• Title/Summary/Keyword: Korean digital product user

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A Designing Method of Performance Evaluation for Network Security Equipment of Korean Style (한국형 네트워크 보안 시스템 성능 평가 방법론 실계)

  • Ju, Seung Hwan;Seo, Hee Suk;Kim, Sang Youn
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.97-105
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    • 2011
  • With the advancement of network, privacy information as well as confidential information that belongs to government and company are exposed to security incident like spreading viruses or DDoS attack. To prevent these security incident and protect information that belongs to government and company, Security system has developed such as antivirus, firewall, IPS, VPN, and other network security system. Network security systems should be selected based on purpose, usage and cost. Verification for network security product's basic features performed in a variety of ways at home and abroad, but consumers who buy these network security product, just rely on the information presented at companies. Therefore, common user doing self performance evaluation for perform Verification before buying network security product but these verification depends on inaccurate data which based on some user's criteria. On this paper, we designing methodology of network security system performance evaluation focused on Korean using other cases of performance evaluation.

Web-based 3D Virtual Experience using Unity and Leap Motion (Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.2
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    • pp.159-169
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    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.

Designing User Participation Smart Photonic Clothing Prototype Using Arduino (아두이노를 활용한 사용자 참여형 스마트 포토닉 의류 프로토타입 설계)

  • An, Mi-hwa;Lim, Ho-sun
    • Fashion & Textile Research Journal
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    • v.22 no.1
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    • pp.55-65
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    • 2020
  • Smart photonic clothing integrates light emitting technology inside and outside of the garment and integrates it as a fashion product. It expresses digital color that radiates light outside the body that expands the functionality of the clothing as well as makes new and various attempts visually. It is also is gradually expanding into a new area of fashion. LED, one of the digital color output devices, is a light emitting device that is suitable for presenting consumer customized designs in that the patterns and colors of clothes can be modified as desired by utilizing computer technology such as program coding. LED technology that can realize various digital colors is actively applied in various industrial design fields, but there are few previous studies on smart clothes using LED color in Korean fashion fields. Therefore, this study develops a prototype of a customized LED smart photonic garment that allows the user to directly participate in the color implementation of clothing and select a digital color suitable for the desired function. The LED module was designed to be detachable from clothing and made using a 256-pixel LED matrix. Various coding patterns of the LED were designed using the coding change of Arduino program.

Comparative study about the user experience, product attitudes, and repurchase intention regarding smart phone UI(User Interface) in Korea and China (스마트폰의 UI(User Interface)에 대한 사용자 경험과 제품태도 및 재구매의도에 관한 한·중 비교 연구)

  • Kim, Na-Mi;Kim, Hyo-Jin
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.501-508
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    • 2015
  • This study intends to look into the perception gap among Korean and Chinese consumers regarding the product attitudes toward smart phones and repurchase intention as well as the user experience. First, this study showed that there are gaps among Korean and Chinese consumers, regarding smart phones, toward their experiences of usage satisfaction, usefulness, design satisfaction, and evaluation from other people and that Chinese consumers have higher awareness of every experience element concerning UI than Korean consumers. Second, concerning the difference in the product attitudes toward smart phones, it turns out that Chinese consumers also have higher awareness of it than Korean consumers. Third, regarding the difference in repurchase intention for smart phones among Korean and Chinese consumers, this study shows that Chinese consumers are likely to have more intention than Korean consumers. because their average value is higher than Korean consumers' even though the difference are not statistically significant. This study is expected to have academic meaning(significance) for providing basic materials of comparative study between two countries regarding the user experience about smart phone as well as some useful implications for the competitive power improvement of Korean smart phone related companies in China.

Consumption Attribute Value Estimation of Digital Music Contents Service by Conjoint Analysis (컨조인트 분석을 통한 디지털 음악콘텐츠 서비스의 소비 속성별 가치 추정)

  • Shin, Dong-Myoung;Kim, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.924-934
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    • 2014
  • In the last 10 years the digital music contents market has grown rapidly. However digital music contents product and services are not managed with product planning and price policy considered customer attitude and digital music contents values. This study is to define the value properties of digital music contents services based on streaming and download as genre, price, sound quality, and usage appliance, and suggest the strategic market price and service composition of digital music contents service by customer attitudes about the value properties. The research used the conjoint analysis methodology based on the hedonic price model and collected 405 questionaries by users of Korean digital music contents services to the analysis. Hence 'sound quality' in download platform, and 'appliance' in streaming platform were the elements to evaluate the customer attitude. The results present the music contents productions and companies have to provide the differentiated services and price by the value properties of user preference in the market.

An Analyzing the Property Factors of Internet Digital Products Focusing on Customer acceptability of On-line Community Products. (인터넷 디지털 상품의 특성요인 분석 -온라인 커뮤니티의 고객수용성을 중심으로-)

  • Chae Young-Il;Lee Hyun-Soo;Suh Yung-Ho
    • Journal of Korean Society for Quality Management
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    • v.32 no.4
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    • pp.15-29
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    • 2004
  • This paper is interested in analyzing the CSFs of 3 different kinds of on-line digital products. They are on-line digital products of (1) transaction, (2) relations, and (3) interests. This study first tried to define the on-line digital products based in the above three categories and then to find the factors that might effect the customer acceptability in each product groups. Independent variables used in this study are characters of products, characters of users, and system environments. This paper that on-line survey has been conducted for the study's specialty and the collected resource was analyzed by using the SPSS 10.0K statistics package. Using multiple regression, this study finds that major factors effecting the user acceptability of each group are different from one another. For example, system environment variables such as speediness, system performance effects the customer acceptability of digital products of Interest(game, avartar, etc). Much more then that of products of relations(information service, etc). Therefore empirical findings are suggested in the conclusion.

What Drives Consumers' Purchase Decisions? : User- and Marketer-generated Content

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.79-90
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    • 2021
  • Consumers have an increasingly active role in the marketing cycle, using social media channels to create, distribute, and consume digital content. In this context, this paper investigates the impact of user- and marketer-generated content on consumer purchase intentions and the approach to designing an effective social media marketing platform. Referencing a literature review of social media marketing and consumer purchase intentions, a case study of the social media-marketing platform, 0.8L, was undertaken using both qualitative and quantitative results through content analysis and a participatory survey. First, about 450 consumer reviews for ten sunscreen products posted on the 0.8L platform were compared with products' marketer-generated content. Next, 55 subjects participated in a survey regarding purchase intentions toward moisturizing creams on the 0.8L platform. The results indicated that user-generated content (i.e., texts and photos) provided more personal experiences of the product usage process, whereas marketers focused on distinctive product photos and features. Moreover, customer reviews (particularly high volume and narrative format) had more impact on purchase decisions than marketer information in the online cosmetics market. Real users' honest reviews (both positive and negative) were found to aid companies' prompt and straightforward assessment of newly released products. In addition to the importance of customer-driven marketing practices, distinctive user experience design features of a competitive social media-marketing platform are identified to facilitate the creation and sharing of sincere customer reviews that resonate with potential buyers.

Modeling and Simulation of HMI Behaviors of 3D Virtual Products using XML (XML을 이용한 3D 가상 제품의 HMI 행동양태 모델링과 시뮬레이션 방안)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • In the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the visualization and interaction of the products, and the simulation of their human machine interaction (HMI) behaviors in interactive 3D virtual environments. Especially, for the HMI behavior simulation, it is necessary to represent them properly and to play them back effectively according to user interaction in the virtual environments. In a conventional approach to HMI behavior simulation, user interface (UI) designers use UI design software tools to generate the HMI behavior of a digital product of interest. Due to lack of reusability of the HMI behavior, VP developers need to analyze and integrate it into a VP system for its simulation in a 3D virtual environment. As this approach hinders the effective communication between the UI designers and the VP developers, it is easy to create errors and thereby it takes significant time and effort especially when it is required to represent the HMI behavior to the finest level of detail. In order to overcome the shortcomings of the conventional approach, we propose an approach for representing the HMI behavior of a digital product using XML (eXtensible Markup Language) and for reusing it to perform the HMI behavior simulation in 3D virtual environments. Based on the approach, a VP system has been developed and applied for the design evaluation of various products. A case study about the design evaluation is given to show the usefulness of the proposed approach.

A Study on Space Arrangement and Traffic Line of Home Appliances Brand Shops by Shopper' Purchasing Behavior - Focuesd on Samsung Digital Plaza - (쇼퍼(Shopper) 구매행태(行態)에 따른 가전 브랜드샵 공간배치와 고객동선 특징 - 삼성전자 디지털프라자를 중심으로 -)

  • Yu, Seouk-Hwan
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.190-200
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    • 2014
  • The domestic distribution environment of electronic goods has been placing more emphasis on securing each company's own interests and maintaining the existing customers as the most important purpose of marketing due to the change in consumption environment, the excessive cutthroat competition between retailers, the saturated number of branches for each company, weak revenue structure and declining competitiveness. In addition, the target of marketing has been shifted to specific consumers and the concept of a consumer is sub-divided into a "user" of a product and a "shopper" who buys a product. The purpose thereof is to increase the in-store purchase rate by analyzing the psychology and behavior of a shopper who actually visits a store for purchasing a product. Thus, the purpose of this study is to identify the correlation between the buying behavior of a shopper and product display based on "Digital Plaza" among the domestic electronic goods brand shops, which is selling products at various prices. This study is meaningful since it is utilized as data to plan store display for promoting purchase.

A Study of the Home Appliance Control Characteristics of the Elderly (고령자의 생활가전제품 조작행동 특성에 관한 연구)

  • Lee, Ho-Soong
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.617-626
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    • 2011
  • Home appliance proposes the experience of new lifestyle to consumers, together with digital technology-applied highly advanced functions, beyond its natural quality like the basic function of reducing the burden of housework. However, under the current circumstances that populations are rapidly aging, the number of elderly consumers, who feel it inconvenient to smoothly use even the basic function of home appliance, is increasing in proportion to populations. Therefore, the necessity for developing home appliance with improved usability in consideration of the elderly is rising up. This study analyzed the elderly's pattern of using home appliance and illustrated the procedure of their using home appliance, putting its focus on the home appliance that the elderly highly depend on in keeping their daily life and that they feel it inconvenient to control. And based on the illustrated procedure, this paper substituted various kinds of home appliance that were not surveyed by this study and found out 4 user behavioral models for home appliance. Same as the concept of universal design, product designs, which are convenient to use by the elderly whose physical functions are reduced, are expected acceptable to various user classes. The found user behavioral models purport to give references to design process for product planning and design solutions.

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