• Title/Summary/Keyword: Information Experience

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Design of tourist spot application using VR (VR을 활용한 관광지 소개 어플리케이션 설계)

  • Seo, Eui-seong;Jang, Jong-wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.287-289
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    • 2017
  • Recently, hardware, software, and content related to virtual reality (VR) have been increasing. In this paper, we design an application that enables users to experience various sightseeing spots without having to go directly by utilizing the characteristics of making virtual reality such as space, deep sea, etc. Conventionally, two-dimensional images and video were used to acquire and experience information about tourist attractions, but this application enables a realistic experience through three-dimensional images and video.

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Improved control structure to enhance user experience of smart phone (스마트 폰의 사용자 경험 증진을 위한 컨트롤 구조개선)

  • Lee, Youngju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.163-170
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    • 2017
  • As the usage of smart phones continues to increase, the control UI, which users have to continue to use, sometimes finds a heavy burden on users. Therefore, in this study, we have studied the control user interface structure along with the theoretical background of the control user interface, and we have studied the role and usage of the control component based on it. Typical commonly used controls are button controls for transmission, selection controls for various selections, link controls for navigation, text controls for inputting characters, indicator controls for feedback on progress, A message control that displays information about warnings and errors, and a window control such as a dialog box. The structure of the control should be designed according to the use of the separated control to help the user efficiently use the control user interface. Based on the analysis of the theoretical usage of representative components belonging to the separated controls, we presented a new and correct way to use the control to improve the user experience. The use of improved control components will help to design the control structure efficiently and to improve the user experience.

Environmental Consciousness, Knowledge and Education of Home Economics Teachers in Gwang-ju (광주시 가정과 교사의 환경의식과 환경지식 및 환경교육수행에 관한 연구)

  • 김경애;성민순
    • Journal of Korean Home Economics Education Association
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    • v.12 no.3
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    • pp.93-104
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    • 2000
  • The purposes of this study were to measure the levels of environmental consciousness. environmental knowledge, and environmental education performance and to find the influences of related variables on environmental education performance in Home Economics teachers. The researchers used a questionnaire consisting of three parts such as environmental consciousness. knowledge and education for 153 Home Economics teachers o secondary schools in Gwang-ju. The results are as follows: The level of environmental consciousness of the Home Economic teachers was high, but that of their environmental knowledge and the performance of environmental education were low. The teachers with more educational experience and married teachers showed higher level of environmental consciousness. Unmarried teachers showed higher level of environmental knowledge. The teachers with more age and educational experience showed higher level of environmental education performance. The teachers with more chances for getting environmental information had relatively higher level of environmental knowledge. The teachers with more educational experience and chance for getting environmental information and pro-environment community had relatively higher level of environmental education performance. With regard to environmental education experience older teachers getting environmental information pro-environment community and the teachers with higher level of environmental consciousness practiced more. Environmental knowledge, however, didn’t affect environmental education.

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Homepage on the Purchase Attributes of Food Service Products (미니홈피를 통한 구전 커뮤니케이션이 외식상품 구매 속성에 미치는 영향)

  • Kim, Ki-Young;Kim, Ji-Eung
    • Culinary science and hospitality research
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    • v.14 no.2
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    • pp.86-98
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    • 2008
  • This study aims at examining the effect of word-of-mouth communication through mini homepage on purchase attributes and mapping out a marketing strategy based on this. For this, it made an analysis of the communication level with 302 mini homepage users. The result showed that the communication level of information exchange has a positive effect on the purchase experience of food service products significantly, showing that the higher its level is, the more frequent its experience is. And it showed that the communication level of relationship retention has a negative effect on the purchase experience of food service products significantly, showing that the higher its level is, the less frequent its experience is. These results demonstrated the utility that can increase word-of-mouth communications through information exchange and relationship retention, given that they are used with the object based on the kinship of information exchange and relationship retention as word-of-mouth communications, and that they lay stress on the connection with other people in the mini homepage.

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Effects of Lifelog Experience on Technology Satisfaction and Perception of Right to be Forgotten (라이프로그 이용이 기술 만족도와 잊혀질 권리 인식에 미치는 영향)

  • Yoon, Il-han;Kwon, Sun-dong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.3
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    • pp.837-852
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    • 2016
  • This study examined the life-log related ICT in terms of both positive effects and adverse effects. As results, from the perspective of positive effects, experience of using life-log related ICT affects the usefulness of ICT, whereas usefulness of ICT affects satisfaction of ICT. From the perspective of adverse effects, experience of using life-log related ICT affects concern over privacy, whereas concern over privacy affects the awareness of the right to be forgotten. And, Internet privacy efficacy moderates the impact of experience of using life-log related ICT and the impact of concern over privacy.

The Influence of Creator Information on Preference for Artificial Intelligence- and Human-generated Artworks

  • Nam, Seungmin;Song, Jiwon;Kim, Chai-Youn
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.107-116
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    • 2022
  • Purpose: Researchers have shown that aesthetic judgments of artworks depend on contexts, such as the authenticity of an artwork (Newman & Bloom, 2011) and an artwork's location of display (Kirk et al., 2009; Silveira et al., 2015). The present study aims to examine whether contextual information related to the creator, such as whether an artwork was created by a human or artificial intelligence (AI), influences viewers' preference judgments of an artwork. Methods: Images of Impressionist landscape paintings were selected as human-made artworks. AI-made artwork stimuli were created using Google's Deep Dream Generator by mimicking the Impressionist style via deep learning algorithms. Participants performed a preference rating task on each of the 108 artwork stimuli accompanied by one of the two creator labels. After this task, an art experience questionnaire (AEQ) was given to participants to examine whether individual differences in art experience influence their preference judgments. Results: Setting AEQ scores as a covariate in a two-way ANCOVA analysis, the stimuli with the human-made context were preferred over the stimuli with the AI-made context. Regarding the types of stimuli, the viewers preferred AI-made stimuli to human-made stimuli. There was no interaction effect between the two factors. Conclusion: These results suggest that preferences for visual artworks are influenced by the contextual information of the creator when the individual differences in art experience are controlled.

User Experience Design of Interior Driving Sound for Electric Vehicle : Focusing on the Contextual Information and Quietness (전기자동차 실내 주행 사운드의 사용자 경험 디자인 : 맥락정보성과 정숙성을 중심으로)

  • Lee, Dahye;Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.14-24
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    • 2016
  • Recently, the sound design of the electric vehicle has emerged as one of the new research objects. This study was conducted to explore and examine major values of interior driving sound of the electric vehicle from the perspective of user experience. An exploratory study based on the ground theory extracted contextual information and quietness as independent variables, and then we analyzed the main and interaction effects of those two variables on the usefulness, emotion, and satisfaction through a $2{\times}2$ factorial experimental design. The experimental study demonstrated that the effect on the user experience of electric vehicle can be conditioned by the combination of contextual information sound and quietness. Based on the results of this study, we suggested future research agendas for the optimization of user needs which reflect individual preference of interior driving sound values.

The perception of pre-service kindergarten teacher toward children's fundamental habit education (유아 기본생활습관 교육에 대한 예비유아교사의 인식)

  • Youn, Jin-Ju
    • Korean Journal of Human Ecology
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    • v.18 no.3
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    • pp.583-595
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    • 2009
  • The study was to see if the perceptions of pre-service kindergarten teacher toward the education of children's fundamental habit would show different characteristics based on their school type, education learning experience, and practicum experience. Subjects were 200 students majoring in early childhood education who were attending 3-year colleges and 4-year universities in Jellabuk-do and Daejeon. Preceding researches were referenced to develop questionnaire for the research method. The collected data was analyzed through t-test and Chi-square test. The followings are results: First, the interest in education showed significant difference in school type, but not significant difference in education learning experience and practicum experience. Second, the recognition in educational goal showed significant difference in practicum experience, but not significant difference in school type and education learning experience. the educational content showed significant difference in education learning experience, but not in school type and practicum experience. the recognition in educational principal showed significant difference in school type, but not significant difference in education learning experience and practicum experience. the recognition in educational method showed no significant difference in school type, education learning experience and practicum experience. Third, the recognition in educational hardship toward teaching showed significant difference in school type, education learning experience and practicum experience. The results of study would provide the righteous cognitive establishment of children's fundamental habit education and serve the appropriate guidelines being professor for our perspective kindergarten teachers. Also, they would be utilized as basic information to plan the direction of children's fundamental habit education to develop the program of children's life guidance.

Measurement and Analysis of Arousal While Experiencing Light-Field Display Device

  • Choi, Hyun-Jun;Kim, Noo-Ree;Park, Hyun-Rin
    • Journal of information and communication convergence engineering
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    • v.18 no.3
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    • pp.188-193
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    • 2020
  • In this paper, we examine whether the 3D image experience through a light-field display device showed the difference in the arousal of the user compared with the 2D image experience. For our experiment, the Looking GlassTM (LG) was used as a lightfield display device that provided 3D images, and 2D images were provided by digital and printed images. The subject's facial behavior during each media experience was recorded for analysis and the degree of arousal was measured by FaceReaderTM. As a result, the first image presented in the first order among the three kinds of images showed that there was a statistical difference in the degree of arousal between the three media. However, no significant differences were found between the three media in the other images. This may be because the arousal did not increase from the experience of the second image through the LG, owing to habituation. In conclusion, the 3D imaging experience may appear in the beginning, but does not continue.

Identifying Key Factors Affecting Mobile Market-Platform Attractiveness

  • Lee, Jeonghoon;Kim, Sookyung
    • Journal of Information Technology Applications and Management
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    • v.21 no.1
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    • pp.137-150
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    • 2014
  • The following study specially aims to market platform in the mobile circumstance. The characteristics of customers and infrastructure are handled by market platform under the new media. These characteristics will be revealed based on the unification of organizational structure and interaction of information structure in the relationship marketing. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on Perceived integratedness and Interactive Accessibility of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized on the base of the market communication. Perceived integratedness and Interactive Accessibility, 2 properties of new media increase the co-creation experience and perceived convenience in the market platform of their customers. Therefore, the structure of market platform that enhance the co-creation experience and perceived convenience has higher attractiveness. They create beneficial experience to the customers and productive values to the producers as well.