 필터, 딜레이, 위상제어기능을 가지고 있으며, 크로스오버의 동작상태 모니터링과 다수의 파라미터를 제어하기 위해 인터넷 연결기능을 가진다.

A "GAP-Model" based Framework for Online VVoIP QoE Measurement

  • Calyam, Prasad;Ekici, Eylem;Lee, Chang-Gun;Haffner, Mark;Howes, Nathan
    • Journal of Communications and Networks
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    • 제9권4호
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    • pp.446-456
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    • 2007
  • Increased access to broadband networks has led to a fast-growing demand for voice and video over IP(VVoIP) applications such as Internet telephony(VoIP), videoconferencing, and IP television(IPTV). For pro-active troubleshooting of VVoIP performance bottlenecks that manifest to end-users as performance impairments such as video frame freezing and voice dropouts, network operators cannot rely on actual end-users to report their subjective quality of experience(QoE). Hence, automated and objective techniques that provide real-time or online VVoIP QoE estimates are vital. Objective techniques developed to-date estimate VVoIP QoE by performing frame-to-frame peak-signal-to-noise ratio(PSNR) comparisons of the original video sequence and the reconstructed video sequence obtained from the sender-side and receiver-side, respectively. Since processing such video sequences is time consuming and computationally intensive, existing objective techniques cannot provide online VVoIP QoE. In this paper, we present a novel framework that can provide online estimates of VVoIP QoE on network paths without end-user involvement and without requiring any video sequences. The framework features the "GAP-model", which is an offline model of QoE expressed as a function of measurable network factors such as bandwidth, delay, jitter, and loss. Using the GAP-model, our online framework can produce VVoIP QoE estimates in terms of "Good", "Acceptable", or "Poor"(GAP) grades of perceptual quality solely from the online measured network conditions.

K-콘텐츠 발전 전략 연구 -넷플릭스와 왓챠플레이를 중심으로- (Study of Korean-Content Development Strategy -Focusing on Netflix and Watcha Play-)

  • 문다영;김승인
    • 디지털융복합연구
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    • 제17권2호
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    • pp.399-404
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    • 2019
  • 본 연구는 국내외 활발히 이용되고 있는 OTT, 온라인 동영상 서비스, 그 중 넷플릭스와 왓챠플레이를 중심으로 사용자의 서비스 이용 현황에 관해 연구하여 K-콘텐츠 동영상 서비스를 통한 한국 엔터테인먼트 발전 전략을 제시하는데 그 목적이 있다. 연구 방법으로는 1차 사례연구를 통해 국내의 동영상 스트리밍 서비스와 국외의 OTT서비스의 특징 및 한국 콘텐츠 제공성을 조사하였다. 그리고 2차로 넷플릭스와 왓챠플레이 이용자 8명을 대상으로 하는 심층 인터뷰를 통해 사용자 경험과 한국엔터테인먼트 동영상 스트리밍 서비스의 수요를 파악하였다. 그 결과, 전략에 관한 두 가지 포인트를 도출해낼 수 있었다. 첫째, 단독화 채널 전략. 둘째, 콘텐츠의 다양화와 개인화 전략. 이 연구는 넷플릭스와 왓챠플레이를 통해 한국 엔터테인먼트 산업의 방향성에 관한 전략을 제시했다는 점에 의의가 있다. 후속 연구를 통해 한국 엔터테인먼트 산업의 개선 방안을 보완하고, 한국 엔터테인먼트 발전 전략 수립에 도움이 되기를 기대한다.

5GCHAMPION - Disruptive 5G Technologies for Roll-Out in 2018

  • Strinati, Emilio Calvanese;Mueck, Markus;Clemente, Antonio;Kim, Junhyeong;Noh, Gosan;Chung, Heesang;Kim, Ilgyu;Choi, Taesang;Kim, Yeongjin;Chung, Hyun Kyu;Destino, Giuseppe;Parssinen, Aarno;Chuberre, Nicolas;Vautherin, Benoit;Deleu, Thibault;Gineste, Mathieu;Korvala, Aki
    • ETRI Journal
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    • 제40권1호
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    • pp.10-25
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    • 2018
  • The 5GCHAMPION Europe-Korea collaborative project provides the first fully-integrated and operational 5G prototype in 2018, in conjunction with the 2018 PyeongChang Winter Olympic Games. The corresponding technological advances comprise both an evolution and optimization of existing technological solutions and disruptive new features, which substantially outpace previous generations of technology. In this article, we focus on a subset of three disruptive technological solutions developed and experimented on by 5GCHAMPION during the 2018 PyeongChang Olympic Games: high speed communications, direct satellite-user equipment communications, and post-sale evolution of wireless equipment through software reconfiguration. Evaluating effectiveness and performing trials for these key 5G features permit us to learn about the actual maturity of 5G technology prototyping and the potential of new 5G services for vertical markets and end user enhanced experience two years before the launch of large-scale 5G services.

A Notation Method for Three Dimensional Hand Gesture

  • Choi, Eun-Jung;Kim, Hee-Jin;Chung, Min-K.
    • 대한인간공학회지
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    • 제31권4호
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    • pp.541-550
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    • 2012
  • Objective: The aim of this study is to suggest a notation method for three-dimensional hand gesture. Background: To match intuitive gestures with commands of products, various studies have tried to derive gestures from users. In this case, various gestures for a command are derived due to various users' experience. Thus, organizing the gestures systematically and identifying similar pattern of them have become one of important issues. Method: Related studies about gesture taxonomy and notating sign language were investigated. Results: Through the literature review, a total of five elements of static gesture were selected, and a total of three forms of dynamic gesture were identified. Also temporal variability(reputation) was additionally selected. Conclusion: A notation method which follows a combination sequence of the gesture elements was suggested. Application: A notation method for three dimensional hand gestures might be used to describe and organize the user-defined gesture systematically.

패션과 기술의 융합 제품을 위한 TAM과 패션의 통합 모형 연구 (Technology Acceptance Model and fashion: Toward an integrated model for fashionable technology products)

  • 심수인
    • 한국과학예술포럼
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    • 제30권
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    • pp.217-230
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    • 2017
  • The purpose of this study is to develop a theoretical model identifying how consumers accept a fashionable technology product. A systematic review of 39 influential TAM studies focusing on theory development in the context of information technology results in three tendencies, which become backbone of the model of fashionable technology acceptance. A subsequent review of the nature of fashion fleshes out the backbone with detailed propositions in the more specific context of fashionable technology. The model of fashionable technology acceptance includes key propositions of Theory of Reasoned Action, in which internal beliefs consist of functional, aesthetic and symbolic values, and other factors, such as technology features (i.e., hardware specification, software specification, brand, and price factors), environmental conditions (i.e., technical infrastructure and user occasion), individual differences (i.e., age, gender, experience, personality, aesthetic sense, fashion innovativeness, and income), and social influence (i.e., subjective norms, social reputation, and cultural difference). Implications, limitations, and suggestions for future research are also discussed.

장애인의 정보 접근권 향상을 위한 보편적 설계에 관한 연구 (A Study on Universal Design for Enhancing Information Accessibility of the Disabled)

  • 이성일
    • 대한산업공학회지
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    • 제26권4호
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    • pp.402-410
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    • 2000
  • The current study examines principles to develop universal design guidelines for manufacturing information and communication devices. The study surveyed inconveniences disabled people experience in the information and communication environment with current technology and design, and suggested abbreviated universal design guidelines. Design guidelines should reduce those inconveniences detected through the task analysis and GOMS modelling of the usage by disabled people. Design and functional features of mobile phones were examined since they quickly became essential communication tools for both disabled and non-disabled people alike. Design issues were examined in controls, input methods, and output methods in terms of human factors and ergonomics. It is expected that both governments and manufacturers can save costs to produce and manufacture special assistive devices for disabled people by implementing universal design in their communication products. Since it is becoming the international trend, application of the universal design should be enforced to all communication and information devices by government for the higher quality of life for all groups of user.

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Agri-Food Business Models Based on NFC

  • Lee, Sung Chul;Kim, Nam Jung;Park, Jae Eun;Yu, Seong Gu;Moon, Junghoon
    • Agribusiness and Information Management
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    • 제4권1호
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    • pp.32-40
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    • 2012
  • In recent times, NFC technology adaptations for smartphones have been increasing. This study proposes the adaptation of agri-food business models based on NFC technology and presents the basic technological characteristics of NFC. An NFC tag can store more information than prior tagging technology methods, such as QR codes, and provides a better user experience. Based on the unique features of NFC, this study suggests an NFC business model application for the agri-food business.

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