• Title/Summary/Keyword: Interaction Quality

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Current Status and Future Direction of the NIMS/KMA Argo Program (국립기상과학원 Argo 사업의 현황 및 추진 방향)

  • Baek-Jo Kim;Hyeong-Jun Jo;KiRyong Kang;Chul-Kyu Lee
    • Atmosphere
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    • v.33 no.5
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    • pp.561-570
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    • 2023
  • In order to improve the predictability of marine high-impacts weather such as typhoon and high waves, the marine observation network is an essential because it could be rapidly changed by strong air-sea interaction. In this regard, the National Institute of Meteorological Sciences, Korea Meteorological Administration (NIMS/KMA) has promoted the Argo float observation program since 2001 to participate in the International Argo program. In this study, current status and future direction of the NIMS/KMA Argo program are presented through the internal meeting and external expert forum. To date, a total of 264 Argo floats have been deployed into the offshore around the Korean Peninsula and the Northwestern Pacific Ocean. The real-time and delayed modes quality control (QC) system of Argo data was developed, and an official regional data assembling center (call-sign 'KM') was run. In 2002, the Argo homepage was established for the systematic management and dissemination of Argo data for domestic and international users. The future goal of the NIMS/KMA Argo program is to improve response to the marine high-impacts weather through a marine environment monitoring and observing system. The promotion strategy for this is divided into four areas: strengthening policy communication, developing observation strategies, promoting utilization research, and activating international cooperation.

The Effect of a Chitosan/TiO2-Nanoparticle/Rosmarinic Acid-Based Nanocomposite Coating on the Preservation of Refrigerated Rainbow Trout Fillets (Oncorhynchus mykiss)

  • Pinar Kizilkaya;Mukerrem Kaya
    • Food Science of Animal Resources
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    • v.43 no.6
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    • pp.1170-1182
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    • 2023
  • The aim of this study was to determine the effect of chitosan (CH)-based nanocomposite coating applications [chitosan+TiO2 (CHT) and chitosan+TiO2+rosmarinic acid (CHTRA)] on changes in quality attributes of rainbow trout fillets during cold storage (4℃). Fish fillets were randomly divided into four groups and subjected to treatments (CH, CHT, CHTRA, and control). After treatments, the groups were packaged under a modified atmosphere (40% CO2+30% O2+30% N2) and stored at 4℃ for 18 days. During cold storage, the samples were subjected to physico-chemical and microbiological analyses. During storage, CH, CHT, and CHTRA treatments showed lower aerobic mesophilic and psychrotrophic bacteria counts than the control. However, the differences between coating treatments were not significant. The highest mean pH value was determined in the control group. As the storage time increased, the thiobarbituric acid reactive substances value increased. At the end of the storage period, no significant differences were observed between the treatments, including in the control group. The total volatile basic nitrogen (TVB-N) level in the control group was above 25 mg/100 g on day 15 of storage. However, the TVB-N level in the treatment groups was below 20 mg/100 g on day 18. It was also determined that coating application×storage period interaction had a significant effect on all color parameters (p<0.01). At the end of storage, the highest CIE L* was observed in CHTRA treatment. However, the value of this treatment did not differ from that of the CH treatment.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

A Study on the Usability of Digital Humans in New Media Contents

  • Jihan Kim;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.300-305
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    • 2023
  • This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.

A Study on the Satisfaction and Dissatisfaction in AI Chatbot (인공지능 챗봇 서비스의 만족과 불만족에 관한 연구)

  • Yang, Chang-Gyu
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.2
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    • pp.167-177
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    • 2022
  • Unlike previous studies on AI chatbot preference that focused mostly on satisfaction, this study considered both satisfaction and dissatisfaction. This study established that (1) AI chatbot preference is driven by attractive, must-be, and one-dimensional qualities, (2) AI chatbot need to develop service strategies by taking into account users' satisfaction and dissatisfaction in accordance with preference drivers, and (3) users view interaction as a requisite and thus, if they are not satisfied with services of a AI chatbot, they don't tend to appeal their opinion and leave the service with AI chatbot. This study emphasizes that a AI chatbot that desires to be a dominant market player must provide differentiated services according to the preference drivers and must continuously encourage user participation in order to improve service quality.

Air-Processed Efficient Perovskite Solar Cell via Antisolvent Additive Engineering (안티솔벤트 첨가제 공정에 의한 대기 중 고효율 페로브스카이트 태양전지 제작)

  • Se-Yeong Baek;Seok-Soon Kim
    • Applied Chemistry for Engineering
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    • v.35 no.2
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    • pp.128-133
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    • 2024
  • Although antisolvent-assisted crystallization is one of the promising processes to produce high-quality perovskite films, general antisolvents such as chlorobenzene (CB) have toxic and volatile properties. In addition, CB is not suitable to control the crystallization of perovskite in the atmospheric air. In this work, isopropyl acetate (IA) is used as an eco-friendly antisolvent to demonstrate air-processed perovskite solar cells, and ethyl-4-cyanocinnamate (E4CN) with a cyano group, carbonyl group, and aromatic ring is introduced in IA to improve the performance and stability of devices. Defects at the surface and grain boundaries of the perovskite layer, such as un-coordinated Pb2+ and iodine, can be decreased resulting from the interaction of E4CN and perovskite, and thus reduced recombination and enhanced carrier transport can be expected. As a result, the perovskite device with E4CN achieves a high maximum power conversion efficiency (PCE) of 18.89% and outstanding stability, maintaining 60% of the initial efficiency for 300 h in the air without any encapsulation.

Efficiency Evaluation of Hierarchical Finite-State Machines and Behavior Trees according to Behavior Mechanism of Intelligent NPCs (지능형 NPC의 행동 메커니즘에 따른 계층적 유한 상태 기계와 행동 트리의 효율성 평가)

  • Jung-Min Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.113-118
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    • 2024
  • In this study, we designed and analyzed two main structures for effectively implementing the behavior of intelligent NPCs the Hierarchical Finite State Machine (HFSM) and the Behavior Tree, by creating experimental games. The HFSM was found to be efficient for complex interaction-centered actions where state changes and transitions are crucial, while the Behavior Tree was effective in dynamic environments where ease of modification and expansion are required for dynamic responses under various conditions. These structures were experimentally applied using the Unity engine to verify their efficiency. This study focused on the basic structure design and plans to apply these structures to an upcoming action-adventure escape game. The results of this research are expected to assist game developers in efficiently implementing intelligent NPCs, thereby contributing to the improvement of game quality and player satisfaction.

Design of a System for Collecting and Utilizing Student Feedback Information in Asynchronous Indivisual Learning (비실시간 온라인 수업에서 학습자의 피드백 정보 수집 및 활용 시스템의 설계 및 구현)

  • Tae-Hwan Kim;Dae-Soo Cho;Seung-Min Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.225-232
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    • 2024
  • The Asynchronous indivisual learning offer advantages such as allowing learners to study at their preferred times without spatial constraints. However, since these classes are not conducted in real-time, there are limitations in conveying learners' feedback on problematic or inadequately explained course content to the instructors. This paper proposed a system for relaying feedback information from learners who view course content to the instructors. Learners can investigate the reasons for pausing online recorded class content, and they can transmit these pause reasons along with the time information of the paused content to the instructors. Instructors receive feedback information and pause times of learners' online recorded class videos in graphical form, making it easier to identify areas with numerous issues in the course content at a glance. Instructors can incorporate this feedback to re-upload the content, resulting in higher-quality course materials, which, in turn, can enhance learners' academic achievements.

A Review of Cross-Cultural Design to Improve User Engagement for Learning Management System

  • Farhan Hanis Muhmad Asri;Dalbir Singh;Zulkefli Mansor;Helmi Norman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.2
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    • pp.397-419
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    • 2024
  • Online learning has become a widespread practice for students and teachers in acquiring and delivering knowledge. Education platforms have become prominent in the 21st century with the evolution of technology and the accessibility to online learning. As a result, various learning management systems (LMSs) have been introduced to facilitate online interaction between users. For instance, communication between students and teachers at school. However, there is a need to emphasise user engagement in LMS to enhance the online learning experience amongst students since the design of LMS affects user engagement. This study utilised a systematic literature review (SLR) that examined 74 articles published between 2014 and 2023, focusing on cross-cultural design (CCD), user-centred design (UCD), and usability in LMS design. This study aimed to review CCD and its association with UCD, user interfaces (UI), and user experience (UX) in the context of LMS. CCD has been introduced as an approach to design that embraces different cultures, languages, and social contexts, while UCD plays a significant role in defining user engagement for LMS. All elements in CCD and UCD help create a better user experience for LMS. Besides, this study reviewed the usability of selected LMS to give insights to developers in creating a positive user engagement. An insight into cultural factors that influence the usability of LMS has revealed their value for LMS design, such as the UI/UX elements. Initially, this study may guide future researchers in improving education quality by emphasising CCD and LMS usability, which can enhance user engagement.

Evaluating the Impact of Educational Programs at Science Education Center for the Gifted by its graduates who are currently attending college (대학부설 과학영재교육원의 교육활동에 대한 대학생이 된 수료생의 평가)

  • Yeom, Seung-Yeol;Jang, Kyung-Ae;Kim, Sun-Ja;Chung, Byung-Hoon;Park, Jong-Wook
    • Journal of The Korean Association For Science Education
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    • v.28 no.1
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    • pp.100-110
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    • 2008
  • To evaluate the educational programs at Science Education Center for the Gifted (SECG) on how it had influenced its graduates, we have surveyed the graduates with questionnaires categorized into four sections: scientific motivation, self-confidence, knowledge/inquiry activities, and peer-to-peer interactions. Of the graduates who studied at SECG for more than two years and are currently attending college, we questioned 26 students and interviewed 10 students. According to our research data, most students evaluated highly the quality of education they received at SECG; especially, in the areas of science knowledge/inquiry activities and social interactions with their peers. Based on the results from the interviews, for these gifted students with highly developed aptitude in science, we concluded that interactions with real-world scientists, investigative approach to and application of newly-learned scientific concepts, and emphasis on interactive activities with other gifted students at SECG were regarded as effective in promoting motivations towards science and self-confidence.